bvle-voxels/shaders/voxelVS.hlsl
Samuel Bouchet d7e69f97ca Phase 3: PS-based texture blending with winner-takes-all heightmap
Replace pre-encoded quad blend data (v1) with per-pixel voxel data
lookups in the pixel shader. The PS reads voxelDataBuffer (SRV t3)
to find neighbor materials dynamically, enabling 2 independent blend
axes, stair-priority neighbor detection, and winner-takes-all
heightmap-driven transitions.

Key design decisions validated through 6 iterations (see
blending_experiments.md):
- Winner-takes-all: material with highest heightmap score wins 100%
  (sharp but organic transitions, not smooth gradient)
- Symmetric bias: bias = 0.5 - weight ensures equal chance at border
- Subtractive corner attenuation (param=0.80): xAdj = xEdge -
  saturate(yEdge - 0.80) reduces blend at corners naturally
- Blend zone = 0.25 voxels from each edge (50% of face)
- Debug mode (F4) visualizes blend zones as colors
2026-03-26 12:14:08 +01:00

155 lines
4.8 KiB
HLSL

// BVLE Voxels - Vertex Shader (Vertex Pulling from mega-buffer)
// Phase 2: supports CPU draw loop, GPU MDI, and GPU mesh modes.
// Phase 3: passes chunkIndex to PS for voxel data neighbor lookups.
#include "voxelCommon.hlsli"
struct PackedQuad {
uint2 data; // 8 bytes = 2 x uint32
};
StructuredBuffer<PackedQuad> quadBuffer : register(t0);
StructuredBuffer<GPUChunkInfo> chunkInfoBuffer : register(t2);
// Push constants (48 bytes = 12 x uint32)
struct VoxelPush {
uint chunkIndex;
uint quadOffset; // offset into mega quad buffer (in quads)
uint flags; // bit 0: 1 = MDI mode, bit 1: GPU mesh mode
uint pad0, pad1, pad2, pad3, pad4, pad5, pad6, pad7, pad8;
};
[[vk::push_constant]] ConstantBuffer<VoxelPush> push : register(b999);
struct VSOutput {
float4 position : SV_POSITION;
float3 worldPos : WORLDPOS;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
nointerpolation uint materialID : MATERIALID;
nointerpolation uint faceID : FACEID;
nointerpolation float debugFlag : DEBUGFLAG;
nointerpolation uint chunkIndex : CHUNKINDEX;
};
// Unpack 64 bits from 2 x uint32
void unpackQuad(uint2 raw, out uint px, out uint py, out uint pz,
out uint w, out uint h, out uint face, out uint matID)
{
uint lo = raw.x;
uint hi = raw.y;
px = lo & 0x3F;
py = (lo >> 6) & 0x3F;
pz = (lo >> 12) & 0x3F;
w = (lo >> 18) & 0x3F;
h = (lo >> 24) & 0x3F;
face = ((lo >> 30) & 0x3) | ((hi & 0x1) << 2);
matID = (hi >> 1) & 0xFF;
}
// Binary search: find which chunk owns a given global quad index.
uint findChunkIndex(uint globalQuadIndex) {
uint lo = 0, hi = chunkCount;
[loop]
while (lo < hi) {
uint mid = (lo + hi) >> 1;
GPUChunkInfo ci = chunkInfoBuffer[mid];
if (ci.quadOffset + ci.quadCount <= globalQuadIndex)
lo = mid + 1;
else
hi = mid;
}
return lo;
}
// Face normals: +X, -X, +Y, -Y, +Z, -Z
static const float3 faceNormals[6] = {
float3( 1, 0, 0), float3(-1, 0, 0),
float3( 0, 1, 0), float3( 0,-1, 0),
float3( 0, 0, 1), float3( 0, 0,-1)
};
// Face U/V tangent axes for quad expansion
static const float3 faceU[6] = {
float3(0, 1, 0), float3(0, 1, 0),
float3(1, 0, 0), float3(1, 0, 0),
float3(1, 0, 0), float3(1, 0, 0)
};
static const float3 faceV[6] = {
float3(0, 0, 1), float3(0, 0, 1),
float3(0, 0, 1), float3(0, 0, 1),
float3(0, 1, 0), float3(0, 1, 0)
};
[RootSignature(VOXEL_ROOTSIG)]
VSOutput main(uint vertexID : SV_VertexID)
{
VSOutput output;
uint quadIndex;
uint chunkIndex = 0;
if (push.flags & 2) {
// GPU mesh path
quadIndex = push.quadOffset + (vertexID / 6);
} else if (push.flags & 1) {
// MDI path
chunkIndex = push.chunkIndex & 0xFFFF;
uint faceIdx = push.chunkIndex >> 16;
GPUChunkInfo ci = chunkInfoBuffer[chunkIndex];
uint faceOff = getFaceOffset(ci, faceIdx);
quadIndex = ci.quadOffset + faceOff + (vertexID / 6);
} else {
// CPU path
quadIndex = push.quadOffset + (vertexID / 6);
chunkIndex = push.chunkIndex;
}
uint cornerIndex = vertexID % 6;
PackedQuad packed = quadBuffer[quadIndex];
uint px, py, pz, w, h, face, matID;
unpackQuad(packed.data, px, py, pz, w, h, face, matID);
// GPU mesh path: extract chunk index from quad data bits [27:17] of hi word
if (push.flags & 2) {
chunkIndex = (packed.data.y >> 17) & 0x7FF;
}
GPUChunkInfo info = chunkInfoBuffer[chunkIndex];
// Corner offsets for 2 triangles (6 vertices per quad)
static const float2 cornersCW[6] = {
float2(0, 0), float2(0, 1), float2(1, 0),
float2(1, 0), float2(0, 1), float2(1, 1)
};
static const float2 cornersCCW[6] = {
float2(0, 0), float2(1, 0), float2(0, 1),
float2(0, 1), float2(1, 0), float2(1, 1)
};
bool useCCW = (face == 1 || face == 2 || face == 5);
float2 corner = useCCW ? cornersCCW[cornerIndex] : cornersCW[cornerIndex];
float3 basePos = float3((float)px, (float)py, (float)pz);
float3 normal = faceNormals[face];
float3 uAxis = faceU[face];
float3 vAxis = faceV[face];
// Positive faces: offset by 1 in normal direction
float3 faceOffset = (face % 2 == 0) ? normal : float3(0, 0, 0);
// Expand quad
float3 localPos = basePos + faceOffset + uAxis * corner.x * (float)w + vAxis * corner.y * (float)h;
float3 worldPos = localPos + info.worldPos.xyz;
output.position = mul(viewProjection, float4(worldPos, 1.0));
output.worldPos = worldPos;
output.normal = normal;
output.uv = corner * float2((float)w, (float)h) * textureTiling;
output.materialID = matID;
output.faceID = face;
output.debugFlag = info.worldPos.w;
output.chunkIndex = chunkIndex;
return output;
}