Add shadow compute shader (voxelShadowCS.hlsl) that traces rays toward the sun using DXR inline ray queries (RayQuery<>, SM 6.5). Shadows modulate voxelRT_ in-place via RWTexture2D (no extra render target). Key fixes to Phase 6.1 BLAS/TLAS infrastructure: - Sequential index buffer required: Wicked treats IndexCount=0 with non-null IndexBuffer as "0 indexed triangles" → empty BLAS - Memory barriers between BLAS→TLAS→RT: without GPUBarrier::Memory() the TLAS build races with BLAS builds, causing zero ray hits - inverseViewProjection added to VoxelCB for depth reconstruction F5 toggles shadows OFF→ON→DEBUG (red=hit, green=miss, blue=backface).
72 lines
3.6 KiB
CMake
72 lines
3.6 KiB
CMake
cmake_minimum_required(VERSION 3.19)
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project(BVLEVoxels LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# Wicked Engine options - disable what we don't need
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set(WICKED_EDITOR OFF CACHE BOOL "" FORCE)
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set(WICKED_TESTS OFF CACHE BOOL "" FORCE)
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set(WICKED_IMGUI_EXAMPLE OFF CACHE BOOL "" FORCE)
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set(WICKED_WINDOWS_TEMPLATE OFF CACHE BOOL "" FORCE)
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set(WICKED_LINUX_TEMPLATE OFF CACHE BOOL "" FORCE)
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set(WICKED_ENABLE_SYMLINKS OFF CACHE BOOL "" FORCE)
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add_subdirectory(engine)
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# ── Voxel Engine Library ──────────────────────────────────────────
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file(GLOB_RECURSE VOXEL_SOURCES src/voxel/*.cpp src/voxel/*.h)
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add_library(VoxelEngine STATIC ${VOXEL_SOURCES})
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target_include_directories(VoxelEngine PUBLIC src)
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target_link_libraries(VoxelEngine PUBLIC WickedEngine)
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# ── Main Application ─────────────────────────────────────────────
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file(GLOB APP_SOURCES src/app/*.cpp src/app/*.h)
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add_executable(BVLEVoxels WIN32 ${APP_SOURCES})
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target_link_libraries(BVLEVoxels PRIVATE VoxelEngine WickedEngine)
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# Copy Content directory (shaders, etc.) to build output
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add_custom_command(TARGET BVLEVoxels POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/engine/Content
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$<TARGET_FILE_DIR:BVLEVoxels>/Content
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)
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# Copy DXC shader compiler DLL next to the exe (required for runtime shader compilation)
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add_custom_command(TARGET BVLEVoxels POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_SOURCE_DIR}/engine/WickedEngine/dxcompiler.dll
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$<TARGET_FILE_DIR:BVLEVoxels>/dxcompiler.dll
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COMMENT "Copying DXC shader compiler DLL"
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)
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# Copy our custom shader sources into Wicked's shader source tree
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# so LoadShader can find and compile them as "voxel/voxelVS.cso"
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add_custom_command(TARGET BVLEVoxels POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/shaders
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${CMAKE_SOURCE_DIR}/engine/WickedEngine/shaders/voxel
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COMMENT "Copying voxel shaders to Wicked Engine shader source directory"
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)
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# Delete stale compiled voxel shaders to force runtime recompilation.
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# Wicked Engine only compiles .hlsl → .cso when .cso is ABSENT (no timestamp check).
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# Without this step, .hlsl changes are silently ignored if old .cso files exist.
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add_custom_command(TARGET BVLEVoxels POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E rm -f
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelVS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelPS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelCullCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelMeshCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelTopingVS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelTopingPS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothVS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothPS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothCentroidCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelBLASExtractCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelShadowCS.cso
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$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelCommon.hlsli.cso
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COMMENT "Clearing stale voxel shader cache (forces recompilation from current .hlsl sources)"
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)
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