bvle-voxels/src/voxel
Samuel Bouchet 6b41da0932 Phase 6.2: RT shadows — inline ray queries with BLAS/TLAS fix
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).
2026-03-28 20:01:18 +01:00
..
TopingSystem.cpp Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
TopingSystem.h Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
VoxelMesher.cpp Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
VoxelMesher.h Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
VoxelRenderer.cpp Phase 6.2: RT shadows — inline ray queries with BLAS/TLAS fix 2026-03-28 20:01:18 +01:00
VoxelRenderer.h Phase 6.2: RT shadows — inline ray queries with BLAS/TLAS fix 2026-03-28 20:01:18 +01:00
VoxelTypes.h Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
VoxelWorld.cpp Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
VoxelWorld.h Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00