bvle-voxels/CMakeLists.txt
Samuel Bouchet aab38bb9b9 Phase 5.1: Naive Surface Nets smooth rendering
Implement CPU-side Naive Surface Nets for smooth voxel surfaces (SmoothStone,
Snow) coexisting with blocky voxels (Grass, Dirt, Stone, Sand).

Key features:
- SmoothMesher with binary SDF, centroid vertex placement, per-axis boundary
  clamping to align with blocky grid at smooth↔blocky transitions
- Cross-chunk connectivity: PAD=2 SDF grid, vertex range [-1, CHUNK_SIZE),
  canonical edge ownership (no duplicate triangles, no z-fighting)
- Face normals oriented by edge axis+sign (robust with binary SDF, unlike
  SDF gradient dot or centroid sampling approaches)
- Y-axis winding fix: sharing cells have different spatial arrangement,
  requiring opposite winding from X and Z axes
- GPU mesher treats smooth neighbors as solid (no blocky faces toward smooth)
- Material blending: primary (smooth-only) + secondary (all counts) per vertex
- Dedicated shaders: voxelSmoothVS (vertex pulling t6) + voxelSmoothPS
  (triplanar + lerp blending between two materials)
- Separate render pass with LoadOp::LOAD after voxels+topings
- New materials: SmoothStone (mat 6), blocky Stone (mat 3) and Dirt patches
  added to world generation for boundary testing
2026-03-27 13:03:55 +01:00

68 lines
3.3 KiB
CMake

cmake_minimum_required(VERSION 3.19)
project(BVLEVoxels LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# Wicked Engine options - disable what we don't need
set(WICKED_EDITOR OFF CACHE BOOL "" FORCE)
set(WICKED_TESTS OFF CACHE BOOL "" FORCE)
set(WICKED_IMGUI_EXAMPLE OFF CACHE BOOL "" FORCE)
set(WICKED_WINDOWS_TEMPLATE OFF CACHE BOOL "" FORCE)
set(WICKED_LINUX_TEMPLATE OFF CACHE BOOL "" FORCE)
set(WICKED_ENABLE_SYMLINKS OFF CACHE BOOL "" FORCE)
add_subdirectory(engine)
# ── Voxel Engine Library ──────────────────────────────────────────
file(GLOB_RECURSE VOXEL_SOURCES src/voxel/*.cpp src/voxel/*.h)
add_library(VoxelEngine STATIC ${VOXEL_SOURCES})
target_include_directories(VoxelEngine PUBLIC src)
target_link_libraries(VoxelEngine PUBLIC WickedEngine)
# ── Main Application ─────────────────────────────────────────────
file(GLOB APP_SOURCES src/app/*.cpp src/app/*.h)
add_executable(BVLEVoxels WIN32 ${APP_SOURCES})
target_link_libraries(BVLEVoxels PRIVATE VoxelEngine WickedEngine)
# Copy Content directory (shaders, etc.) to build output
add_custom_command(TARGET BVLEVoxels POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/engine/Content
$<TARGET_FILE_DIR:BVLEVoxels>/Content
)
# Copy DXC shader compiler DLL next to the exe (required for runtime shader compilation)
add_custom_command(TARGET BVLEVoxels POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/engine/WickedEngine/dxcompiler.dll
$<TARGET_FILE_DIR:BVLEVoxels>/dxcompiler.dll
COMMENT "Copying DXC shader compiler DLL"
)
# Copy our custom shader sources into Wicked's shader source tree
# so LoadShader can find and compile them as "voxel/voxelVS.cso"
add_custom_command(TARGET BVLEVoxels POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/shaders
${CMAKE_SOURCE_DIR}/engine/WickedEngine/shaders/voxel
COMMENT "Copying voxel shaders to Wicked Engine shader source directory"
)
# Delete stale compiled voxel shaders to force runtime recompilation.
# Wicked Engine only compiles .hlsl → .cso when .cso is ABSENT (no timestamp check).
# Without this step, .hlsl changes are silently ignored if old .cso files exist.
add_custom_command(TARGET BVLEVoxels POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rm -f
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelVS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelPS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelCullCS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelMeshCS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelTopingVS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelTopingPS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothVS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelSmoothPS.cso
$<TARGET_FILE_DIR:BVLEVoxels>/shaders/hlsl6/voxel/voxelCommon.hlsli.cso
COMMENT "Clearing stale voxel shader cache (forces recompilation from current .hlsl sources)"
)