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
33 lines
1.1 KiB
HLSL
33 lines
1.1 KiB
HLSL
// BVLE Voxels - Smooth Surface Nets Vertex Shader (Phase 5.1)
|
|
// Vertex pulling from StructuredBuffer<SmoothVertex>.
|
|
// Each vertex is 32 bytes: float3 pos, float3 normal, uint matPacked, uint16 chunkIndex.
|
|
|
|
#include "voxelCommon.hlsli"
|
|
|
|
struct SmoothVtx {
|
|
float3 position; // world-space position (chunk origin already added)
|
|
float3 normal; // face normal
|
|
uint matPacked; // materialID(8) | secondaryMat(8) | blendWeight(8) | pad(8)
|
|
uint chunkIndex; // packed: chunkIndex in low 16 bits
|
|
};
|
|
|
|
StructuredBuffer<SmoothVtx> smoothVertices : register(t6);
|
|
|
|
struct VSOutput {
|
|
float4 position : SV_POSITION;
|
|
float3 worldPos : WORLDPOS;
|
|
float3 normal : NORMAL;
|
|
nointerpolation uint matPacked : MATERIALID;
|
|
};
|
|
|
|
[RootSignature(VOXEL_ROOTSIG)]
|
|
VSOutput main(uint vertexID : SV_VertexID) {
|
|
SmoothVtx vtx = smoothVertices[vertexID];
|
|
|
|
VSOutput output;
|
|
output.position = mul(viewProjection, float4(vtx.position, 1.0));
|
|
output.worldPos = vtx.position;
|
|
output.normal = vtx.normal;
|
|
output.matPacked = vtx.matPacked; // pass all packed material data to PS
|
|
return output;
|
|
}
|