bvle-voxels/shaders/voxelSmoothVS.hlsl
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

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;
}