CPU smooth mesher optimizations (560ms → 17ms): - VoxelData grid cache eliminates redundant readVoxel calls - Pre-cached 27 neighbor chunk pointers (readVoxelFast) - smoothNear dilation (8 lookups/cell instead of 56) - Early exit via containsSmooth flag on chunks - Thread-local scratch buffers (SmoothScratch ~600KB) - wi::jobsystem parallelization across all cores - Persistent staging vectors for upload TopingSystem optimizations (58ms → 6ms): - collectInstancesParallel() with per-chunk local vectors - Neighbor chunk pointer caching GPU compute Surface Nets (Phase 5.3): - Two-pass compute shader: centroid grid + emit with smooth normals - Pass 1 (voxelSmoothCentroidCS): computes centroids + solid flags for cells [-1..32], cross-chunk neighbor voxel reading - Pass 2 (voxelSmoothCS): reads ONLY from centroid grid, computes area-weighted smooth normals from 12 incident edges per vertex - Batched dispatch: all centroid passes then all emit passes with single UAV→SRV barrier (instead of 2 barriers per chunk) - Smooth chunk filtering: only dispatches chunks with containsSmooth - Centroid grid buffer dynamically sized per smooth chunk count - 1-frame readback delay with auto-redispatch on first frame
444 lines
16 KiB
C++
444 lines
16 KiB
C++
#include "VoxelWorld.h"
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#include "wiJobSystem.h"
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#include <cmath>
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#include <algorithm>
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namespace voxel {
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VoxelWorld::VoxelWorld() {
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setupDefaultMaterials();
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}
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VoxelWorld::~VoxelWorld() = default;
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void VoxelWorld::setupDefaultMaterials() {
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// Material 0: Air (empty, never rendered)
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// Material 1: Grass
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materials[1].albedoTextureIndex = 0;
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materials[1].roughness = 200;
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materials[1].flags = MaterialDesc::FLAG_TRIPLANAR;
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// Material 2: Dirt
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materials[2].albedoTextureIndex = 1;
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materials[2].roughness = 220;
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materials[2].flags = MaterialDesc::FLAG_TRIPLANAR;
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// Material 3: Stone
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materials[3].albedoTextureIndex = 2;
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materials[3].roughness = 180;
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materials[3].flags = MaterialDesc::FLAG_TRIPLANAR;
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// Material 4: Sand
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materials[4].albedoTextureIndex = 3;
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materials[4].roughness = 230;
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materials[4].flags = MaterialDesc::FLAG_TRIPLANAR;
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// Material 5: Snow
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materials[5].albedoTextureIndex = 4;
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materials[5].roughness = 150;
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materials[5].flags = MaterialDesc::FLAG_TRIPLANAR;
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}
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// ── Permutation-based noise (no external dependency) ────────────
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static constexpr int PERM_SIZE = 256;
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static uint8_t perm[512];
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static uint32_t permSeed = 0;
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static bool permInitialized = false;
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static void initPerm(uint32_t seed) {
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if (permInitialized && permSeed == seed) return;
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for (int i = 0; i < PERM_SIZE; i++) perm[i] = (uint8_t)i;
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// Fisher-Yates shuffle with seed
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uint32_t s = seed;
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for (int i = PERM_SIZE - 1; i > 0; i--) {
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s = s * 1664525u + 1013904223u; // LCG
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int j = s % (i + 1);
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uint8_t tmp = perm[i];
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perm[i] = perm[j];
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perm[j] = tmp;
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}
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for (int i = 0; i < 256; i++) perm[i + 256] = perm[i];
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permSeed = seed;
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permInitialized = true;
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}
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static float fade(float t) { return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f); }
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static float lerp(float a, float b, float t) { return a + t * (b - a); }
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static float grad(int hash, float x, float y, float z) {
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int h = hash & 15;
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float u = h < 8 ? x : y;
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float v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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float VoxelWorld::noise3D(float x, float y, float z) const {
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initPerm(seed_);
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int X = (int)std::floor(x) & 255;
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int Y = (int)std::floor(y) & 255;
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int Z = (int)std::floor(z) & 255;
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x -= std::floor(x);
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y -= std::floor(y);
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z -= std::floor(z);
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float u = fade(x), v = fade(y), w = fade(z);
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int A = perm[X] + Y;
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int AA = perm[A] + Z;
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int AB = perm[A + 1] + Z;
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int B = perm[X + 1] + Y;
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int BA = perm[B] + Z;
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int BB = perm[B + 1] + Z;
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return lerp(
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lerp(lerp(grad(perm[AA], x, y, z), grad(perm[BA], x-1, y, z), u),
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lerp(grad(perm[AB], x, y-1, z), grad(perm[BB], x-1, y-1, z), u), v),
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lerp(lerp(grad(perm[AA+1], x, y, z-1), grad(perm[BA+1], x-1, y, z-1), u),
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lerp(grad(perm[AB+1], x, y-1, z-1), grad(perm[BB+1], x-1, y-1, z-1), u), v),
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w);
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}
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float VoxelWorld::fbm(float x, float y, float z, int octaves) const {
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float value = 0.0f;
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float amplitude = 1.0f;
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float frequency = 1.0f;
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float maxVal = 0.0f;
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for (int i = 0; i < octaves; i++) {
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value += amplitude * noise3D(x * frequency, y * frequency, z * frequency);
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maxVal += amplitude;
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amplitude *= 0.5f;
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frequency *= 2.0f;
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}
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return value / maxVal;
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}
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void VoxelWorld::generateChunk(Chunk& chunk, float timeOffset) {
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const float scale = 0.02f; // terrain horizontal scale
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const float heightScale = 20.0f; // flatter terrain (was 64)
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const float baseHeight = 40.0f;
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const float caveScale = 0.05f;
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const float caveThreshold = 0.3f;
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// Animation mode: fewer octaves + skip caves (much faster for 20Hz regen)
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const bool animating = (timeOffset != 0.0f);
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const int heightOctaves = animating ? 2 : 5;
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for (int z = 0; z < CHUNK_SIZE; z++) {
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for (int x = 0; x < CHUNK_SIZE; x++) {
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// World-space coordinates
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float wx = (float)(chunk.pos.x * CHUNK_SIZE + x);
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float wz = (float)(chunk.pos.z * CHUNK_SIZE + z);
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// Heightmap using fBm — timeOffset shifts the Y coord of the noise
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// to create a rolling wave effect across the terrain
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float height = baseHeight + heightScale * fbm(wx * scale, timeOffset, wz * scale, heightOctaves);
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// ── Surface material via noise-based patches ──
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// Use 2D noise at different frequencies/seeds to create organic patches
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// of each material on the surface, instead of altitude bands.
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float matNoise1 = fbm(wx * 0.03f + 500.0f, 0.0f, wz * 0.03f + 500.0f, 3); // large patches
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float matNoise2 = fbm(wx * 0.08f + 1000.0f, 0.0f, wz * 0.08f + 1000.0f, 2); // medium detail
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float matNoise3 = fbm(wx * 0.05f + 2000.0f, 0.0f, wz * 0.05f + 2000.0f, 3); // third channel
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// Combined noise for material selection (range roughly -1..1)
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float matVal = matNoise1 * 0.6f + matNoise2 * 0.4f;
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uint8_t surfaceMat;
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bool surfaceSmooth = false;
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if (matVal < -0.30f) {
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surfaceMat = 4; // Sand
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} else if (matVal < -0.15f) {
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surfaceMat = 2; // Dirt (adjacent to sand for sand↔dirt testing)
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} else if (matVal < -0.05f) {
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surfaceMat = 3; // Stone (blocky, with topings)
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} else if (matVal < 0.05f) {
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surfaceMat = 6; // SmoothStone (smooth surface)
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surfaceSmooth = true;
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} else if (matVal < 0.20f) {
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surfaceMat = 1; // Grass
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} else if (matVal < 0.30f) {
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surfaceMat = 4; // Sand (adjacent to grass for sand↔grass testing)
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} else if (matNoise3 > 0.1f) {
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surfaceMat = 5; // Snow (smooth)
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surfaceSmooth = true;
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} else {
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surfaceMat = 2; // Dirt
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}
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for (int y = 0; y < CHUNK_SIZE; y++) {
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float wy = (float)(chunk.pos.y * CHUNK_SIZE + y);
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VoxelData v;
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uint8_t smoothFlag = surfaceSmooth ? VoxelData::FLAG_SMOOTH : 0;
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if (wy > height) {
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// Air above terrain
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v = VoxelData();
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} else if (!animating) {
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// Cave generation (only for initial generation, too costly for animation)
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float cave = fbm(wx * caveScale, wy * caveScale, wz * caveScale, 3);
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if (std::abs(cave) < caveThreshold && wy > 10.0f && wy < height - 3.0f) {
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v = VoxelData(); // Cave
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} else if (wy > height - 1.0f) {
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v = VoxelData(surfaceMat, smoothFlag);
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} else if (wy > height - 4.0f) {
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v = VoxelData(2); // Dirt sub-surface
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} else {
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v = VoxelData(3); // Stone deep underground
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}
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} else {
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// Animation path: simplified material assignment (no caves)
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if (wy > height - 1.0f) {
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v = VoxelData(surfaceMat, smoothFlag);
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} else if (wy > height - 4.0f) {
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v = VoxelData(2);
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} else {
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v = VoxelData(3);
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}
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}
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chunk.at(x, y, z) = v;
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}
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}
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}
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chunk.dirty = true;
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// Scan for smooth voxels (used by SmoothMesher for early-exit)
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chunk.containsSmooth = false;
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for (int i = 0; i < CHUNK_VOLUME && !chunk.containsSmooth; i++) {
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if (chunk.voxels[i].isSmooth())
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chunk.containsSmooth = true;
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}
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}
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void VoxelWorld::regenerateAnimated(float time, uint32_t* packDst, uint32_t packDstCapacity) {
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// Regenerate all existing chunks with time-shifted noise (wave effect)
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// Parallelized across all CPU cores via wi::jobsystem
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float timeOffset = time * 0.1f;
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// Collect chunk pointers for indexed access (hashmap isn't index-friendly)
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std::vector<Chunk*> chunkPtrs;
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chunkPtrs.reserve(chunks_.size());
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for (auto& [pos, chunk] : chunks_) {
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chunkPtrs.push_back(chunk.get());
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}
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const uint32_t wordsPerChunk = CHUNK_VOLUME / 2; // 16384
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wi::jobsystem::context ctx;
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wi::jobsystem::Dispatch(ctx, (uint32_t)chunkPtrs.size(), 1,
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[&chunkPtrs, timeOffset, packDst, packDstCapacity, wordsPerChunk, this](wi::jobsystem::JobArgs args) {
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generateChunk(*chunkPtrs[args.jobIndex], timeOffset);
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// Fused pack: memcpy voxel data into GPU staging cache
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if (packDst) {
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uint32_t offset = args.jobIndex * wordsPerChunk;
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if (offset + wordsPerChunk <= packDstCapacity) {
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std::memcpy(packDst + offset,
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chunkPtrs[args.jobIndex]->voxels,
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wordsPerChunk * sizeof(uint32_t));
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}
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}
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});
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wi::jobsystem::Wait(ctx);
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}
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void VoxelWorld::generateAround(float cx, float cy, float cz, int radiusChunks) {
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int ccx = (int)std::floor(cx / CHUNK_SIZE);
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int ccy = (int)std::floor(cy / CHUNK_SIZE);
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int ccz = (int)std::floor(cz / CHUNK_SIZE);
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for (int dz = -radiusChunks; dz <= radiusChunks; dz++) {
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for (int dx = -radiusChunks; dx <= radiusChunks; dx++) {
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// Y range: only generate chunks that could contain terrain (0 to ~4 chunks high)
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for (int dy = 0; dy < 8; dy++) {
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ChunkPos pos = { ccx + dx, dy, ccz + dz };
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if (chunks_.find(pos) == chunks_.end()) {
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auto chunk = std::make_unique<Chunk>();
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chunk->pos = pos;
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generateChunk(*chunk);
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chunks_[pos] = std::move(chunk);
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}
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}
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}
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}
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}
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Chunk* VoxelWorld::getChunk(const ChunkPos& pos) {
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auto it = chunks_.find(pos);
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return it != chunks_.end() ? it->second.get() : nullptr;
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}
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const Chunk* VoxelWorld::getChunk(const ChunkPos& pos) const {
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auto it = chunks_.find(pos);
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return it != chunks_.end() ? it->second.get() : nullptr;
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}
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VoxelData VoxelWorld::getVoxel(int wx, int wy, int wz) const {
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// Integer floor division that works for negatives
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auto floorDiv = [](int a, int b) -> int {
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return (a >= 0) ? (a / b) : ((a - b + 1) / b);
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};
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auto floorMod = [](int a, int b) -> int {
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int r = a % b;
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return (r < 0) ? r + b : r;
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};
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ChunkPos cp = {
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floorDiv(wx, CHUNK_SIZE),
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floorDiv(wy, CHUNK_SIZE),
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floorDiv(wz, CHUNK_SIZE)
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};
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const Chunk* chunk = getChunk(cp);
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if (!chunk) return VoxelData();
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return chunk->at(
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floorMod(wx, CHUNK_SIZE),
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floorMod(wy, CHUNK_SIZE),
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floorMod(wz, CHUNK_SIZE)
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);
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}
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void VoxelWorld::setVoxel(int wx, int wy, int wz, VoxelData v) {
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auto floorDiv = [](int a, int b) -> int {
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return (a >= 0) ? (a / b) : ((a - b + 1) / b);
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};
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auto floorMod = [](int a, int b) -> int {
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int r = a % b;
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return (r < 0) ? r + b : r;
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};
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ChunkPos cp = {
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floorDiv(wx, CHUNK_SIZE),
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floorDiv(wy, CHUNK_SIZE),
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floorDiv(wz, CHUNK_SIZE)
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};
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Chunk* chunk = getChunk(cp);
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if (!chunk) return;
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chunk->at(
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floorMod(wx, CHUNK_SIZE),
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floorMod(wy, CHUNK_SIZE),
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floorMod(wz, CHUNK_SIZE)
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) = v;
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chunk->dirty = true;
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}
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void VoxelWorld::generateDebug() {
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chunks_.clear();
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// Create a single chunk at origin
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ChunkPos cp = {0, 0, 0};
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auto chunk = std::make_unique<Chunk>();
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chunk->pos = cp;
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std::memset(chunk->voxels, 0, sizeof(chunk->voxels));
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VoxelData stone(3); // material 3 = stone
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// Block 1: single isolated block at (5, 5, 5)
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// → should show all 6 faces
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chunk->at(5, 5, 5) = stone;
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// Block 2: 2x1x1 bar at (12, 5, 5) along X
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// → internal faces should be culled
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chunk->at(12, 5, 5) = stone;
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chunk->at(13, 5, 5) = stone;
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// Block 3: L-shape at (5, 5, 12)
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chunk->at(5, 5, 12) = stone;
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chunk->at(6, 5, 12) = stone;
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chunk->at(5, 5, 13) = stone;
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// Block 4: 3-high column at (12, 5, 12)
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chunk->at(12, 5, 12) = stone;
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chunk->at(12, 6, 12) = stone;
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chunk->at(12, 7, 12) = stone;
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// Block 5: single block at (20, 5, 5) with material 1 (grass)
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chunk->at(20, 5, 5) = VoxelData(1);
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chunk->dirty = true;
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chunks_[cp] = std::move(chunk);
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}
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void VoxelWorld::generateDebugSmooth() {
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chunks_.clear();
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// Create two chunks at Y=0 to have enough space
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// Chunk (0,0,0) and (1,0,0) for 64 blocks along X
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auto makeChunk = [&](int cx, int cy, int cz) -> Chunk& {
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ChunkPos cp = {cx, cy, cz};
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auto chunk = std::make_unique<Chunk>();
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chunk->pos = cp;
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std::memset(chunk->voxels, 0, sizeof(chunk->voxels));
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chunks_[cp] = std::move(chunk);
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return *chunks_[cp];
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};
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Chunk& c00 = makeChunk(0, 0, 0);
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// Helper: place a filled platform of a given material
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auto fillBlock = [](Chunk& c, int x0, int y0, int z0, int x1, int y1, int z1,
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uint8_t mat, uint8_t flags = 0) {
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for (int z = z0; z <= z1; z++)
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for (int y = y0; y <= y1; y++)
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for (int x = x0; x <= x1; x++)
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if (c.isInBounds(x, y, z))
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c.at(x, y, z) = VoxelData(mat, flags);
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};
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// ── Config 1 (X=2..6): SmoothStone (6) next to Grass (1) ──
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// SmoothStone 3x3x3 block
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fillBlock(c00, 2, 2, 2, 4, 4, 4, 6, VoxelData::FLAG_SMOOTH);
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// Grass 3x3x3 block touching on +X side
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fillBlock(c00, 5, 2, 2, 7, 4, 4, 1);
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// ── Config 2 (X=2..6, Z=8): SmoothStone (6) next to Dirt (2) ──
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fillBlock(c00, 2, 2, 8, 4, 4, 10, 6, VoxelData::FLAG_SMOOTH);
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fillBlock(c00, 5, 2, 8, 7, 4, 10, 2);
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// ── Config 3 (X=2..6, Z=14): SmoothStone (6) next to Sand (4) ──
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fillBlock(c00, 2, 2, 14, 4, 4, 16, 6, VoxelData::FLAG_SMOOTH);
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fillBlock(c00, 5, 2, 14, 7, 4, 16, 4);
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// ── Config 4 (X=2..6, Z=20): SmoothStone (6) next to Stone (3, blocky) ──
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fillBlock(c00, 2, 2, 20, 4, 4, 22, 6, VoxelData::FLAG_SMOOTH);
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fillBlock(c00, 5, 2, 20, 7, 4, 22, 3);
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// ── Config 5 (X=2..6, Z=26): Snow (5, smooth) next to Grass (1) ──
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fillBlock(c00, 2, 2, 26, 4, 4, 28, 5, VoxelData::FLAG_SMOOTH);
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fillBlock(c00, 5, 2, 26, 7, 4, 28, 1);
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// ── Config 6 (X=12..16): Sand (4) next to Dirt (2) — blocky reference ──
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fillBlock(c00, 12, 2, 2, 14, 4, 4, 4);
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fillBlock(c00, 15, 2, 2, 17, 4, 4, 2);
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// ── Config 7 (X=12..16, Z=8): Grass (1) next to Dirt (2) — blocky reference ──
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fillBlock(c00, 12, 2, 8, 14, 4, 10, 1);
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fillBlock(c00, 15, 2, 8, 17, 4, 10, 2);
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// ── Config 8 (X=12..16, Z=14): SmoothStone staircase ──
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// Step 1 (low)
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fillBlock(c00, 12, 2, 14, 14, 2, 16, 6, VoxelData::FLAG_SMOOTH);
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// Step 2 (mid)
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fillBlock(c00, 15, 2, 14, 17, 3, 16, 6, VoxelData::FLAG_SMOOTH);
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// Step 3 (high)
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fillBlock(c00, 18, 2, 14, 20, 4, 16, 6, VoxelData::FLAG_SMOOTH);
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// ── Config 9 (X=12..20, Z=20): Large smooth terrain patch ──
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// SmoothStone ground with grass neighbors on all sides
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fillBlock(c00, 14, 2, 20, 18, 3, 24, 6, VoxelData::FLAG_SMOOTH);
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// Grass borders
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fillBlock(c00, 12, 2, 20, 13, 3, 24, 1);
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fillBlock(c00, 19, 2, 20, 20, 3, 24, 1);
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fillBlock(c00, 14, 2, 18, 18, 3, 19, 1);
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fillBlock(c00, 14, 2, 25, 18, 3, 26, 1);
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// ── Config 10 (X=24..28, Z=2): Snow smooth next to Sand ──
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fillBlock(c00, 24, 2, 2, 26, 4, 4, 5, VoxelData::FLAG_SMOOTH);
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fillBlock(c00, 27, 2, 2, 29, 4, 4, 4);
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// ── Config 11 (X=24..28, Z=8): Isolated smooth block (no blending) ──
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fillBlock(c00, 25, 2, 9, 27, 4, 11, 6, VoxelData::FLAG_SMOOTH);
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// Mark all chunks dirty
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for (auto& [pos, chunk] : chunks_) {
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chunk->dirty = true;
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}
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}
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} // namespace voxel
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