- Cross-chunk seam culling via GreedyMesher::ChunkSampler; border edits now invalidate the adjacent chunk; air writes no longer allocate chunks - selectVisible meshes only after range/frustum culling - DDA voxel raycast (CPU + script getters) - Parallel remeshDirty(maxThreads) with serial fallback; output equals serial - Vertex AO: Minecraft-style 4-corner AO packed 2bit x 4, Vulkan instancing + voxel_rect shaders (SPIR-V .inc regenerated); WebGPU accepts params (TODO) - Persistence: serializeWorld/deserializeWorld (EVVX LE) + saveWorld/loadWorld; unloadChunksOutside + streamAround for player-centered streaming - Terrain: reuse procgen::TerrainSampler (no new module), setTerrainParams + terrainHeightAt; script setTerrain/streamAround - CPU tests + gap-analysis/module/user docs; local MSVC harness 1741 checks pass
74 lines
2.3 KiB
Python
74 lines
2.3 KiB
Python
#!/usr/bin/env python3
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"""Compile voxel_rect GLSL to SPIR-V C++ include arrays (uses glslangValidator)."""
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from __future__ import annotations
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import struct
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import subprocess
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import sys
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import shutil
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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SHADER_DIR = ROOT / "src" / "modules" / "graphics" / "shaders"
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SHADERS = [
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("voxel_rect.vert", "vert"),
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("voxel_rect.frag", "frag"),
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]
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def spv_to_inc(spv_path: Path, array_name: str, out_path: Path) -> None:
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data = spv_path.read_bytes()
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if len(data) % 4 != 0:
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raise SystemExit(f"SPIR-V size not multiple of 4: {spv_path}")
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words = struct.unpack(f"<{len(data) // 4}I", data)
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if not words or words[0] != 0x07230203:
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raise SystemExit(f"bad SPIR-V magic in {spv_path}")
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lines = [f"static const uint32_t {array_name}[] = {{"]
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row: list[str] = []
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for i, w in enumerate(words):
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row.append(f"0x{w:08x}")
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if len(row) == 8:
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lines.append(" " + ", ".join(row) + ",")
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row = []
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if row:
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lines.append(" " + ", ".join(row) + ",")
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lines.append("};")
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lines.append(f"static const size_t {array_name}_count = {len(words)};")
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lines.append("")
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out_path.write_text("\n".join(lines), encoding="utf-8")
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print(f"wrote {out_path.relative_to(ROOT)} ({len(words)} words)")
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def compile_shader(src: Path, stage: str) -> Path:
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out = src.with_suffix(".spv")
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# Prefer glslc, fall back to glslangValidator.
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if shutil.which("glslc"):
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cmd = ["glslc", f"-fshader-stage={stage}", str(src), "-o", str(out)]
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else:
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cmd = ["glslangValidator", "-V", str(src), "-o", str(out)]
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r = subprocess.run(cmd, capture_output=True, text=True)
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if r.returncode != 0:
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raise SystemExit(f"compile failed for {src.name}:\n{r.stderr or r.stdout}")
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return out
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def main() -> int:
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if not SHADER_DIR.is_dir():
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raise SystemExit(f"missing shader dir: {SHADER_DIR}")
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for name, stage in SHADERS:
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src = SHADER_DIR / name
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if not src.is_file():
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raise SystemExit(f"missing {src}")
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spv = compile_shader(src, stage)
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stem = src.stem # voxel_rect
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array = f"{stem}_{stage}_spv"
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spv_to_inc(spv, array, SHADER_DIR / f"{stem}_{stage}_spv.inc")
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spv.unlink(missing_ok=True)
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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