MVI Editor UI Overhaul & Virtualized GPU-Driven Shadow Architecture - #3
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…irst implementation
…hunk and Model, Morton Chunk and Model. Implemented Work-Graph based Gpu-driven geometry and shadow dirlight culling shaders.
… map culling compute shaders
- Resolved fully inside bit problems - Implemented render passes for model, mesh culling. - Implemented radix sorting instance data - Implemented finalize shaders, where the instance buffer and draw descriptor buffers are finalized for rendering. - Renderpasses to all shaders
…ial culling shaders and logics
- Scene - Model - Material - Texture
…rything works just fine!
…e mechanics - Still crashes with new models, animation loaded - Works fine with binary loading
…ented. Fully gpu driven spot light shadow culling works fine!
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Overview
This massive PR introduces two major architectural leaps for the Synapse Engine: a complete ground-up rewrite of the Editor UI utilizing an MVI architecture, and a fully unified, virtualized shadow mapping system for Directional, Spot, and Point lights.
Furthermore, this update brings core engine improvements including Jolt Physics and Taskflow integration, SSAO, Xmake cross-platform builds.
Editor UI Overhaul
The editor has been completely transformed to provide a professional, highly functional workspace. Built around the MVI pattern, the UI is now modular, state-driven, and significantly easier to extend.
Key UI Additions:
Virtualized Shadow Map Architecture
This PR completely overhauls how shadows are calculated and rendered. We now utilize a fully virtualized, dynamic shadow atlas. Distant lights are dynamically assigned smaller footprint sizes within the atlas, maximizing texture memory efficiency.
Core Shadow Features:
Chunk (Static/Morton) -> Model -> Meshculling hierarchy, seamlessly integrating with both the Meshlet and Traditional rendering pipelines.Directional Light Shadows
Utilizes a cascaded approach mapped directly into the virtual atlas. Culling efficiently discards geometry outside the cascades before rendering.
Spot & Point Light Shadows
Because Spot and Point lights typically affect a significantly smaller subset of the scene geometry, these pipelines utilize a highly optimized Gather and Radix Sort workflow. Instance data is gathered and sorted before the final draw, ensuring maximum GPU occupancy.
Spot Lights:


Point Lights:


Point lights allocate 3x2 chunks for the cubemap faces, flattened directly into the 2D virtual atlas to avoid cubemap overhead.
Core Engine & Rendering Enhancements
Beyond UI and Shadows, several critical rendering and system features have been implemented:
StaticMeshschema and serialization system.Build System & CI/CD
xmakesupporting Visual Studio 2026, Linux, and VSCode environments.