More Voxel Terrain Tests.
Render Engine now supports shadows and directional lights, like the sun
The terrain mesh generator now uses a round-robin voxel data buffer (currently has a length of 2, but is dynamic just in case), that way the incoming GPU voxel data can be stored whilst we have secondary threads generating the chunk meshes, asynchronously.
Each voxel is contained in only 8 bytes, thus making it rather efficient for the amount of data that it is storing (density, material, rgb color, xyz normal)
Also, I've implemented terrain edits. The big sphere at coordinates (0, 0, 0) itself is a terrain edit, but it is static. I plan on implementing dynamic terrain edit when needed.
Everything is handled using a compute shader that executes extremely fast (under 4ms) for the amount of voxel data I'm generating (64x64x64)
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