Kelsidavis-WoWee/src/rendering/minimap.cpp

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#include "rendering/minimap.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_texture.hpp"
#include "rendering/vk_render_target.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_utils.hpp"
#include "rendering/camera.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/coordinates.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <sstream>
#include <cmath>
namespace wowee {
namespace rendering {
// Push constant for tile composite vertex shader
struct MinimapTilePush {
glm::vec2 gridOffset; // 8 bytes
};
// Push constant for display vertex + fragment shaders
struct MinimapDisplayPush {
glm::vec4 rect; // x, y, w, h in 0..1 screen space
glm::vec2 playerUV;
float rotation;
float arrowRotation;
float zoomRadius;
int32_t squareShape;
float opacity;
}; // 44 bytes
Minimap::Minimap() = default;
Minimap::~Minimap() {
shutdown();
}
bool Minimap::initialize(VkContext* ctx, VkDescriptorSetLayout /*perFrameLayout*/, int size) {
vkCtx = ctx;
mapSize = size;
VkDevice device = vkCtx->getDevice();
// --- Composite render target (768x768) ---
compositeTarget = std::make_unique<VkRenderTarget>();
if (!compositeTarget->create(*vkCtx, COMPOSITE_PX, COMPOSITE_PX)) {
LOG_ERROR("Minimap: failed to create composite render target");
return false;
}
// --- No-data fallback texture (dark blue-gray, 1x1) ---
noDataTexture = std::make_unique<VkTexture>();
uint8_t darkPixel[4] = { 12, 20, 30, 255 };
noDataTexture->upload(*vkCtx, darkPixel, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
noDataTexture->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, 1.0f);
// --- Shared quad vertex buffer (unit quad: pos2 + uv2) ---
float quadVerts[] = {
// pos (x,y), uv (u,v)
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
};
auto quadBuf = uploadBuffer(*vkCtx, quadVerts, sizeof(quadVerts),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
quadVB = quadBuf.buffer;
quadVBAlloc = quadBuf.allocation;
// --- Descriptor set layout: 1 combined image sampler at binding 0 (fragment) ---
VkDescriptorSetLayoutBinding samplerBinding{};
samplerBinding.binding = 0;
samplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerBinding.descriptorCount = 1;
samplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerSetLayout = createDescriptorSetLayout(device, { samplerBinding });
// --- Descriptor pool ---
VkDescriptorPoolSize poolSize{};
poolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
poolSize.descriptorCount = MAX_DESC_SETS;
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.maxSets = MAX_DESC_SETS;
poolInfo.poolSizeCount = 1;
poolInfo.pPoolSizes = &poolSize;
vkCreateDescriptorPool(device, &poolInfo, nullptr, &descPool);
// --- Allocate all descriptor sets ---
// 18 tile sets (2 frames × 9 tiles) + 1 display set = 19 total
std::vector<VkDescriptorSetLayout> layouts(19, samplerSetLayout);
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = descPool;
allocInfo.descriptorSetCount = 19;
allocInfo.pSetLayouts = layouts.data();
VkDescriptorSet allSets[19];
vkAllocateDescriptorSets(device, &allocInfo, allSets);
for (int f = 0; f < 2; f++)
for (int t = 0; t < 9; t++)
tileDescSets[f][t] = allSets[f * 9 + t];
displayDescSet = allSets[18];
// --- Write display descriptor set → composite render target ---
VkDescriptorImageInfo compositeImgInfo = compositeTarget->descriptorInfo();
VkWriteDescriptorSet displayWrite{};
displayWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
displayWrite.dstSet = displayDescSet;
displayWrite.dstBinding = 0;
displayWrite.descriptorCount = 1;
displayWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
displayWrite.pImageInfo = &compositeImgInfo;
vkUpdateDescriptorSets(device, 1, &displayWrite, 0, nullptr);
// --- Tile pipeline layout: samplerSetLayout + 8-byte push constant (vertex) ---
VkPushConstantRange tilePush{};
tilePush.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
tilePush.offset = 0;
tilePush.size = sizeof(MinimapTilePush);
tilePipelineLayout = createPipelineLayout(device, { samplerSetLayout }, { tilePush });
// --- Display pipeline layout: samplerSetLayout + 40-byte push constant (vert+frag) ---
VkPushConstantRange displayPush{};
displayPush.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
displayPush.offset = 0;
displayPush.size = sizeof(MinimapDisplayPush);
displayPipelineLayout = createPipelineLayout(device, { samplerSetLayout }, { displayPush });
// --- Vertex input: pos2 (loc 0) + uv2 (loc 1), stride 16 ---
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 4 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(2);
attrs[0] = { 0, 0, VK_FORMAT_R32G32_SFLOAT, 0 }; // aPos
attrs[1] = { 1, 0, VK_FORMAT_R32G32_SFLOAT, 2 * sizeof(float) }; // aUV
// --- Load tile shaders ---
{
VkShaderModule vs, fs;
if (!vs.loadFromFile(device, "assets/shaders/minimap_tile.vert.spv") ||
!fs.loadFromFile(device, "assets/shaders/minimap_tile.frag.spv")) {
LOG_ERROR("Minimap: failed to load tile shaders");
return false;
}
tilePipeline = PipelineBuilder()
.setShaders(vs.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fs.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ binding }, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setLayout(tilePipelineLayout)
.setRenderPass(compositeTarget->getRenderPass())
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
vs.destroy();
fs.destroy();
}
// --- Load display shaders ---
{
VkShaderModule vs, fs;
if (!vs.loadFromFile(device, "assets/shaders/minimap_display.vert.spv") ||
!fs.loadFromFile(device, "assets/shaders/minimap_display.frag.spv")) {
LOG_ERROR("Minimap: failed to load display shaders");
return false;
}
displayPipeline = PipelineBuilder()
.setShaders(vs.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fs.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ binding }, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(displayPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
vs.destroy();
fs.destroy();
}
if (!tilePipeline || !displayPipeline) {
LOG_ERROR("Minimap: failed to create pipelines");
return false;
}
LOG_INFO("Minimap initialized (", mapSize, "x", mapSize, " screen, ",
COMPOSITE_PX, "x", COMPOSITE_PX, " composite)");
return true;
}
void Minimap::shutdown() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
VmaAllocator alloc = vkCtx->getAllocator();
vkDeviceWaitIdle(device);
if (tilePipeline) { vkDestroyPipeline(device, tilePipeline, nullptr); tilePipeline = VK_NULL_HANDLE; }
if (displayPipeline) { vkDestroyPipeline(device, displayPipeline, nullptr); displayPipeline = VK_NULL_HANDLE; }
if (tilePipelineLayout) { vkDestroyPipelineLayout(device, tilePipelineLayout, nullptr); tilePipelineLayout = VK_NULL_HANDLE; }
if (displayPipelineLayout) { vkDestroyPipelineLayout(device, displayPipelineLayout, nullptr); displayPipelineLayout = VK_NULL_HANDLE; }
if (descPool) { vkDestroyDescriptorPool(device, descPool, nullptr); descPool = VK_NULL_HANDLE; }
if (samplerSetLayout) { vkDestroyDescriptorSetLayout(device, samplerSetLayout, nullptr); samplerSetLayout = VK_NULL_HANDLE; }
if (quadVB) { vmaDestroyBuffer(alloc, quadVB, quadVBAlloc); quadVB = VK_NULL_HANDLE; }
for (auto& [hash, tex] : tileTextureCache) {
if (tex) tex->destroy(device, alloc);
}
tileTextureCache.clear();
if (noDataTexture) { noDataTexture->destroy(device, alloc); noDataTexture.reset(); }
if (compositeTarget) { compositeTarget->destroy(device, alloc); compositeTarget.reset(); }
vkCtx = nullptr;
}
void Minimap::recreatePipelines() {
if (!vkCtx || !displayPipelineLayout) return;
VkDevice device = vkCtx->getDevice();
if (displayPipeline) { vkDestroyPipeline(device, displayPipeline, nullptr); displayPipeline = VK_NULL_HANDLE; }
VkShaderModule vs, fs;
if (!vs.loadFromFile(device, "assets/shaders/minimap_display.vert.spv") ||
!fs.loadFromFile(device, "assets/shaders/minimap_display.frag.spv")) {
LOG_ERROR("Minimap: failed to reload display shaders for pipeline recreation");
return;
}
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 4 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(2);
attrs[0] = { 0, 0, VK_FORMAT_R32G32_SFLOAT, 0 };
attrs[1] = { 1, 0, VK_FORMAT_R32G32_SFLOAT, 2 * sizeof(float) };
displayPipeline = PipelineBuilder()
.setShaders(vs.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fs.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ binding }, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(displayPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
vs.destroy();
fs.destroy();
LOG_INFO("Minimap: display pipeline recreated with MSAA ", static_cast<int>(vkCtx->getMsaaSamples()), "x");
}
void Minimap::setMapName(const std::string& name) {
if (mapName != name) {
mapName = name;
hasCachedFrame = false;
lastCenterTileX = -1;
lastCenterTileY = -1;
}
}
// --------------------------------------------------------
// TRS parsing
// --------------------------------------------------------
void Minimap::parseTRS() {
if (trsParsed || !assetManager) return;
trsParsed = true;
auto data = assetManager->readFile("Textures\\Minimap\\md5translate.trs");
if (data.empty()) {
LOG_WARNING("Failed to load md5translate.trs");
return;
}
std::string content(reinterpret_cast<const char*>(data.data()), data.size());
std::istringstream stream(content);
std::string line;
int count = 0;
while (std::getline(stream, line)) {
if (!line.empty() && line.back() == '\r') line.pop_back();
if (line.empty() || line.substr(0, 4) == "dir:") continue;
auto tabPos = line.find('\t');
if (tabPos == std::string::npos) continue;
std::string key = line.substr(0, tabPos);
std::string hashFile = line.substr(tabPos + 1);
if (key.size() > 4 && key.substr(key.size() - 4) == ".blp")
key = key.substr(0, key.size() - 4);
if (hashFile.size() > 4 && hashFile.substr(hashFile.size() - 4) == ".blp")
hashFile = hashFile.substr(0, hashFile.size() - 4);
trsLookup[key] = hashFile;
count++;
}
LOG_INFO("Parsed md5translate.trs: ", count, " entries");
}
// --------------------------------------------------------
// Tile texture loading
// --------------------------------------------------------
VkTexture* Minimap::getOrLoadTileTexture(int tileX, int tileY) {
if (!trsParsed) parseTRS();
std::string key = mapName + "\\map" + std::to_string(tileX) + "_" + std::to_string(tileY);
auto trsIt = trsLookup.find(key);
if (trsIt == trsLookup.end())
return noDataTexture.get();
const std::string& hash = trsIt->second;
auto cacheIt = tileTextureCache.find(hash);
if (cacheIt != tileTextureCache.end())
return cacheIt->second.get();
// Load from MPQ
std::string blpPath = "Textures\\Minimap\\" + hash + ".blp";
auto blpImage = assetManager->loadTexture(blpPath);
if (!blpImage.isValid()) {
tileTextureCache[hash] = nullptr; // Mark as failed
return noDataTexture.get();
}
auto tex = std::make_unique<VkTexture>();
tex->upload(*vkCtx, blpImage.data.data(), blpImage.width, blpImage.height,
VK_FORMAT_R8G8B8A8_UNORM, false);
tex->createSampler(vkCtx->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, 1.0f);
VkTexture* ptr = tex.get();
tileTextureCache[hash] = std::move(tex);
return ptr;
}
// --------------------------------------------------------
// Update tile descriptor sets for composite pass
// --------------------------------------------------------
void Minimap::updateTileDescriptors(uint32_t frameIdx, int centerTileX, int centerTileY) {
VkDevice device = vkCtx->getDevice();
int slot = 0;
for (int dr = -1; dr <= 1; dr++) {
for (int dc = -1; dc <= 1; dc++) {
int tx = centerTileX + dr;
int ty = centerTileY + dc;
VkTexture* tileTex = getOrLoadTileTexture(tx, ty);
if (!tileTex || !tileTex->isValid())
tileTex = noDataTexture.get();
VkDescriptorImageInfo imgInfo = tileTex->descriptorInfo();
VkWriteDescriptorSet write{};
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write.dstSet = tileDescSets[frameIdx][slot];
write.dstBinding = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.pImageInfo = &imgInfo;
vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
slot++;
}
}
}
// --------------------------------------------------------
// Off-screen composite pass (call BEFORE main render pass)
// --------------------------------------------------------
void Minimap::compositePass(VkCommandBuffer cmd, const glm::vec3& centerWorldPos) {
if (!enabled || !assetManager || !compositeTarget || !compositeTarget->isValid()) return;
if (!trsParsed) parseTRS();
// Check if composite needs refresh
const auto now = std::chrono::steady_clock::now();
bool needsRefresh = !hasCachedFrame;
if (!needsRefresh) {
float moved = glm::length(glm::vec2(centerWorldPos.x - lastUpdatePos.x,
centerWorldPos.y - lastUpdatePos.y));
float elapsed = std::chrono::duration<float>(now - lastUpdateTime).count();
needsRefresh = (moved >= updateDistance) || (elapsed >= updateIntervalSec);
}
// Also refresh if player crossed a tile boundary
auto [curTileX, curTileY] = core::coords::worldToTile(centerWorldPos.x, centerWorldPos.y);
if (curTileX != lastCenterTileX || curTileY != lastCenterTileY)
needsRefresh = true;
if (!needsRefresh) return;
uint32_t frameIdx = vkCtx->getCurrentFrame();
// Update tile descriptor sets
updateTileDescriptors(frameIdx, curTileX, curTileY);
// Begin off-screen render pass
VkClearColorValue clearColor = {{ 0.05f, 0.08f, 0.12f, 1.0f }};
compositeTarget->beginPass(cmd, clearColor);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, tilePipeline);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &quadVB, &offset);
// Draw 3x3 tile grid
int slot = 0;
for (int dr = -1; dr <= 1; dr++) {
for (int dc = -1; dc <= 1; dc++) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
tilePipelineLayout, 0, 1,
&tileDescSets[frameIdx][slot], 0, nullptr);
MinimapTilePush push{};
push.gridOffset = glm::vec2(static_cast<float>(dc + 1),
static_cast<float>(dr + 1));
vkCmdPushConstants(cmd, tilePipelineLayout, VK_SHADER_STAGE_VERTEX_BIT,
0, sizeof(push), &push);
vkCmdDraw(cmd, 6, 1, 0, 0);
slot++;
}
}
compositeTarget->endPass(cmd);
// Update tracking
lastCenterTileX = curTileX;
lastCenterTileY = curTileY;
lastUpdateTime = now;
lastUpdatePos = centerWorldPos;
hasCachedFrame = true;
}
// --------------------------------------------------------
// Display quad (call INSIDE main render pass)
// --------------------------------------------------------
void Minimap::render(VkCommandBuffer cmd, const Camera& playerCamera,
const glm::vec3& centerWorldPos,
int screenWidth, int screenHeight,
float playerOrientation, bool hasPlayerOrientation) {
if (!enabled || !hasCachedFrame || !displayPipeline) return;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, displayPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
displayPipelineLayout, 0, 1,
&displayDescSet, 0, nullptr);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &quadVB, &offset);
// Position minimap in top-right corner
float margin = 10.0f;
float pixelW = static_cast<float>(mapSize) / screenWidth;
float pixelH = static_cast<float>(mapSize) / screenHeight;
float x = 1.0f - pixelW - margin / screenWidth;
float y = margin / screenHeight; // top edge in Vulkan (y=0 is top)
// Compute player's UV in the composite texture
constexpr float TILE_SIZE = core::coords::TILE_SIZE;
auto [tileX, tileY] = core::coords::worldToTile(centerWorldPos.x, centerWorldPos.y);
float fracNS = 32.0f - static_cast<float>(tileX) - centerWorldPos.y / TILE_SIZE;
float fracEW = 32.0f - static_cast<float>(tileY) - centerWorldPos.x / TILE_SIZE;
float playerU = (1.0f + fracEW) / 3.0f;
float playerV = (1.0f + fracNS) / 3.0f;
float zoomRadius = viewRadius / (TILE_SIZE * 3.0f);
float rotation = 0.0f;
if (rotateWithCamera) {
glm::vec3 fwd = playerCamera.getForward();
rotation = std::atan2(-fwd.x, fwd.y);
}
float arrowRotation = 0.0f;
if (!rotateWithCamera) {
// Prefer authoritative orientation if provided. This value is expected
// to already match minimap shader rotation convention.
if (hasPlayerOrientation) {
arrowRotation = playerOrientation;
} else {
glm::vec3 fwd = playerCamera.getForward();
arrowRotation = std::atan2(-fwd.x, fwd.y);
}
}
MinimapDisplayPush push{};
push.rect = glm::vec4(x, y, pixelW, pixelH);
push.playerUV = glm::vec2(playerU, playerV);
push.rotation = rotation;
push.arrowRotation = arrowRotation;
push.zoomRadius = zoomRadius;
push.squareShape = squareShape ? 1 : 0;
push.opacity = opacity_;
vkCmdPushConstants(cmd, displayPipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push);
vkCmdDraw(cmd, 6, 1, 0, 0);
}
} // namespace rendering
} // namespace wowee