Kelsidavis-WoWee/src/rendering/lens_flare.cpp

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#include "rendering/lens_flare.hpp"
#include "rendering/camera.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
namespace wowee {
namespace rendering {
LensFlare::LensFlare() {
}
LensFlare::~LensFlare() {
shutdown();
}
bool LensFlare::initialize(VkContext* ctx, VkDescriptorSetLayout /*perFrameLayout*/) {
LOG_INFO("Initializing lens flare system");
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
// Generate flare elements
generateFlareElements();
// Upload static quad vertex buffer (pos2 + uv2, 6 vertices)
float quadVertices[] = {
// Pos UV
-0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f
};
AllocatedBuffer vbuf = uploadBuffer(*vkCtx,
quadVertices,
sizeof(quadVertices),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vertexBuffer = vbuf.buffer;
vertexAlloc = vbuf.allocation;
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/lens_flare.vert.spv")) {
LOG_ERROR("Failed to load lens flare vertex shader");
return false;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/lens_flare.frag.spv")) {
LOG_ERROR("Failed to load lens flare fragment shader");
return false;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Push constant range: FlarePushConstants = 32 bytes, used by both vert and frag
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(FlarePushConstants); // 32 bytes
// No descriptor set layouts — lens flare only uses push constants
pipelineLayout = createPipelineLayout(device, {}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create lens flare pipeline layout");
return false;
}
// Vertex input: pos2 + uv2, stride = 4 * sizeof(float)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 4 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
VkVertexInputAttributeDescription uvAttr{};
uvAttr.location = 1;
uvAttr.binding = 0;
uvAttr.format = VK_FORMAT_R32G32_SFLOAT;
uvAttr.offset = 2 * sizeof(float);
// Dynamic viewport and scissor
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, uvAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
// Shader modules can be freed after pipeline creation
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create lens flare pipeline");
return false;
}
LOG_INFO("Lens flare system initialized: ", flareElements.size(), " elements");
return true;
}
void LensFlare::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
if (vertexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, vertexBuffer, vertexAlloc);
vertexBuffer = VK_NULL_HANDLE;
vertexAlloc = VK_NULL_HANDLE;
}
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
if (pipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
pipelineLayout = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
}
void LensFlare::generateFlareElements() {
flareElements.clear();
// Main sun glow (at sun position)
flareElements.push_back({0.0f, 0.3f, glm::vec3(1.0f, 0.95f, 0.8f), 0.8f});
// Flare ghosts along sun-to-center axis
// These appear at various positions between sun and opposite side
// Bright white ghost near sun
flareElements.push_back({0.2f, 0.08f, glm::vec3(1.0f, 1.0f, 1.0f), 0.5f});
// Blue-tinted ghost
flareElements.push_back({0.4f, 0.15f, glm::vec3(0.3f, 0.5f, 1.0f), 0.4f});
// Small bright spot
flareElements.push_back({0.6f, 0.05f, glm::vec3(1.0f, 0.8f, 0.6f), 0.6f});
// Green-tinted ghost (chromatic aberration)
flareElements.push_back({0.8f, 0.12f, glm::vec3(0.4f, 1.0f, 0.5f), 0.3f});
// Large halo on opposite side
flareElements.push_back({-0.5f, 0.25f, glm::vec3(1.0f, 0.7f, 0.4f), 0.2f});
// Purple ghost far from sun
flareElements.push_back({-0.8f, 0.1f, glm::vec3(0.8f, 0.4f, 1.0f), 0.25f});
// Small red ghost
flareElements.push_back({-1.2f, 0.06f, glm::vec3(1.0f, 0.3f, 0.3f), 0.3f});
}
glm::vec2 LensFlare::worldToScreen(const Camera& camera, const glm::vec3& worldPos) const {
// Transform to clip space
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
glm::mat4 viewProj = projection * view;
glm::vec4 clipPos = viewProj * glm::vec4(worldPos, 1.0f);
// Perspective divide
if (clipPos.w > 0.0f) {
glm::vec2 ndc = glm::vec2(clipPos.x / clipPos.w, clipPos.y / clipPos.w);
return ndc;
}
// Behind camera
return glm::vec2(10.0f, 10.0f); // Off-screen
}
float LensFlare::calculateSunVisibility(const Camera& camera, const glm::vec3& sunPosition) const {
// Get sun position in screen space
glm::vec2 sunScreen = worldToScreen(camera, sunPosition);
// Check if sun is behind camera
glm::vec3 camPos = camera.getPosition();
glm::vec3 camForward = camera.getForward();
glm::vec3 toSun = glm::normalize(sunPosition - camPos);
float dotProduct = glm::dot(camForward, toSun);
if (dotProduct < 0.0f) {
return 0.0f; // Sun is behind camera
}
// Check if sun is outside screen bounds (with some margin)
if (std::abs(sunScreen.x) > 1.5f || std::abs(sunScreen.y) > 1.5f) {
return 0.0f;
}
// Fade based on angle (stronger when looking directly at sun)
float angleFactor = glm::smoothstep(0.3f, 1.0f, dotProduct);
// Fade at screen edges
float edgeFade = 1.0f;
if (std::abs(sunScreen.x) > 0.8f) {
edgeFade *= glm::smoothstep(1.2f, 0.8f, std::abs(sunScreen.x));
}
if (std::abs(sunScreen.y) > 0.8f) {
edgeFade *= glm::smoothstep(1.2f, 0.8f, std::abs(sunScreen.y));
}
return angleFactor * edgeFade;
}
void LensFlare::render(VkCommandBuffer cmd, const Camera& camera, const glm::vec3& sunPosition, float timeOfDay) {
if (!enabled || pipeline == VK_NULL_HANDLE) {
return;
}
// Only render lens flare during daytime (when sun is visible)
if (timeOfDay < 5.0f || timeOfDay > 19.0f) {
return;
}
// Sun billboard rendering is sky-locked (view translation removed), so anchor
// flare projection to camera position along sun direction to avoid parallax drift.
glm::vec3 sunDir = sunPosition;
if (glm::length(sunDir) < 0.0001f) {
return;
}
sunDir = glm::normalize(sunDir);
glm::vec3 anchoredSunPos = camera.getPosition() + sunDir * 800.0f;
// Calculate sun visibility
float visibility = calculateSunVisibility(camera, anchoredSunPos);
if (visibility < 0.01f) {
return;
}
// Get sun screen position
glm::vec2 sunScreen = worldToScreen(camera, anchoredSunPos);
glm::vec2 screenCenter(0.0f, 0.0f);
// Vector from sun to screen center
glm::vec2 sunToCenter = screenCenter - sunScreen;
float aspectRatio = camera.getAspectRatio();
// Bind pipeline
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Bind vertex buffer
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuffer, &offset);
// Render each flare element
for (const auto& element : flareElements) {
// Calculate position along sun-to-center axis
glm::vec2 position = sunScreen + sunToCenter * element.position;
// Apply visibility and intensity
float brightness = element.brightness * visibility * intensityMultiplier;
// Set push constants
FlarePushConstants push{};
push.position = position;
push.size = element.size;
push.aspectRatio = aspectRatio;
push.colorBrightness = glm::vec4(element.color, brightness);
vkCmdPushConstants(cmd, pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push);
// Draw quad
vkCmdDraw(cmd, VERTICES_PER_QUAD, 1, 0, 0);
}
}
void LensFlare::setIntensity(float intensity) {
this->intensityMultiplier = glm::clamp(intensity, 0.0f, 2.0f);
}
} // namespace rendering
} // namespace wowee