Kelsidavis-WoWee/include/rendering/render_graph.hpp

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feat(rendering): GPU architecture + visual quality fixes M2 GPU instancing - M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max) - Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group - boneBase field indexes into mega bone SSBO via gl_InstanceIndex Indirect terrain drawing - 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer - CPU builds VkDrawIndexedIndirectCommand per visible chunk - Single VB/IB bind per frame; shadow pass reuses mega buffers - Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix host-mapped buffer race condition that caused terrain flickering GPU frustum culling (compute shader) - m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull - CullInstanceGPU SSBO input, uint visibility[] output, double-buffered - dispatchCullCompute() runs before main pass via render graph node Consolidated bone matrix SSBOs - 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones) - Eliminated per-instance descriptor sets; one megaBoneSet_ per frame - prepareRender() packs bone matrices consecutively into current frame slot Render graph / frame graph - RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort - Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes - Passes: minimap_composite, worldmap_composite, preview_composite, shadow_pass, reflection_pass, compute_cull - beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd) Pipeline derivatives - PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT - M2 opaque = base; alphaTest/alpha/additive are derivatives - Applied to terrain (wireframe) and WMO (alpha-test) renderers Rendering bug fixes: - fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate one-frame lag that caused shadow trails and flicker on moving objects - fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f to prevent acne at close range and gaps at far range - fix(visibility): WMO group distance threshold 500u → 1200u to match terrain view distance; buildings were disappearing on the horizon - fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1), eliminating Z-fighting and improving frustum plane extraction stability - fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed M2 render distance (2800u) and eliminate pop-in when camera turns; unload radius 7 → 9; spawn radius 3 → 4 - fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce early pop of grass and debris
2026-04-04 13:43:16 +03:00
#pragma once
#include <vulkan/vulkan.h>
#include <string>
#include <vector>
#include <functional>
#include <cstdint>
namespace wowee {
namespace rendering {
feat(animation): 452 named constants, 30-phase character animation state machine Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
// Lightweight Render Graph / Frame Graph
feat(rendering): GPU architecture + visual quality fixes M2 GPU instancing - M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max) - Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group - boneBase field indexes into mega bone SSBO via gl_InstanceIndex Indirect terrain drawing - 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer - CPU builds VkDrawIndexedIndirectCommand per visible chunk - Single VB/IB bind per frame; shadow pass reuses mega buffers - Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix host-mapped buffer race condition that caused terrain flickering GPU frustum culling (compute shader) - m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull - CullInstanceGPU SSBO input, uint visibility[] output, double-buffered - dispatchCullCompute() runs before main pass via render graph node Consolidated bone matrix SSBOs - 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones) - Eliminated per-instance descriptor sets; one megaBoneSet_ per frame - prepareRender() packs bone matrices consecutively into current frame slot Render graph / frame graph - RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort - Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes - Passes: minimap_composite, worldmap_composite, preview_composite, shadow_pass, reflection_pass, compute_cull - beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd) Pipeline derivatives - PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT - M2 opaque = base; alphaTest/alpha/additive are derivatives - Applied to terrain (wireframe) and WMO (alpha-test) renderers Rendering bug fixes: - fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate one-frame lag that caused shadow trails and flicker on moving objects - fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f to prevent acne at close range and gaps at far range - fix(visibility): WMO group distance threshold 500u → 1200u to match terrain view distance; buildings were disappearing on the horizon - fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1), eliminating Z-fighting and improving frustum plane extraction stability - fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed M2 render distance (2800u) and eliminate pop-in when camera turns; unload radius 7 → 9; spawn radius 3 → 4 - fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce early pop of grass and debris
2026-04-04 13:43:16 +03:00
// Converts hardcoded pass sequence (shadow → reflection → compute cull →
// main → post-process → ImGui → present) into declarative graph nodes.
// Graph auto-inserts VkImageMemoryBarrier between passes.
// Resource handle — identifies a virtual resource (image or buffer) within the graph.
struct RGResource {
uint32_t id = UINT32_MAX;
bool valid() const { return id != UINT32_MAX; }
};
// Image barrier descriptor for automatic synchronization between passes.
struct RGImageBarrier {
VkImage image;
VkImageLayout oldLayout;
VkImageLayout newLayout;
VkAccessFlags srcAccess;
VkAccessFlags dstAccess;
VkPipelineStageFlags srcStage;
VkPipelineStageFlags dstStage;
VkImageAspectFlags aspectMask;
};
// Buffer barrier descriptor for automatic synchronization between passes.
struct RGBufferBarrier {
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize size;
VkAccessFlags srcAccess;
VkAccessFlags dstAccess;
VkPipelineStageFlags srcStage;
VkPipelineStageFlags dstStage;
};
// Render pass node — wraps an execution callback with declared inputs/outputs.
struct RGPass {
std::string name;
std::vector<RGResource> inputs;
std::vector<RGResource> outputs;
std::function<void(VkCommandBuffer cmd)> execute;
bool enabled = true; // Can be dynamically disabled per-frame
// Barriers to insert before this pass executes
std::vector<RGImageBarrier> imageBarriers;
std::vector<RGBufferBarrier> bufferBarriers;
};
class RenderGraph {
public:
RenderGraph() = default;
~RenderGraph() = default;
// Reset graph for a new frame (clears passes, keeps resource registry).
void reset();
// Register a virtual resource (returns handle for input/output declarations).
RGResource registerResource(const std::string& name);
// Look up a previously registered resource by name.
RGResource findResource(const std::string& name) const;
// Add a render pass node.
// inputs: resources this pass reads from
// outputs: resources this pass writes to
// execute: callback invoked with the frame's command buffer
void addPass(const std::string& name,
const std::vector<RGResource>& inputs,
const std::vector<RGResource>& outputs,
std::function<void(VkCommandBuffer cmd)> execute);
// Enable/disable a pass by name (for dynamic toggling, e.g. shadows off).
void setPassEnabled(const std::string& name, bool enabled);
// Compile: topological sort by dependency order, insert barriers.
// Must be called after all addPass() calls and before execute().
void compile();
// Execute all enabled passes in compiled order on the given command buffer.
void execute(VkCommandBuffer cmd);
// Query: get the compiled execution order (pass names, for debug HUD).
const std::vector<uint32_t>& getExecutionOrder() const { return executionOrder_; }
const std::vector<RGPass>& getPasses() const { return passes_; }
private:
// Topological sort helper (Kahn's algorithm).
void topologicalSort();
// Resource registry: name → id
struct ResourceEntry {
std::string name;
uint32_t id;
};
std::vector<ResourceEntry> resources_;
uint32_t nextResourceId_ = 0;
// Pass storage
std::vector<RGPass> passes_;
// Compiled execution order (indices into passes_)
std::vector<uint32_t> executionOrder_;
bool compiled_ = false;
};
} // namespace rendering
} // namespace wowee