Add water refraction toggle with per-frame scene history

Fix VK_ERROR_DEVICE_LOST crash by allocating per-frame scene history
images (color + depth) instead of a single shared image that raced
between frames in flight. Water refraction can now be toggled via
Settings > Video > Water Refraction.

Without refraction: richer blue base colors, animated caustic shimmer,
and normal-based color shifts give the water visible life. With
refraction: clean screen-space refraction with Beer-Lambert absorption.
Disabling clears scene history to black for immediate fallback.
This commit is contained in:
Kelsi 2026-03-06 19:15:34 -08:00
parent 7630c7aec7
commit 5a227c0376
8 changed files with 323 additions and 191 deletions

View file

@ -288,6 +288,15 @@ void GameScreen::render(game::GameHandler& gameHandler) {
msaaSettingsApplied_ = true;
}
// Apply saved water refraction setting once when renderer is available
if (!waterRefractionApplied_) {
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
renderer->setWaterRefractionEnabled(pendingWaterRefraction);
waterRefractionApplied_ = true;
}
}
// Apply saved normal mapping / POM settings once when WMO renderer is available
if (!normalMapSettingsApplied_) {
auto* renderer = core::Application::getInstance().getRenderer();
@ -6237,6 +6246,10 @@ void GameScreen::renderSettingsWindow() {
if (renderer) renderer->setShadowsEnabled(pendingShadows);
saveSettings();
}
if (ImGui::Checkbox("Water Refraction", &pendingWaterRefraction)) {
if (renderer) renderer->setWaterRefractionEnabled(pendingWaterRefraction);
saveSettings();
}
{
const char* aaLabels[] = { "Off", "2x MSAA", "4x MSAA", "8x MSAA" };
if (ImGui::Combo("Anti-Aliasing", &pendingAntiAliasing, aaLabels, 4)) {
@ -6336,7 +6349,9 @@ void GameScreen::renderSettingsWindow() {
window->setFullscreen(pendingFullscreen);
window->setVsync(pendingVsync);
window->applyResolution(kResolutions[pendingResIndex][0], kResolutions[pendingResIndex][1]);
pendingWaterRefraction = false;
if (renderer) renderer->setShadowsEnabled(pendingShadows);
if (renderer) renderer->setWaterRefractionEnabled(pendingWaterRefraction);
if (renderer) renderer->setMsaaSamples(VK_SAMPLE_COUNT_1_BIT);
if (renderer) {
if (auto* tm = renderer->getTerrainManager()) {
@ -7349,6 +7364,7 @@ void GameScreen::saveSettings() {
out << "auto_loot=" << (pendingAutoLoot ? 1 : 0) << "\n";
out << "ground_clutter_density=" << pendingGroundClutterDensity << "\n";
out << "shadows=" << (pendingShadows ? 1 : 0) << "\n";
out << "water_refraction=" << (pendingWaterRefraction ? 1 : 0) << "\n";
out << "antialiasing=" << pendingAntiAliasing << "\n";
out << "normal_mapping=" << (pendingNormalMapping ? 1 : 0) << "\n";
out << "normal_map_strength=" << pendingNormalMapStrength << "\n";
@ -7433,6 +7449,7 @@ void GameScreen::loadSettings() {
else if (key == "auto_loot") pendingAutoLoot = (std::stoi(val) != 0);
else if (key == "ground_clutter_density") pendingGroundClutterDensity = std::clamp(std::stoi(val), 0, 150);
else if (key == "shadows") pendingShadows = (std::stoi(val) != 0);
else if (key == "water_refraction") pendingWaterRefraction = (std::stoi(val) != 0);
else if (key == "antialiasing") pendingAntiAliasing = std::clamp(std::stoi(val), 0, 3);
else if (key == "normal_mapping") pendingNormalMapping = (std::stoi(val) != 0);
else if (key == "normal_map_strength") pendingNormalMapStrength = std::clamp(std::stof(val), 0.0f, 2.0f);