Work on character rendering and frustrum culling etc

This commit is contained in:
Kelsi 2026-02-22 05:58:45 -08:00
parent fc5294eb0f
commit 7dd1dada5f
16 changed files with 559 additions and 138 deletions

View file

@ -2,6 +2,7 @@
#include "game/character.hpp"
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <memory>
#include <cstdint>
#include <string>
@ -15,6 +16,7 @@ class CharacterRenderer;
class Camera;
class VkContext;
class VkTexture;
class VkRenderTarget;
class CharacterPreview {
public:
@ -36,8 +38,15 @@ public:
void render();
void rotate(float yawDelta);
// TODO: Vulkan offscreen render target for preview
VkTexture* getTextureId() const { return nullptr; }
// Off-screen composite pass — call from Renderer::beginFrame() before main render pass
void compositePass(VkCommandBuffer cmd, uint32_t frameIndex);
// Mark that the preview needs compositing this frame (call from UI each frame)
void requestComposite() { compositeRequested_ = true; }
// Returns the ImGui texture handle. Returns VK_NULL_HANDLE until the first
// compositePass has run (image is in UNDEFINED layout before that).
VkDescriptorSet getTextureId() const { return compositeRendered_ ? imguiTextureId_ : VK_NULL_HANDLE; }
int getWidth() const { return fboWidth_; }
int getHeight() const { return fboHeight_; }
@ -51,17 +60,35 @@ private:
void destroyFBO();
pipeline::AssetManager* assetManager_ = nullptr;
VkContext* vkCtx_ = nullptr;
std::unique_ptr<CharacterRenderer> charRenderer_;
std::unique_ptr<Camera> camera_;
// TODO: Vulkan offscreen render target
// VkRenderTarget* renderTarget_ = nullptr;
// Off-screen render target (color + depth)
std::unique_ptr<VkRenderTarget> renderTarget_;
// Per-frame UBO for preview camera/lighting (double-buffered)
static constexpr uint32_t MAX_FRAMES = 2;
VkDescriptorPool previewDescPool_ = VK_NULL_HANDLE;
VkBuffer previewUBO_[MAX_FRAMES] = {};
VmaAllocation previewUBOAlloc_[MAX_FRAMES] = {};
void* previewUBOMapped_[MAX_FRAMES] = {};
VkDescriptorSet previewPerFrameSet_[MAX_FRAMES] = {};
// Dummy 1x1 white texture for shadow map placeholder
std::unique_ptr<VkTexture> dummyWhiteTex_;
// ImGui texture handle for displaying the preview (VkDescriptorSet in Vulkan backend)
VkDescriptorSet imguiTextureId_ = VK_NULL_HANDLE;
static constexpr int fboWidth_ = 400;
static constexpr int fboHeight_ = 500;
static constexpr uint32_t PREVIEW_MODEL_ID = 9999;
uint32_t instanceId_ = 0;
bool modelLoaded_ = false;
bool compositeRequested_ = false;
bool compositeRendered_ = false; // True after first successful compositePass
float modelYaw_ = 180.0f;
// Cached info from loadCharacter() for later recompositing.

View file

@ -42,7 +42,8 @@ public:
CharacterRenderer();
~CharacterRenderer();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* am);
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* am,
VkRenderPass renderPassOverride = VK_NULL_HANDLE);
void shutdown();
void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
@ -219,7 +220,9 @@ public:
private:
VkContext* vkCtx_ = nullptr;
VkRenderPass renderPassOverride_ = VK_NULL_HANDLE;
pipeline::AssetManager* assetManager = nullptr;
int renderLogCounter_ = 0; // per-instance debug counter
// Vulkan pipelines (one per blend mode)
VkPipeline opaquePipeline_ = VK_NULL_HANDLE;

View file

@ -43,6 +43,7 @@ class M2Renderer;
class Minimap;
class WorldMap;
class QuestMarkerRenderer;
class CharacterPreview;
class Shader;
class Renderer {
@ -239,6 +240,10 @@ private:
int shadowPostMoveFrames_ = 0; // transition marker for movement->idle shadow recenter
public:
// Character preview registration (for off-screen composite pass)
void registerPreview(CharacterPreview* preview);
void unregisterPreview(CharacterPreview* preview);
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
bool areShadowsEnabled() const { return shadowsEnabled; }
void setMsaaSamples(VkSampleCountFlagBits samples);
@ -384,6 +389,9 @@ private:
void destroyPerFrameResources();
void updatePerFrameUBO();
// Active character previews for off-screen rendering
std::vector<CharacterPreview*> activePreviews_;
bool terrainEnabled = true;
bool terrainLoaded = false;

View file

@ -25,9 +25,10 @@ public:
/**
* Create the render target with given dimensions and format.
* Creates: color image, image view, sampler, render pass, framebuffer.
* When withDepth is true, also creates a D32_SFLOAT depth attachment.
*/
bool create(VkContext& ctx, uint32_t width, uint32_t height,
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM);
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM, bool withDepth = false);
/**
* Destroy all Vulkan resources.
@ -48,6 +49,7 @@ public:
void endPass(VkCommandBuffer cmd);
// Accessors
VkImage getColorImage() const { return colorImage_.image; }
VkImageView getColorImageView() const { return colorImage_.imageView; }
VkSampler getSampler() const { return sampler_; }
VkRenderPass getRenderPass() const { return renderPass_; }
@ -62,6 +64,8 @@ public:
private:
AllocatedImage colorImage_{};
AllocatedImage depthImage_{};
bool hasDepth_ = false;
VkSampler sampler_ = VK_NULL_HANDLE;
VkRenderPass renderPass_ = VK_NULL_HANDLE;
VkFramebuffer framebuffer_ = VK_NULL_HANDLE;