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.