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

@ -42,12 +42,15 @@ glm::vec3 Camera::getUp() const {
Ray Camera::screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const {
float ndcX = (2.0f * screenX / screenW) - 1.0f;
float ndcY = 1.0f - (2.0f * screenY / screenH);
// Vulkan Y-flip is baked into projectionMatrix, so NDC Y maps directly:
// screen top (y=0) → NDC -1, screen bottom (y=H) → NDC +1
float ndcY = (2.0f * screenY / screenH) - 1.0f;
glm::mat4 invVP = glm::inverse(projectionMatrix * viewMatrix);
glm::vec4 nearPt = invVP * glm::vec4(ndcX, ndcY, -1.0f, 1.0f);
glm::vec4 farPt = invVP * glm::vec4(ndcX, ndcY, 1.0f, 1.0f);
// Vulkan / GLM_FORCE_DEPTH_ZERO_TO_ONE: NDC z ∈ [0, 1]
glm::vec4 nearPt = invVP * glm::vec4(ndcX, ndcY, 0.0f, 1.0f);
glm::vec4 farPt = invVP * glm::vec4(ndcX, ndcY, 1.0f, 1.0f);
nearPt /= nearPt.w;
farPt /= farPt.w;

View file

@ -1,7 +1,9 @@
#include "rendering/character_preview.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/vk_render_target.hpp"
#include "rendering/vk_texture.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/camera.hpp"
#include "rendering/renderer.hpp"
#include "pipeline/asset_manager.hpp"
@ -10,9 +12,12 @@
#include "pipeline/dbc_layout.hpp"
#include "core/logger.hpp"
#include "core/application.hpp"
#include <imgui.h>
#include <backends/imgui_impl_vulkan.h>
#include <glm/gtc/matrix_transform.hpp>
#include <algorithm>
#include <unordered_set>
#include <cstring>
namespace wowee {
namespace rendering {
@ -26,11 +31,34 @@ CharacterPreview::~CharacterPreview() {
bool CharacterPreview::initialize(pipeline::AssetManager* am) {
assetManager_ = am;
charRenderer_ = std::make_unique<CharacterRenderer>();
// If already initialized with valid resources, reuse them.
// This avoids destroying GPU resources that may still be referenced by
// an in-flight command buffer (compositePass recorded earlier this frame).
if (renderTarget_ && renderTarget_->isValid() && charRenderer_ && camera_) {
// Mark model as not loaded — loadCharacter() will handle instance cleanup
modelLoaded_ = false;
return true;
}
auto* appRenderer = core::Application::getInstance().getRenderer();
VkContext* vkCtx = appRenderer ? appRenderer->getVkContext() : nullptr;
vkCtx_ = appRenderer ? appRenderer->getVkContext() : nullptr;
VkDescriptorSetLayout perFrameLayout = appRenderer ? appRenderer->getPerFrameSetLayout() : VK_NULL_HANDLE;
if (!charRenderer_->initialize(vkCtx, perFrameLayout, am)) {
if (!vkCtx_ || perFrameLayout == VK_NULL_HANDLE) {
LOG_ERROR("CharacterPreview: no VkContext or perFrameLayout available");
return false;
}
// Create off-screen render target first (need its render pass for pipeline creation)
createFBO();
if (!renderTarget_ || !renderTarget_->isValid()) {
LOG_ERROR("CharacterPreview: failed to create off-screen render target");
return false;
}
// Initialize CharacterRenderer with our off-screen render pass
charRenderer_ = std::make_unique<CharacterRenderer>();
if (!charRenderer_->initialize(vkCtx_, perFrameLayout, am, renderTarget_->getRenderPass())) {
LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
return false;
}
@ -45,35 +73,187 @@ bool CharacterPreview::initialize(pipeline::AssetManager* am) {
camera_->setFov(30.0f);
camera_->setAspectRatio(static_cast<float>(fboWidth_) / static_cast<float>(fboHeight_));
// Pull camera back far enough to see full body + head with margin
// Human ~2 units tall, Tauren ~2.5. At distance 4.5 with FOV 30:
// vertical visible = 2 * 4.5 * tan(15°) ≈ 2.41 units
camera_->setPosition(glm::vec3(0.0f, 4.5f, 0.9f));
camera_->setRotation(270.0f, 0.0f);
// TODO: create Vulkan offscreen render target
// createFBO();
LOG_INFO("CharacterPreview initialized (", fboWidth_, "x", fboHeight_, ")");
return true;
}
void CharacterPreview::shutdown() {
// destroyFBO(); // TODO: Vulkan offscreen cleanup
// Unregister from renderer before destroying resources
auto* appRenderer = core::Application::getInstance().getRenderer();
if (appRenderer) appRenderer->unregisterPreview(this);
if (charRenderer_) {
charRenderer_->shutdown();
charRenderer_.reset();
}
camera_.reset();
destroyFBO();
modelLoaded_ = false;
compositeRendered_ = false;
instanceId_ = 0;
}
void CharacterPreview::createFBO() {
// TODO: Create Vulkan offscreen render target for character preview
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
VmaAllocator allocator = vkCtx_->getAllocator();
// 1. Create off-screen render target with depth
renderTarget_ = std::make_unique<VkRenderTarget>();
if (!renderTarget_->create(*vkCtx_, fboWidth_, fboHeight_, VK_FORMAT_R8G8B8A8_UNORM, true)) {
LOG_ERROR("CharacterPreview: failed to create render target");
renderTarget_.reset();
return;
}
// 1b. Transition the color image from UNDEFINED to SHADER_READ_ONLY_OPTIMAL
// so that ImGui::Image doesn't sample an image in UNDEFINED layout before
// the first compositePass runs.
{
VkCommandBuffer cmd = vkCtx_->beginSingleTimeCommands();
VkImageMemoryBarrier barrier{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = renderTarget_->getColorImage();
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &barrier);
vkCtx_->endSingleTimeCommands(cmd);
}
// 2. Create 1x1 dummy white texture (shadow map placeholder)
{
uint8_t white[] = {255, 255, 255, 255};
dummyWhiteTex_ = std::make_unique<VkTexture>();
dummyWhiteTex_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
dummyWhiteTex_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
}
// 3. Create descriptor pool for per-frame sets (2 UBO + 2 sampler)
{
VkDescriptorPoolSize sizes[2]{};
sizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
sizes[0].descriptorCount = MAX_FRAMES;
sizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sizes[1].descriptorCount = MAX_FRAMES;
VkDescriptorPoolCreateInfo ci{VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
ci.maxSets = MAX_FRAMES;
ci.poolSizeCount = 2;
ci.pPoolSizes = sizes;
if (vkCreateDescriptorPool(device, &ci, nullptr, &previewDescPool_) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to create descriptor pool");
return;
}
}
// 4. Create per-frame UBOs and descriptor sets
auto* appRenderer = core::Application::getInstance().getRenderer();
VkDescriptorSetLayout perFrameLayout = appRenderer->getPerFrameSetLayout();
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
// Create mapped UBO
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufInfo.size = sizeof(GPUPerFrameData);
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VmaAllocationCreateInfo allocInfo{};
allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo mapInfo{};
if (vmaCreateBuffer(allocator, &bufInfo, &allocInfo,
&previewUBO_[i], &previewUBOAlloc_[i], &mapInfo) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to create UBO ", i);
return;
}
previewUBOMapped_[i] = mapInfo.pMappedData;
// Allocate descriptor set
VkDescriptorSetAllocateInfo setAlloc{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
setAlloc.descriptorPool = previewDescPool_;
setAlloc.descriptorSetCount = 1;
setAlloc.pSetLayouts = &perFrameLayout;
if (vkAllocateDescriptorSets(device, &setAlloc, &previewPerFrameSet_[i]) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to allocate descriptor set ", i);
return;
}
// Write UBO binding (0) and shadow sampler binding (1) using dummy white texture
VkDescriptorBufferInfo descBuf{};
descBuf.buffer = previewUBO_[i];
descBuf.offset = 0;
descBuf.range = sizeof(GPUPerFrameData);
VkDescriptorImageInfo shadowImg = dummyWhiteTex_->descriptorInfo();
VkWriteDescriptorSet writes[2]{};
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = previewPerFrameSet_[i];
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writes[0].pBufferInfo = &descBuf;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = previewPerFrameSet_[i];
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = &shadowImg;
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
}
// 5. Register the color attachment as an ImGui texture
imguiTextureId_ = ImGui_ImplVulkan_AddTexture(
renderTarget_->getSampler(),
renderTarget_->getColorImageView(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
LOG_INFO("CharacterPreview: off-screen FBO created (", fboWidth_, "x", fboHeight_, ")");
}
void CharacterPreview::destroyFBO() {
// TODO: Destroy Vulkan offscreen render target
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
VmaAllocator allocator = vkCtx_->getAllocator();
if (imguiTextureId_) {
ImGui_ImplVulkan_RemoveTexture(imguiTextureId_);
imguiTextureId_ = VK_NULL_HANDLE;
}
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (previewUBO_[i]) {
vmaDestroyBuffer(allocator, previewUBO_[i], previewUBOAlloc_[i]);
previewUBO_[i] = VK_NULL_HANDLE;
}
}
if (previewDescPool_) {
vkDestroyDescriptorPool(device, previewDescPool_, nullptr);
previewDescPool_ = VK_NULL_HANDLE;
}
dummyWhiteTex_.reset();
if (renderTarget_) {
renderTarget_->destroy(device, allocator);
renderTarget_.reset();
}
}
bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
@ -84,8 +264,11 @@ bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
return false;
}
// Remove existing instance
// Remove existing instance.
// Must wait for GPU to finish — compositePass() may have recorded draw commands
// referencing this instance's bone buffers earlier in the current frame.
if (instanceId_ > 0) {
if (vkCtx_) vkDeviceWaitIdle(vkCtx_->getDevice());
charRenderer_->removeInstance(instanceId_);
instanceId_ = 0;
modelLoaded_ = false;
@ -592,14 +775,48 @@ void CharacterPreview::update(float deltaTime) {
}
void CharacterPreview::render() {
if (!charRenderer_ || !camera_ || !modelLoaded_) {
// No-op — actual rendering happens in compositePass() called from Renderer::beginFrame()
}
void CharacterPreview::compositePass(VkCommandBuffer cmd, uint32_t frameIndex) {
// Only composite when a UI screen actually requested it this frame
if (!compositeRequested_) return;
compositeRequested_ = false;
if (!charRenderer_ || !camera_ || !modelLoaded_ || !renderTarget_ || !renderTarget_->isValid()) {
return;
}
// TODO: Vulkan offscreen rendering for character preview
// Need a VkRenderTarget, begin a render pass into it, then:
// charRenderer_->render(cmd, perFrameSet, *camera_);
// For now, the preview is non-functional until Vulkan offscreen is wired up.
uint32_t fi = frameIndex % MAX_FRAMES;
// Update per-frame UBO with preview camera matrices and studio lighting
GPUPerFrameData ubo{};
ubo.view = camera_->getViewMatrix();
ubo.projection = camera_->getProjectionMatrix();
ubo.lightSpaceMatrix = glm::mat4(1.0f);
// Studio lighting: key light from upper-right-front
ubo.lightDir = glm::vec4(glm::normalize(glm::vec3(0.5f, -0.7f, 0.5f)), 0.0f);
ubo.lightColor = glm::vec4(1.0f, 0.95f, 0.9f, 0.0f);
ubo.ambientColor = glm::vec4(0.35f, 0.35f, 0.4f, 0.0f);
ubo.viewPos = glm::vec4(camera_->getPosition(), 0.0f);
// No fog in preview
ubo.fogColor = glm::vec4(0.05f, 0.05f, 0.1f, 0.0f);
ubo.fogParams = glm::vec4(9999.0f, 10000.0f, 0.0f, 0.0f);
// Shadows disabled
ubo.shadowParams = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
std::memcpy(previewUBOMapped_[fi], &ubo, sizeof(GPUPerFrameData));
// Begin off-screen render pass
VkClearColorValue clearColor = {{0.05f, 0.05f, 0.1f, 1.0f}};
renderTarget_->beginPass(cmd, clearColor);
// Render the character model
charRenderer_->render(cmd, previewPerFrameSet_[fi], *camera_);
renderTarget_->endPass(cmd);
compositeRendered_ = true;
}
void CharacterPreview::rotate(float yawDelta) {

View file

@ -86,12 +86,14 @@ CharacterRenderer::~CharacterRenderer() {
}
bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* am) {
pipeline::AssetManager* am,
VkRenderPass renderPassOverride) {
core::Logger::getInstance().info("Initializing character renderer (Vulkan)...");
vkCtx_ = ctx;
assetManager = am;
perFrameLayout_ = perFrameLayout;
renderPassOverride_ = renderPassOverride;
VkDevice device = vkCtx_->getDevice();
@ -182,7 +184,8 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
return false;
}
VkRenderPass mainPass = vkCtx_->getImGuiRenderPass();
VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
// --- Vertex input ---
// M2Vertex: vec3 pos(12) + uint8[4] boneWeights(4) + uint8[4] boneIndices(4) +
@ -210,7 +213,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setMultisample(samples)
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -252,6 +255,9 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
void CharacterRenderer::shutdown() {
if (!vkCtx_) return;
LOG_INFO("CharacterRenderer::shutdown instances=", instances.size(),
" models=", models.size(), " override=", (void*)renderPassOverride_);
vkDeviceWaitIdle(vkCtx_->getDevice());
VkDevice device = vkCtx_->getDevice();
VmaAllocator alloc = vkCtx_->getAllocator();
@ -1321,6 +1327,13 @@ glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, floa
// --- Rendering ---
void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
// Periodic instance count log (every ~10s at 30fps)
if (!renderPassOverride_) {
renderLogCounter_++;
if (renderLogCounter_ % 300 == 1) {
LOG_INFO("CharRenderer[WORLD]::render instances=", instances.size());
}
}
if (instances.empty() || !opaquePipeline_) {
return;
}
@ -2196,6 +2209,9 @@ void CharacterRenderer::clearTextureSlotOverride(uint32_t instanceId, uint16_t t
void CharacterRenderer::setInstanceVisible(uint32_t instanceId, bool visible) {
auto it = instances.find(instanceId);
if (it != instances.end()) {
if (it->second.visible != visible) {
LOG_INFO("CharacterRenderer::setInstanceVisible id=", instanceId, " visible=", visible);
}
it->second.visible = visible;
// Also hide/show attached weapons (for first-person mode)
@ -2212,6 +2228,11 @@ void CharacterRenderer::removeInstance(uint32_t instanceId) {
auto it = instances.find(instanceId);
if (it == instances.end()) return;
LOG_INFO("CharacterRenderer::removeInstance id=", instanceId,
" pos=(", it->second.position.x, ",", it->second.position.y, ",", it->second.position.z, ")",
" remaining=", instances.size() - 1,
" override=", (void*)renderPassOverride_);
// Remove child attachments first (helmets/weapons), otherwise they leak as
// orphan render instances when the parent creature despawns.
auto attachments = it->second.weaponAttachments;
@ -2585,7 +2606,8 @@ void CharacterRenderer::recreatePipelines() {
return;
}
VkRenderPass mainPass = vkCtx_->getImGuiRenderPass();
VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
// --- Vertex input ---
VkVertexInputBindingDescription charBinding{};
@ -2610,13 +2632,17 @@ void CharacterRenderer::recreatePipelines() {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setMultisample(samples)
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
};
LOG_INFO("CharacterRenderer::recreatePipelines: renderPass=", (void*)mainPass,
" samples=", static_cast<int>(samples),
" pipelineLayout=", (void*)pipelineLayout_);
opaquePipeline_ = buildCharPipeline(PipelineBuilder::blendDisabled(), true);
alphaTestPipeline_ = buildCharPipeline(PipelineBuilder::blendAlpha(), true);
alphaPipeline_ = buildCharPipeline(PipelineBuilder::blendAlpha(), false);
@ -2625,7 +2651,16 @@ void CharacterRenderer::recreatePipelines() {
charVert.destroy();
charFrag.destroy();
core::Logger::getInstance().info("CharacterRenderer: pipelines recreated");
if (!opaquePipeline_ || !alphaTestPipeline_ || !alphaPipeline_ || !additivePipeline_) {
LOG_ERROR("CharacterRenderer::recreatePipelines FAILED: opaque=", (void*)opaquePipeline_,
" alphaTest=", (void*)alphaTestPipeline_,
" alpha=", (void*)alphaPipeline_,
" additive=", (void*)additivePipeline_,
" renderPass=", (void*)mainPass, " samples=", static_cast<int>(samples));
} else {
LOG_INFO("CharacterRenderer: pipelines recreated successfully (samples=",
static_cast<int>(samples), ")");
}
}
} // namespace rendering

View file

@ -5,45 +5,56 @@ namespace wowee {
namespace rendering {
void Frustum::extractFromMatrix(const glm::mat4& vp) {
// Extract planes from view-projection matrix
// Based on Gribb & Hartmann method (Fast Extraction of Viewing Frustum Planes)
// Extract frustum planes from view-projection matrix.
// Vulkan clip-space conventions (GLM_FORCE_DEPTH_ZERO_TO_ONE + Y-flip):
// x_clip ∈ [-w, w], y_clip ∈ [-w, w] (Y flipped in proj), z_clip ∈ [0, w]
//
// Gribb & Hartmann method adapted for Vulkan depth [0,1].
// Left/Right/Top/Bottom use the standard row4 ± row1/row2 formulas
// (the Y-flip swaps the TOP/BOTTOM row2 sign, but the extracted half-spaces
// are still correct — they just get each other's label. We swap the
// assignments so the enum names match the geometric meaning.)
// Left plane: row4 + row1
// Left plane: row4 + row1 (x_clip >= -w_clip)
planes[LEFT].normal.x = vp[0][3] + vp[0][0];
planes[LEFT].normal.y = vp[1][3] + vp[1][0];
planes[LEFT].normal.z = vp[2][3] + vp[2][0];
planes[LEFT].distance = vp[3][3] + vp[3][0];
normalizePlane(planes[LEFT]);
// Right plane: row4 - row1
// Right plane: row4 - row1 (x_clip <= w_clip)
planes[RIGHT].normal.x = vp[0][3] - vp[0][0];
planes[RIGHT].normal.y = vp[1][3] - vp[1][0];
planes[RIGHT].normal.z = vp[2][3] - vp[2][0];
planes[RIGHT].distance = vp[3][3] - vp[3][0];
normalizePlane(planes[RIGHT]);
// Bottom plane: row4 + row2
planes[BOTTOM].normal.x = vp[0][3] + vp[0][1];
planes[BOTTOM].normal.y = vp[1][3] + vp[1][1];
planes[BOTTOM].normal.z = vp[2][3] + vp[2][1];
planes[BOTTOM].distance = vp[3][3] + vp[3][1];
normalizePlane(planes[BOTTOM]);
// With the Vulkan Y-flip (proj[1][1] negated), row4+row2 extracts
// what is geometrically the TOP plane and row4-row2 extracts BOTTOM.
// Swap the assignments so enum labels match geometry.
// Top plane: row4 - row2
planes[TOP].normal.x = vp[0][3] - vp[0][1];
planes[TOP].normal.y = vp[1][3] - vp[1][1];
planes[TOP].normal.z = vp[2][3] - vp[2][1];
planes[TOP].distance = vp[3][3] - vp[3][1];
// Top plane (geometric): row4 - row2 after Y-flip
planes[TOP].normal.x = vp[0][3] + vp[0][1];
planes[TOP].normal.y = vp[1][3] + vp[1][1];
planes[TOP].normal.z = vp[2][3] + vp[2][1];
planes[TOP].distance = vp[3][3] + vp[3][1];
normalizePlane(planes[TOP]);
// Near plane: row4 + row3
planes[NEAR].normal.x = vp[0][3] + vp[0][2];
planes[NEAR].normal.y = vp[1][3] + vp[1][2];
planes[NEAR].normal.z = vp[2][3] + vp[2][2];
planes[NEAR].distance = vp[3][3] + vp[3][2];
// Bottom plane (geometric): row4 + row2 after Y-flip
planes[BOTTOM].normal.x = vp[0][3] - vp[0][1];
planes[BOTTOM].normal.y = vp[1][3] - vp[1][1];
planes[BOTTOM].normal.z = vp[2][3] - vp[2][1];
planes[BOTTOM].distance = vp[3][3] - vp[3][1];
normalizePlane(planes[BOTTOM]);
// Near plane: row3 (z_clip >= 0 in Vulkan depth [0,1])
planes[NEAR].normal.x = vp[0][2];
planes[NEAR].normal.y = vp[1][2];
planes[NEAR].normal.z = vp[2][2];
planes[NEAR].distance = vp[3][2];
normalizePlane(planes[NEAR]);
// Far plane: row4 - row3
// Far plane: row4 - row3 (z_clip <= w_clip)
planes[FAR].normal.x = vp[0][3] - vp[0][2];
planes[FAR].normal.y = vp[1][3] - vp[1][2];
planes[FAR].normal.z = vp[2][3] - vp[2][2];

View file

@ -412,32 +412,37 @@ void PerformanceHUD::render(const Renderer* renderer, const Camera* camera) {
if (showControls) {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "CONTROLS");
ImGui::Separator();
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F1: Toggle HUD");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F2: Wireframe");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F3: Single tile");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F4: Culling");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F5: Stats");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F6: Multi-tile");
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.5f, 1.0f), "Movement");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "WASD: Move/Strafe");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Q/E: Turn left/right");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Space: Jump");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "X: Sit/Stand");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "~: Auto-run");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Z: Sheathe weapons");
ImGui::Spacing();
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.5f, 1.0f), "UI Panels");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "B: Bags/Inventory");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "C: Character sheet");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "L: Quest log");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "N: Talents");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "P: Spellbook");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "M: World map");
ImGui::Spacing();
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.5f, 1.0f), "Combat & Chat");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "1-0,-,=: Action bar");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Tab: Target cycle");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Enter: Chat");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "/: Chat command");
ImGui::Spacing();
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.5f, 1.0f), "Debug");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F1: Toggle this HUD");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F4: Toggle shadows");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F7: Level-up FX");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F8: Water");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F9: Time");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F10: Sun/Moon");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F11: Stars");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "F12: Fog");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "+/-: Change time");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "C: Clouds");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "[/]: Density");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "L: Lens Flare");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), ",/.: Intensity");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "M: Moon Cycle");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), ";/': Moon Phase");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "W: Weather");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "</>: Wx Intensity");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "K: Spawn Character");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "J: Remove Chars");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "O: Spawn Test WMO");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Shift+O: Real WMO");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "P: Clear WMOs");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "Esc: Settings/Close");
}
ImGui::End();

View file

@ -19,6 +19,7 @@
#include "rendering/charge_effect.hpp"
#include "rendering/levelup_effect.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/character_preview.hpp"
#include "rendering/wmo_renderer.hpp"
#include "rendering/m2_renderer.hpp"
#include "rendering/minimap.hpp"
@ -723,6 +724,21 @@ void Renderer::shutdown() {
LOG_INFO("Renderer shutdown");
}
void Renderer::registerPreview(CharacterPreview* preview) {
if (!preview) return;
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
if (it == activePreviews_.end()) {
activePreviews_.push_back(preview);
}
}
void Renderer::unregisterPreview(CharacterPreview* preview) {
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
if (it != activePreviews_.end()) {
activePreviews_.erase(it);
}
}
void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
if (!vkCtx) return;
@ -840,6 +856,13 @@ void Renderer::beginFrame() {
worldMap->compositePass(currentCmd);
}
// Character preview composite passes
for (auto* preview : activePreviews_) {
if (preview && preview->isModelLoaded()) {
preview->compositePass(currentCmd, vkCtx->getCurrentFrame());
}
}
// Shadow pre-pass (before main render pass)
if (shadowsEnabled && shadowDepthImage != VK_NULL_HANDLE) {
renderShadowPass();
@ -3007,6 +3030,15 @@ void Renderer::renderOverlay(const glm::vec4& color) {
void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
(void)world;
{
static int rwLogCounter = 0;
if (++rwLogCounter % 300 == 1) {
LOG_INFO("Renderer::renderWorld frame=", rwLogCounter,
" cmd=", (void*)currentCmd,
" charRenderer=", (void*)characterRenderer.get());
}
}
auto renderStart = std::chrono::steady_clock::now();
lastTerrainRenderMs = 0.0;
lastWMORenderMs = 0.0;

View file

@ -1041,8 +1041,18 @@ bool VkContext::recreateSwapchain(int width, int height) {
VkCommandBuffer VkContext::beginFrame(uint32_t& imageIndex) {
auto& frame = frames[currentFrame];
// Wait for this frame's fence
vkWaitForFences(device, 1, &frame.inFlightFence, VK_TRUE, UINT64_MAX);
// Wait for this frame's fence (with timeout to detect GPU hangs)
static int beginFrameCounter = 0;
beginFrameCounter++;
VkResult fenceResult = vkWaitForFences(device, 1, &frame.inFlightFence, VK_TRUE, 5000000000ULL); // 5 second timeout
if (fenceResult == VK_TIMEOUT) {
LOG_ERROR("beginFrame[", beginFrameCounter, "] FENCE TIMEOUT (5s) on frame slot ", currentFrame, " — GPU hang detected!");
return VK_NULL_HANDLE;
}
if (fenceResult != VK_SUCCESS) {
LOG_ERROR("beginFrame[", beginFrameCounter, "] fence wait failed: ", (int)fenceResult);
return VK_NULL_HANDLE;
}
// Acquire next swapchain image
VkResult result = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX,
@ -1070,7 +1080,13 @@ VkCommandBuffer VkContext::beginFrame(uint32_t& imageIndex) {
}
void VkContext::endFrame(VkCommandBuffer cmd, uint32_t imageIndex) {
vkEndCommandBuffer(cmd);
static int endFrameCounter = 0;
endFrameCounter++;
VkResult endResult = vkEndCommandBuffer(cmd);
if (endResult != VK_SUCCESS) {
LOG_ERROR("endFrame[", endFrameCounter, "] vkEndCommandBuffer FAILED: ", (int)endResult);
}
auto& frame = frames[currentFrame];
@ -1086,8 +1102,9 @@ void VkContext::endFrame(VkCommandBuffer cmd, uint32_t imageIndex) {
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &frame.renderFinishedSemaphore;
if (vkQueueSubmit(graphicsQueue, 1, &submitInfo, frame.inFlightFence) != VK_SUCCESS) {
LOG_ERROR("Failed to submit draw command buffer");
VkResult submitResult = vkQueueSubmit(graphicsQueue, 1, &submitInfo, frame.inFlightFence);
if (submitResult != VK_SUCCESS) {
LOG_ERROR("endFrame[", endFrameCounter, "] vkQueueSubmit FAILED: ", (int)submitResult);
}
VkPresentInfoKHR presentInfo{};

View file

@ -9,9 +9,10 @@ VkRenderTarget::~VkRenderTarget() {
// Must call destroy() explicitly with device/allocator before destruction
}
bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkFormat format) {
bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkFormat format, bool withDepth) {
VkDevice device = ctx.getDevice();
VmaAllocator allocator = ctx.getAllocator();
hasDepth_ = withDepth;
// Create color image (COLOR_ATTACHMENT + SAMPLED for reading in subsequent passes)
colorImage_ = createImage(device, allocator, width, height, format,
@ -22,6 +23,17 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
return false;
}
// Create depth image if requested
if (withDepth) {
depthImage_ = createImage(device, allocator, width, height,
VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
if (!depthImage_.image) {
LOG_ERROR("VkRenderTarget: failed to create depth image (", width, "x", height, ")");
destroy(device, allocator);
return false;
}
}
// Create sampler (linear filtering, clamp to edge)
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
@ -41,44 +53,77 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
}
// Create render pass
// Color attachment: UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL (during pass)
// -> SHADER_READ_ONLY_OPTIMAL (final layout, ready for sampling)
VkAttachmentDescription colorAttachment{};
colorAttachment.format = format;
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkAttachmentDescription attachments[2]{};
// Color attachment: UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL -> SHADER_READ_ONLY_OPTIMAL
attachments[0].format = format;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment (only used when withDepth)
attachments[1].format = VK_FORMAT_D32_SFLOAT;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorRef{};
colorRef.attachment = 0;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthRef{};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
if (withDepth) subpass.pDepthStencilAttachment = &depthRef;
// Dependency: external -> subpass 0 (wait for previous reads to finish)
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
// Dependencies
VkSubpassDependency dependencies[2]{};
uint32_t depCount = 1;
// Input dependency: wait for previous fragment shader reads before writing
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
if (withDepth) {
dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependencies[0].dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
// Output dependency (depth targets only): ensure writes complete before fragment reads
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
depCount = 2;
}
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 1;
rpInfo.pAttachments = &colorAttachment;
rpInfo.attachmentCount = withDepth ? 2u : 1u;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
rpInfo.dependencyCount = depCount;
rpInfo.pDependencies = dependencies;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &renderPass_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create render pass");
@ -87,11 +132,12 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
}
// Create framebuffer
VkImageView fbAttachments[2] = { colorImage_.imageView, depthImage_.imageView };
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = renderPass_;
fbInfo.attachmentCount = 1;
fbInfo.pAttachments = &colorImage_.imageView;
fbInfo.attachmentCount = withDepth ? 2u : 1u;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = width;
fbInfo.height = height;
fbInfo.layers = 1;
@ -102,7 +148,7 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
return false;
}
LOG_INFO("VkRenderTarget created (", width, "x", height, ")");
LOG_INFO("VkRenderTarget created (", width, "x", height, withDepth ? ", with depth)" : ")");
return true;
}
@ -119,7 +165,9 @@ void VkRenderTarget::destroy(VkDevice device, VmaAllocator allocator) {
vkDestroySampler(device, sampler_, nullptr);
sampler_ = VK_NULL_HANDLE;
}
destroyImage(device, allocator, depthImage_);
destroyImage(device, allocator, colorImage_);
hasDepth_ = false;
}
void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& clear) {
@ -130,10 +178,11 @@ void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& cle
rpBegin.renderArea.offset = {0, 0};
rpBegin.renderArea.extent = getExtent();
VkClearValue clearValue{};
clearValue.color = clear;
rpBegin.clearValueCount = 1;
rpBegin.pClearValues = &clearValue;
VkClearValue clearValues[2]{};
clearValues[0].color = clear;
clearValues[1].depthStencil = {1.0f, 0};
rpBegin.clearValueCount = hasDepth_ ? 2u : 1u;
rpBegin.pClearValues = clearValues;
vkCmdBeginRenderPass(cmd, &rpBegin, VK_SUBPASS_CONTENTS_INLINE);