Vulcan Nightmare

Experimentally bringing up vulcan support
This commit is contained in:
Kelsi 2026-02-21 19:41:21 -08:00
parent 863a786c48
commit 83b576e8d9
189 changed files with 12147 additions and 7820 deletions

View file

@ -1,142 +1,132 @@
#pragma once
#include <memory>
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
namespace wowee {
namespace rendering {
class Shader;
class Camera;
class VkContext;
/**
* Celestial body renderer
* Celestial body renderer (Vulkan)
*
* Renders sun and moon that move across the sky based on time of day.
* Sun rises at dawn, sets at dusk. Moon is visible at night.
*
* Pipeline layout:
* set 0 = perFrameLayout (camera UBO view, projection, etc.)
* push = CelestialPush (mat4 model + vec4 celestialColor + float intensity
* + float moonPhase + float animTime = 96 bytes)
*/
class Celestial {
public:
Celestial();
~Celestial();
bool initialize();
/**
* Initialize the renderer.
* @param ctx Vulkan context
* @param perFrameLayout Descriptor set layout for set 0 (camera UBO)
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
/**
* Render celestial bodies (sun and moon)
* @param camera Camera for view matrix
* @param timeOfDay Time of day in hours (0-24)
* @param sunDir Optional sun direction from lighting system (normalized)
* @param sunColor Optional sun color from lighting system
* @param gameTime Optional server game time in seconds (for deterministic moon phases)
* Render celestial bodies (sun and moons).
* @param cmd Command buffer to record into
* @param perFrameSet Per-frame descriptor set (set 0, camera UBO)
* @param timeOfDay Time of day in hours (0-24)
* @param sunDir Optional sun direction from lighting system (normalized)
* @param sunColor Optional sun colour from lighting system
* @param gameTime Optional server game time in seconds (deterministic moon phases)
*/
void render(const Camera& camera, float timeOfDay,
const glm::vec3* sunDir = nullptr,
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
float timeOfDay,
const glm::vec3* sunDir = nullptr,
const glm::vec3* sunColor = nullptr,
float gameTime = -1.0f);
/**
* Enable/disable celestial rendering
*/
void setEnabled(bool enabled) { renderingEnabled = enabled; }
bool isEnabled() const { return renderingEnabled; }
/**
* Update celestial bodies (for moon phase cycling)
* Update celestial bodies (moon phase cycling, haze timer).
*/
void update(float deltaTime);
/**
* Set White Lady phase (primary moon, 0.0 = new, 0.5 = full, 1.0 = new)
*/
// --- Enable / disable ---
void setEnabled(bool enabled) { renderingEnabled_ = enabled; }
bool isEnabled() const { return renderingEnabled_; }
// --- Moon phases ---
/** Set White Lady phase (primary moon, 0 = new, 0.5 = full, 1 = new). */
void setMoonPhase(float phase);
float getMoonPhase() const { return whiteLadyPhase_; }
/**
* Set Blue Child phase (secondary moon, 0.0 = new, 0.5 = full, 1.0 = new)
*/
/** Set Blue Child phase (secondary moon, 0 = new, 0.5 = full, 1 = new). */
void setBlueChildPhase(float phase);
float getBlueChildPhase() const { return blueChildPhase_; }
/**
* Enable/disable automatic moon phase cycling
*/
void setMoonPhaseCycling(bool enabled) { moonPhaseCycling = enabled; }
bool isMoonPhaseCycling() const { return moonPhaseCycling; }
void setMoonPhaseCycling(bool enabled) { moonPhaseCycling_ = enabled; }
bool isMoonPhaseCycling() const { return moonPhaseCycling_; }
/**
* Enable/disable two-moon rendering (White Lady + Blue Child)
*/
/** Enable / disable two-moon rendering (White Lady + Blue Child). */
void setDualMoonMode(bool enabled) { dualMoonMode_ = enabled; }
bool isDualMoonMode() const { return dualMoonMode_; }
/**
* Get sun position in world space
*/
// --- Positional / colour queries (unchanged from GL version) ---
glm::vec3 getSunPosition(float timeOfDay) const;
/**
* Get moon position in world space
*/
glm::vec3 getMoonPosition(float timeOfDay) const;
/**
* Get sun color (changes with time of day)
*/
glm::vec3 getSunColor(float timeOfDay) const;
/**
* Get sun intensity (0-1, fades at dawn/dusk)
*/
float getSunIntensity(float timeOfDay) const;
float getSunIntensity(float timeOfDay) const;
private:
void createCelestialQuad();
void destroyCelestialQuad();
// Push constant block — MUST match celestial.vert.glsl / celestial.frag.glsl
struct CelestialPush {
glm::mat4 model; // 64 bytes
glm::vec4 celestialColor; // 16 bytes (xyz = colour, w unused)
float intensity; // 4 bytes
float moonPhase; // 4 bytes
float animTime; // 4 bytes
float _pad; // 4 bytes (round to 16-byte boundary = 96 bytes total)
};
static_assert(sizeof(CelestialPush) == 96, "CelestialPush size mismatch");
void renderSun(const Camera& camera, float timeOfDay,
const glm::vec3* sunDir = nullptr,
const glm::vec3* sunColor = nullptr);
void renderMoon(const Camera& camera, float timeOfDay); // White Lady (primary)
void renderBlueChild(const Camera& camera, float timeOfDay); // Blue Child (secondary)
void createQuad();
void destroyQuad();
void renderSun(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
float timeOfDay,
const glm::vec3* sunDir, const glm::vec3* sunColor);
void renderMoon(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay);
void renderBlueChild(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay);
float calculateCelestialAngle(float timeOfDay, float riseTime, float setTime) const;
/**
* Compute moon phase from game time (deterministic)
* @param gameTime Server game time in seconds
* @param cycleDays Lunar cycle length in game days
* @return Phase 0.0-1.0 (0=new, 0.5=full, 1.0=new)
*/
float computePhaseFromGameTime(float gameTime, float cycleDays) const;
void updatePhasesFromGameTime(float gameTime);
/**
* Update moon phases from game time (server-driven)
*/
void updatePhasesFromGameTime(float gameTime);
// Vulkan objects
VkContext* vkCtx_ = nullptr;
VkPipeline pipeline_ = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
VkBuffer vertexBuffer_ = VK_NULL_HANDLE;
VmaAllocation vertexAlloc_ = VK_NULL_HANDLE;
VkBuffer indexBuffer_ = VK_NULL_HANDLE;
VmaAllocation indexAlloc_ = VK_NULL_HANDLE;
std::unique_ptr<Shader> celestialShader;
uint32_t vao = 0;
uint32_t vbo = 0;
uint32_t ebo = 0;
bool renderingEnabled = true;
bool renderingEnabled_ = true;
// Moon phase system (two moons in Azeroth lore)
float whiteLadyPhase_ = 0.5f; // 0.0-1.0 (0=new, 0.5=full) - primary moon
float blueChildPhase_ = 0.25f; // 0.0-1.0 (0=new, 0.5=full) - secondary moon
bool moonPhaseCycling = true;
float moonPhaseTimer = 0.0f; // Fallback for deltaTime mode (development)
float sunHazeTimer_ = 0.0f; // Always-running timer for sun haze animation
bool dualMoonMode_ = true; // Default: render both moons (Azeroth-specific)
float whiteLadyPhase_ = 0.5f; // 0-1, 0=new, 0.5=full
float blueChildPhase_ = 0.25f; // 0-1
bool moonPhaseCycling_ = true;
float moonPhaseTimer_ = 0.0f; // Fallback deltaTime mode
float sunHazeTimer_ = 0.0f; // Always-running haze animation timer
bool dualMoonMode_ = true;
// WoW lunar cycle constants (in game days)
// WoW day = 24 real minutes, so these are ~realistic game-world cycles
static constexpr float WHITE_LADY_CYCLE_DAYS = 30.0f; // ~12 real hours for full cycle
static constexpr float BLUE_CHILD_CYCLE_DAYS = 27.0f; // ~10.8 real hours (slightly faster)
static constexpr float MOON_CYCLE_DURATION = 240.0f; // Fallback: 4 minutes (deltaTime mode)
// WoW lunar cycle constants (game days; 1 game day = 24 real minutes)
static constexpr float WHITE_LADY_CYCLE_DAYS = 30.0f;
static constexpr float BLUE_CHILD_CYCLE_DAYS = 27.0f;
static constexpr float MOON_CYCLE_DURATION = 240.0f; // Fallback: 4 minutes
};
} // namespace rendering