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

@ -1,9 +1,11 @@
#include "rendering/lens_flare.hpp"
#include "rendering/camera.hpp"
#include "rendering/shader.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cmath>
namespace wowee {
@ -13,23 +15,19 @@ LensFlare::LensFlare() {
}
LensFlare::~LensFlare() {
cleanup();
shutdown();
}
bool LensFlare::initialize() {
bool LensFlare::initialize(VkContext* ctx, VkDescriptorSetLayout /*perFrameLayout*/) {
LOG_INFO("Initializing lens flare system");
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
// Generate flare elements
generateFlareElements();
// Create VAO and VBO for quad rendering
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Position (x, y) and UV (u, v) for a quad
// Upload static quad vertex buffer (pos2 + uv2, 6 vertices)
float quadVertices[] = {
// Pos UV
-0.5f, -0.5f, 0.0f, 0.0f,
@ -40,81 +38,84 @@ bool LensFlare::initialize() {
-0.5f, 0.5f, 0.0f, 1.0f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
AllocatedBuffer vbuf = uploadBuffer(*vkCtx,
quadVertices,
sizeof(quadVertices),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vertexBuffer = vbuf.buffer;
vertexAlloc = vbuf.allocation;
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/lens_flare.vert.spv")) {
LOG_ERROR("Failed to load lens flare vertex shader");
return false;
}
// UV attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/lens_flare.frag.spv")) {
LOG_ERROR("Failed to load lens flare fragment shader");
return false;
}
glBindVertexArray(0);
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Create shader
shader = std::make_unique<Shader>();
// Push constant range: FlarePushConstants = 32 bytes, used by both vert and frag
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(FlarePushConstants); // 32 bytes
// Lens flare vertex shader (2D screen-space rendering)
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aUV;
// No descriptor set layouts — lens flare only uses push constants
pipelineLayout = createPipelineLayout(device, {}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create lens flare pipeline layout");
return false;
}
uniform vec2 uPosition; // Screen-space position (-1 to 1)
uniform float uSize; // Size in screen space
uniform float uAspectRatio;
// Vertex input: pos2 + uv2, stride = 4 * sizeof(float)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 4 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
out vec2 TexCoord;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
void main() {
// Scale by size and aspect ratio
vec2 scaledPos = aPos * uSize;
scaledPos.x /= uAspectRatio;
VkVertexInputAttributeDescription uvAttr{};
uvAttr.location = 1;
uvAttr.binding = 0;
uvAttr.format = VK_FORMAT_R32G32_SFLOAT;
uvAttr.offset = 2 * sizeof(float);
// Translate to position
vec2 finalPos = scaledPos + uPosition;
// Dynamic viewport and scissor
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
gl_Position = vec4(finalPos, 0.0, 1.0);
TexCoord = aUV;
}
)";
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, uvAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
// Lens flare fragment shader (circular gradient)
const char* fragmentShaderSource = R"(
#version 330 core
in vec2 TexCoord;
// Shader modules can be freed after pipeline creation
vertModule.destroy();
fragModule.destroy();
uniform vec3 uColor;
uniform float uBrightness;
out vec4 FragColor;
void main() {
// Distance from center
vec2 center = vec2(0.5);
float dist = distance(TexCoord, center);
// Circular gradient with soft edges
float alpha = smoothstep(0.5, 0.0, dist);
// Add some variation - brighter in center
float centerGlow = smoothstep(0.5, 0.0, dist * 2.0);
alpha = max(alpha * 0.3, centerGlow);
// Apply brightness
alpha *= uBrightness;
if (alpha < 0.01) {
discard;
}
FragColor = vec4(uColor, alpha);
}
)";
if (!shader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create lens flare shader");
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create lens flare pipeline");
return false;
}
@ -122,6 +123,29 @@ bool LensFlare::initialize() {
return true;
}
void LensFlare::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
if (vertexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, vertexBuffer, vertexAlloc);
vertexBuffer = VK_NULL_HANDLE;
vertexAlloc = VK_NULL_HANDLE;
}
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
if (pipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
pipelineLayout = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
}
void LensFlare::generateFlareElements() {
flareElements.clear();
@ -205,8 +229,8 @@ float LensFlare::calculateSunVisibility(const Camera& camera, const glm::vec3& s
return angleFactor * edgeFade;
}
void LensFlare::render(const Camera& camera, const glm::vec3& sunPosition, float timeOfDay) {
if (!enabled || !shader) {
void LensFlare::render(VkCommandBuffer cmd, const Camera& camera, const glm::vec3& sunPosition, float timeOfDay) {
if (!enabled || pipeline == VK_NULL_HANDLE) {
return;
}
@ -237,61 +261,42 @@ void LensFlare::render(const Camera& camera, const glm::vec3& sunPosition, float
// Vector from sun to screen center
glm::vec2 sunToCenter = screenCenter - sunScreen;
// Enable additive blending for flare effect
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blending
// Disable depth test (render on top)
glDisable(GL_DEPTH_TEST);
shader->use();
// Set aspect ratio
float aspectRatio = camera.getAspectRatio();
shader->setUniform("uAspectRatio", aspectRatio);
glBindVertexArray(vao);
// Bind pipeline
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Bind vertex buffer
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuffer, &offset);
// Render each flare element
for (const auto& element : flareElements) {
// Calculate position along sun-to-center axis
glm::vec2 position = sunScreen + sunToCenter * element.position;
// Set uniforms
shader->setUniform("uPosition", position);
shader->setUniform("uSize", element.size);
shader->setUniform("uColor", element.color);
// Apply visibility and intensity
float brightness = element.brightness * visibility * intensityMultiplier;
shader->setUniform("uBrightness", brightness);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, VERTICES_PER_QUAD);
// Set push constants
FlarePushConstants push{};
push.position = position;
push.size = element.size;
push.aspectRatio = aspectRatio;
push.colorBrightness = glm::vec4(element.color, brightness);
vkCmdPushConstants(cmd, pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push);
// Draw quad
vkCmdDraw(cmd, VERTICES_PER_QUAD, 1, 0, 0);
}
glBindVertexArray(0);
// Restore state
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Restore standard blending
}
void LensFlare::setIntensity(float intensity) {
this->intensityMultiplier = glm::clamp(intensity, 0.0f, 2.0f);
}
void LensFlare::cleanup() {
if (vao) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
}
} // namespace rendering
} // namespace wowee