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

@ -1,94 +1,221 @@
#include "rendering/terrain_renderer.hpp"
#include "rendering/texture.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_texture.hpp"
#include "rendering/vk_buffer.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_utils.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/frustum.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/logger.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <algorithm>
#include <cstdlib>
#include <limits>
#include <cstring>
namespace wowee {
namespace rendering {
TerrainRenderer::TerrainRenderer() {
}
// Matches set 1 binding 7 in terrain.frag.glsl
struct TerrainParamsUBO {
int32_t layerCount;
int32_t hasLayer1;
int32_t hasLayer2;
int32_t hasLayer3;
};
TerrainRenderer::TerrainRenderer() = default;
TerrainRenderer::~TerrainRenderer() {
shutdown();
}
bool TerrainRenderer::initialize(pipeline::AssetManager* assets) {
bool TerrainRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* assets) {
vkCtx = ctx;
assetManager = assets;
if (!assetManager) {
LOG_ERROR("Asset manager is null");
if (!vkCtx || !assetManager) {
LOG_ERROR("TerrainRenderer: null context or asset manager");
return false;
}
LOG_INFO("Initializing terrain renderer");
LOG_INFO("Initializing terrain renderer (Vulkan)");
VkDevice device = vkCtx->getDevice();
// Load terrain shader
shader = std::make_unique<Shader>();
if (!shader->loadFromFile("assets/shaders/terrain.vert", "assets/shaders/terrain.frag")) {
LOG_ERROR("Failed to load terrain shader");
// --- Create material descriptor set layout (set 1) ---
// bindings 0-6: combined image samplers (base + 3 layer + 3 alpha)
// binding 7: uniform buffer (TerrainParams)
std::vector<VkDescriptorSetLayoutBinding> materialBindings(8);
for (uint32_t i = 0; i < 7; i++) {
materialBindings[i] = {};
materialBindings[i].binding = i;
materialBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
materialBindings[i].descriptorCount = 1;
materialBindings[i].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
}
materialBindings[7] = {};
materialBindings[7].binding = 7;
materialBindings[7].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
materialBindings[7].descriptorCount = 1;
materialBindings[7].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
materialSetLayout = createDescriptorSetLayout(device, materialBindings);
if (!materialSetLayout) {
LOG_ERROR("TerrainRenderer: failed to create material set layout");
return false;
}
// Create default white texture for fallback
// --- Create descriptor pool ---
VkDescriptorPoolSize poolSizes[] = {
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, MAX_MATERIAL_SETS * 7 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MAX_MATERIAL_SETS },
};
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.maxSets = MAX_MATERIAL_SETS;
poolInfo.poolSizeCount = 2;
poolInfo.pPoolSizes = poolSizes;
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &materialDescPool) != VK_SUCCESS) {
LOG_ERROR("TerrainRenderer: failed to create descriptor pool");
return false;
}
// --- Create pipeline layout ---
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(GPUPushConstants);
std::vector<VkDescriptorSetLayout> setLayouts = { perFrameLayout, materialSetLayout };
pipelineLayout = createPipelineLayout(device, setLayouts, { pushRange });
if (!pipelineLayout) {
LOG_ERROR("TerrainRenderer: failed to create pipeline layout");
return false;
}
// --- Load shaders ---
VkShaderModule vertShader, fragShader;
if (!vertShader.loadFromFile(device, "assets/shaders/terrain.vert.spv")) {
LOG_ERROR("TerrainRenderer: failed to load vertex shader");
return false;
}
if (!fragShader.loadFromFile(device, "assets/shaders/terrain.frag.spv")) {
LOG_ERROR("TerrainRenderer: failed to load fragment shader");
return false;
}
// --- Vertex input ---
VkVertexInputBindingDescription vertexBinding{};
vertexBinding.binding = 0;
vertexBinding.stride = sizeof(pipeline::TerrainVertex);
vertexBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> vertexAttribs(4);
vertexAttribs[0] = { 0, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, position)) };
vertexAttribs[1] = { 1, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, normal)) };
vertexAttribs[2] = { 2, 0, VK_FORMAT_R32G32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, texCoord)) };
vertexAttribs[3] = { 3, 0, VK_FORMAT_R32G32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, layerUV)) };
// --- Build fill pipeline ---
VkRenderPass mainPass = vkCtx->getImGuiRenderPass();
pipeline = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
if (!pipeline) {
LOG_ERROR("TerrainRenderer: failed to create fill pipeline");
vertShader.destroy();
fragShader.destroy();
return false;
}
// --- Build wireframe pipeline ---
wireframePipeline = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_LINE, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
if (!wireframePipeline) {
LOG_WARNING("TerrainRenderer: wireframe pipeline not available");
}
vertShader.destroy();
fragShader.destroy();
// --- Create fallback textures ---
whiteTexture = std::make_unique<VkTexture>();
uint8_t whitePixel[4] = {255, 255, 255, 255};
glGenTextures(1, &whiteTexture);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
whiteTexture->upload(*vkCtx, whitePixel, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
whiteTexture->createSampler(device, VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
// Create default opaque alpha texture for terrain layer masks
opaqueAlphaTexture = std::make_unique<VkTexture>();
uint8_t opaqueAlpha = 255;
glGenTextures(1, &opaqueAlphaTexture);
glBindTexture(GL_TEXTURE_2D, opaqueAlphaTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &opaqueAlpha);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
opaqueAlphaTexture->upload(*vkCtx, &opaqueAlpha, 1, 1, VK_FORMAT_R8_UNORM, false);
opaqueAlphaTexture->createSampler(device, VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
LOG_INFO("Terrain renderer initialized");
LOG_INFO("Terrain renderer initialized (Vulkan)");
return true;
}
void TerrainRenderer::shutdown() {
LOG_INFO("Shutting down terrain renderer");
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
vkDeviceWaitIdle(device);
clear();
// Delete white texture
if (whiteTexture) {
glDeleteTextures(1, &whiteTexture);
whiteTexture = 0;
}
if (opaqueAlphaTexture) {
glDeleteTextures(1, &opaqueAlphaTexture);
opaqueAlphaTexture = 0;
}
// Delete cached textures
for (auto& [path, entry] : textureCache) {
GLuint texId = entry.id;
if (texId != 0 && texId != whiteTexture) {
glDeleteTextures(1, &texId);
}
if (entry.texture) entry.texture->destroy(device, allocator);
}
textureCache.clear();
textureCacheBytes_ = 0;
textureCacheCounter_ = 0;
shader.reset();
if (whiteTexture) { whiteTexture->destroy(device, allocator); whiteTexture.reset(); }
if (opaqueAlphaTexture) { opaqueAlphaTexture->destroy(device, allocator); opaqueAlphaTexture.reset(); }
if (pipeline) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
if (wireframePipeline) { vkDestroyPipeline(device, wireframePipeline, nullptr); wireframePipeline = VK_NULL_HANDLE; }
if (pipelineLayout) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; }
if (materialDescPool) { vkDestroyDescriptorPool(device, materialDescPool, nullptr); materialDescPool = VK_NULL_HANDLE; }
if (materialSetLayout) { vkDestroyDescriptorSetLayout(device, materialSetLayout, nullptr); materialSetLayout = VK_NULL_HANDLE; }
vkCtx = nullptr;
}
bool TerrainRenderer::loadTerrain(const pipeline::TerrainMesh& mesh,
@ -96,61 +223,82 @@ bool TerrainRenderer::loadTerrain(const pipeline::TerrainMesh& mesh,
int tileX, int tileY) {
LOG_DEBUG("Loading terrain mesh: ", mesh.validChunkCount, " chunks");
// Upload each chunk to GPU
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
const auto& chunk = mesh.getChunk(x, y);
if (!chunk.isValid()) {
continue;
}
if (!chunk.isValid()) continue;
TerrainChunkGPU gpuChunk = uploadChunk(chunk);
if (!gpuChunk.isValid()) {
LOG_WARNING("Failed to upload chunk [", x, ",", y, "]");
continue;
}
// Calculate bounding sphere for frustum culling
calculateBoundingSphere(gpuChunk, chunk);
// Load textures for this chunk
if (!chunk.layers.empty()) {
// Base layer (always present)
uint32_t baseTexId = chunk.layers[0].textureId;
if (baseTexId < texturePaths.size()) {
gpuChunk.baseTexture = loadTexture(texturePaths[baseTexId]);
} else {
gpuChunk.baseTexture = whiteTexture;
gpuChunk.baseTexture = whiteTexture.get();
}
// Additional layers (with alpha blending)
for (size_t i = 1; i < chunk.layers.size() && i < 4; i++) {
const auto& layer = chunk.layers[i];
int li = static_cast<int>(i) - 1;
// Load layer texture
GLuint layerTex = whiteTexture;
VkTexture* layerTex = whiteTexture.get();
if (layer.textureId < texturePaths.size()) {
layerTex = loadTexture(texturePaths[layer.textureId]);
}
gpuChunk.layerTextures.push_back(layerTex);
gpuChunk.layerTextures[li] = layerTex;
// Create alpha texture
GLuint alphaTex = opaqueAlphaTexture;
VkTexture* alphaTex = opaqueAlphaTexture.get();
if (!layer.alphaData.empty()) {
alphaTex = createAlphaTexture(layer.alphaData);
}
gpuChunk.alphaTextures.push_back(alphaTex);
gpuChunk.alphaTextures[li] = alphaTex;
gpuChunk.layerCount = static_cast<int>(i);
}
} else {
// No layers, use default white texture
gpuChunk.baseTexture = whiteTexture;
gpuChunk.baseTexture = whiteTexture.get();
}
gpuChunk.tileX = tileX;
gpuChunk.tileY = tileY;
chunks.push_back(gpuChunk);
// Create per-chunk params UBO
TerrainParamsUBO params{};
params.layerCount = gpuChunk.layerCount;
params.hasLayer1 = gpuChunk.layerCount >= 1 ? 1 : 0;
params.hasLayer2 = gpuChunk.layerCount >= 2 ? 1 : 0;
params.hasLayer3 = gpuChunk.layerCount >= 3 ? 1 : 0;
VkBufferCreateInfo bufCI{};
bufCI.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufCI.size = sizeof(TerrainParamsUBO);
bufCI.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VmaAllocationCreateInfo allocCI{};
allocCI.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
allocCI.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo mapInfo{};
vmaCreateBuffer(vkCtx->getAllocator(), &bufCI, &allocCI,
&gpuChunk.paramsUBO, &gpuChunk.paramsAlloc, &mapInfo);
if (mapInfo.pMappedData) {
std::memcpy(mapInfo.pMappedData, &params, sizeof(params));
}
// Allocate and write material descriptor set
gpuChunk.materialSet = allocateMaterialSet();
if (gpuChunk.materialSet) {
writeMaterialDescriptors(gpuChunk.materialSet, gpuChunk);
}
chunks.push_back(std::move(gpuChunk));
}
}
@ -166,69 +314,22 @@ TerrainChunkGPU TerrainRenderer::uploadChunk(const pipeline::ChunkMesh& chunk) {
gpuChunk.worldZ = chunk.worldZ;
gpuChunk.indexCount = static_cast<uint32_t>(chunk.indices.size());
// Debug: verify Z values in uploaded vertices
static int uploadLogCount = 0;
if (uploadLogCount < 3 && !chunk.vertices.empty()) {
float minZ = 999999.0f, maxZ = -999999.0f;
for (const auto& v : chunk.vertices) {
if (v.position[2] < minZ) minZ = v.position[2];
if (v.position[2] > maxZ) maxZ = v.position[2];
}
LOG_DEBUG("GPU upload Z range: [", minZ, ", ", maxZ, "] delta=", maxZ - minZ);
uploadLogCount++;
}
VkDeviceSize vbSize = chunk.vertices.size() * sizeof(pipeline::TerrainVertex);
AllocatedBuffer vb = uploadBuffer(*vkCtx, chunk.vertices.data(), vbSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
gpuChunk.vertexBuffer = vb.buffer;
gpuChunk.vertexAlloc = vb.allocation;
// Create VAO
glGenVertexArrays(1, &gpuChunk.vao);
glBindVertexArray(gpuChunk.vao);
// Create VBO
glGenBuffers(1, &gpuChunk.vbo);
glBindBuffer(GL_ARRAY_BUFFER, gpuChunk.vbo);
glBufferData(GL_ARRAY_BUFFER,
chunk.vertices.size() * sizeof(pipeline::TerrainVertex),
chunk.vertices.data(),
GL_STATIC_DRAW);
// Create IBO
glGenBuffers(1, &gpuChunk.ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gpuChunk.ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
chunk.indices.size() * sizeof(pipeline::TerrainIndex),
chunk.indices.data(),
GL_STATIC_DRAW);
// Set up vertex attributes
// Location 0: Position (vec3)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
sizeof(pipeline::TerrainVertex),
(void*)offsetof(pipeline::TerrainVertex, position));
// Location 1: Normal (vec3)
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
sizeof(pipeline::TerrainVertex),
(void*)offsetof(pipeline::TerrainVertex, normal));
// Location 2: TexCoord (vec2)
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE,
sizeof(pipeline::TerrainVertex),
(void*)offsetof(pipeline::TerrainVertex, texCoord));
// Location 3: LayerUV (vec2)
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE,
sizeof(pipeline::TerrainVertex),
(void*)offsetof(pipeline::TerrainVertex, layerUV));
glBindVertexArray(0);
VkDeviceSize ibSize = chunk.indices.size() * sizeof(pipeline::TerrainIndex);
AllocatedBuffer ib = uploadBuffer(*vkCtx, chunk.indices.data(), ibSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
gpuChunk.indexBuffer = ib.buffer;
gpuChunk.indexAlloc = ib.allocation;
return gpuChunk;
}
GLuint TerrainRenderer::loadTexture(const std::string& path) {
VkTexture* TerrainRenderer::loadTexture(const std::string& path) {
auto normalizeKey = [](std::string key) {
std::replace(key.begin(), key.end(), '/', '\\');
std::transform(key.begin(), key.end(), key.begin(),
@ -237,59 +338,41 @@ GLuint TerrainRenderer::loadTexture(const std::string& path) {
};
std::string key = normalizeKey(path);
// Check cache first
auto it = textureCache.find(key);
if (it != textureCache.end()) {
it->second.lastUse = ++textureCacheCounter_;
return it->second.id;
return it->second.texture.get();
}
// Load BLP texture
pipeline::BLPImage blp = assetManager->loadTexture(key);
if (!blp.isValid()) {
LOG_WARNING("Failed to load texture: ", path);
// Do not cache failure as white: MPQ/file reads can fail transiently
// during heavy streaming and should be allowed to recover.
return whiteTexture;
return whiteTexture.get();
}
// Create OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
auto tex = std::make_unique<VkTexture>();
if (!tex->upload(*vkCtx, blp.data.data(), blp.width, blp.height,
VK_FORMAT_R8G8B8A8_UNORM, true)) {
LOG_WARNING("Failed to upload texture to GPU: ", path);
return whiteTexture.get();
}
tex->createSampler(vkCtx->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
// Upload texture data (BLP loader outputs RGBA8)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
blp.width, blp.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data());
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
applyAnisotropicFiltering();
glBindTexture(GL_TEXTURE_2D, 0);
// Cache texture
VkTexture* raw = tex.get();
TextureCacheEntry e;
e.id = textureID;
e.texture = std::move(tex);
size_t base = static_cast<size_t>(blp.width) * static_cast<size_t>(blp.height) * 4ull;
e.approxBytes = base + (base / 3);
e.lastUse = ++textureCacheCounter_;
textureCacheBytes_ += e.approxBytes;
textureCache[key] = e;
textureCache[key] = std::move(e);
LOG_DEBUG("Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
return textureID;
return raw;
}
void TerrainRenderer::uploadPreloadedTextures(const std::unordered_map<std::string, pipeline::BLPImage>& textures) {
void TerrainRenderer::uploadPreloadedTextures(
const std::unordered_map<std::string, pipeline::BLPImage>& textures) {
auto normalizeKey = [](std::string key) {
std::replace(key.begin(), key.end(), '/', '\\');
std::transform(key.begin(), key.end(), key.begin(),
@ -298,52 +381,28 @@ void TerrainRenderer::uploadPreloadedTextures(const std::unordered_map<std::stri
};
for (const auto& [path, blp] : textures) {
std::string key = normalizeKey(path);
// Skip if already cached
if (textureCache.find(key) != textureCache.end()) continue;
if (!blp.isValid()) {
// Don't poison cache with white on invalid preload; allow fallback
// path to retry loading this texture later.
continue;
}
if (!blp.isValid()) continue;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
blp.width, blp.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
applyAnisotropicFiltering();
glBindTexture(GL_TEXTURE_2D, 0);
auto tex = std::make_unique<VkTexture>();
if (!tex->upload(*vkCtx, blp.data.data(), blp.width, blp.height,
VK_FORMAT_R8G8B8A8_UNORM, true)) continue;
tex->createSampler(vkCtx->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
TextureCacheEntry e;
e.id = textureID;
e.texture = std::move(tex);
size_t base = static_cast<size_t>(blp.width) * static_cast<size_t>(blp.height) * 4ull;
e.approxBytes = base + (base / 3);
e.lastUse = ++textureCacheCounter_;
textureCacheBytes_ += e.approxBytes;
textureCache[key] = e;
textureCache[key] = std::move(e);
}
}
GLuint TerrainRenderer::createAlphaTexture(const std::vector<uint8_t>& alphaData) {
if (alphaData.empty()) {
return opaqueAlphaTexture;
}
VkTexture* TerrainRenderer::createAlphaTexture(const std::vector<uint8_t>& alphaData) {
if (alphaData.empty()) return opaqueAlphaTexture.get();
if (alphaData.size() != 4096) {
LOG_WARNING("Unexpected terrain alpha size: ", alphaData.size(), " (expected 4096)");
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
// Alpha data should be 64x64 (4096 bytes). Clamp to a sane fallback when malformed.
std::vector<uint8_t> expanded;
const uint8_t* src = alphaData.data();
if (alphaData.size() < 4096) {
@ -352,141 +411,105 @@ GLuint TerrainRenderer::createAlphaTexture(const std::vector<uint8_t>& alphaData
src = expanded.data();
}
int width = 64;
int height = 64;
auto tex = std::make_unique<VkTexture>();
if (!tex->upload(*vkCtx, src, 64, 64, VK_FORMAT_R8_UNORM, false)) {
return opaqueAlphaTexture.get();
}
tex->createSampler(vkCtx->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED,
width, height, 0,
GL_RED, GL_UNSIGNED_BYTE, src);
VkTexture* raw = tex.get();
static uint64_t alphaCounter = 0;
std::string key = "__alpha_" + std::to_string(++alphaCounter);
TextureCacheEntry e;
e.texture = std::move(tex);
e.approxBytes = 64 * 64;
e.lastUse = ++textureCacheCounter_;
textureCacheBytes_ += e.approxBytes;
textureCache[key] = std::move(e);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
return textureID;
return raw;
}
void TerrainRenderer::renderShadow(GLuint shaderProgram, const glm::vec3& shadowCenter, float halfExtent) {
if (chunks.empty()) return;
VkDescriptorSet TerrainRenderer::allocateMaterialSet() {
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = materialDescPool;
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &materialSetLayout;
GLint modelLoc = glGetUniformLocation(shaderProgram, "uModel");
glm::mat4 identity(1.0f);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, &identity[0][0]);
for (const auto& chunk : chunks) {
if (!chunk.isValid()) continue;
// Cull chunks whose bounding sphere doesn't overlap the shadow frustum (XY plane)
float maxDist = halfExtent + chunk.boundingSphereRadius;
float dx = chunk.boundingSphereCenter.x - shadowCenter.x;
float dy = chunk.boundingSphereCenter.y - shadowCenter.y;
if (dx * dx + dy * dy > maxDist * maxDist) continue;
glBindVertexArray(chunk.vao);
glDrawElements(GL_TRIANGLES, chunk.indexCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
VkDescriptorSet set = VK_NULL_HANDLE;
if (vkAllocateDescriptorSets(vkCtx->getDevice(), &allocInfo, &set) != VK_SUCCESS) {
LOG_WARNING("TerrainRenderer: failed to allocate material descriptor set");
return VK_NULL_HANDLE;
}
return set;
}
void TerrainRenderer::render(const Camera& camera) {
if (chunks.empty() || !shader) {
return;
void TerrainRenderer::writeMaterialDescriptors(VkDescriptorSet set, const TerrainChunkGPU& chunk) {
VkTexture* white = whiteTexture.get();
VkTexture* opaque = opaqueAlphaTexture.get();
VkDescriptorImageInfo imageInfos[7];
imageInfos[0] = (chunk.baseTexture ? chunk.baseTexture : white)->descriptorInfo();
for (int i = 0; i < 3; i++) {
imageInfos[1 + i] = (chunk.layerTextures[i] ? chunk.layerTextures[i] : white)->descriptorInfo();
imageInfos[4 + i] = (chunk.alphaTextures[i] ? chunk.alphaTextures[i] : opaque)->descriptorInfo();
}
// Enable depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_BLEND);
VkDescriptorBufferInfo bufInfo{};
bufInfo.buffer = chunk.paramsUBO;
bufInfo.offset = 0;
bufInfo.range = sizeof(TerrainParamsUBO);
// Disable backface culling temporarily to debug flashing
glDisable(GL_CULL_FACE);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
// Wireframe mode
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
VkWriteDescriptorSet writes[8] = {};
for (int i = 0; i < 7; i++) {
writes[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[i].dstSet = set;
writes[i].dstBinding = static_cast<uint32_t>(i);
writes[i].descriptorCount = 1;
writes[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[i].pImageInfo = &imageInfos[i];
}
writes[7].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[7].dstSet = set;
writes[7].dstBinding = 7;
writes[7].descriptorCount = 1;
writes[7].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writes[7].pBufferInfo = &bufInfo;
// Use shader
shader->use();
vkUpdateDescriptorSets(vkCtx->getDevice(), 8, writes, 0, nullptr);
}
// Bind sampler uniforms to texture units (constant, only needs to be set once per use)
shader->setUniform("uBaseTexture", 0);
shader->setUniform("uLayer1Texture", 1);
shader->setUniform("uLayer2Texture", 2);
shader->setUniform("uLayer3Texture", 3);
shader->setUniform("uLayer1Alpha", 4);
shader->setUniform("uLayer2Alpha", 5);
shader->setUniform("uLayer3Alpha", 6);
void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
if (chunks.empty() || !pipeline) return;
// Set view/projection matrices
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
glm::mat4 model = glm::mat4(1.0f);
VkPipeline activePipeline = (wireframe && wireframePipeline) ? wireframePipeline : pipeline;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, activePipeline);
shader->setUniform("uModel", model);
shader->setUniform("uView", view);
shader->setUniform("uProjection", projection);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
0, 1, &perFrameSet, 0, nullptr);
// Set lighting
shader->setUniform("uLightDir", glm::vec3(lightDir[0], lightDir[1], lightDir[2]));
shader->setUniform("uLightColor", glm::vec3(lightColor[0], lightColor[1], lightColor[2]));
shader->setUniform("uAmbientColor", glm::vec3(ambientColor[0], ambientColor[1], ambientColor[2]));
GPUPushConstants push{};
push.model = glm::mat4(1.0f);
vkCmdPushConstants(cmd, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT,
0, sizeof(GPUPushConstants), &push);
// Set camera position
glm::vec3 camPos = camera.getPosition();
shader->setUniform("uViewPos", camPos);
// Set fog (disable by setting very far distances)
shader->setUniform("uFogColor", glm::vec3(fogColor[0], fogColor[1], fogColor[2]));
if (fogEnabled) {
shader->setUniform("uFogStart", fogStart);
shader->setUniform("uFogEnd", fogEnd);
} else {
shader->setUniform("uFogStart", 100000.0f); // Very far
shader->setUniform("uFogEnd", 100001.0f); // Effectively disabled
}
// Shadow map
shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
shader->setUniform("uShadowStrength", 0.68f);
if (shadowEnabled) {
shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, shadowDepthTex);
shader->setUniform("uShadowMap", 7);
}
// Extract frustum for culling
Frustum frustum;
if (frustumCullingEnabled) {
glm::mat4 viewProj = projection * view;
glm::mat4 viewProj = camera.getProjectionMatrix() * camera.getViewMatrix();
frustum.extractFromMatrix(viewProj);
}
// Render each chunk — track last-bound textures to skip redundant binds
glm::vec3 camPos = camera.getPosition();
const float maxTerrainDistSq = 1200.0f * 1200.0f;
renderedChunks = 0;
culledChunks = 0;
GLuint lastBound[7] = {0, 0, 0, 0, 0, 0, 0};
int lastLayerConfig = -1; // track hasLayer1|hasLayer2|hasLayer3 bitmask
// Distance culling: maximum render distance for terrain
const float maxTerrainDistSq = 1200.0f * 1200.0f; // 1200 units (reverted from 800 - mountains popping)
for (const auto& chunk : chunks) {
if (!chunk.isValid()) {
continue;
}
if (!chunk.isValid() || !chunk.materialSet) continue;
// Early distance culling (before expensive frustum check)
float dx = chunk.boundingSphereCenter.x - camPos.x;
float dy = chunk.boundingSphereCenter.y - camPos.y;
float distSq = dx * dx + dy * dy;
@ -495,83 +518,25 @@ void TerrainRenderer::render(const Camera& camera) {
continue;
}
// Frustum culling
if (frustumCullingEnabled && !isChunkVisible(chunk, frustum)) {
culledChunks++;
continue;
}
// Bind base texture (slot 0) — skip if same as last chunk
if (chunk.baseTexture != lastBound[0]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, chunk.baseTexture);
lastBound[0] = chunk.baseTexture;
}
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
1, 1, &chunk.materialSet, 0, nullptr);
// Layer configuration
bool hasLayer1 = chunk.layerTextures.size() > 0;
bool hasLayer2 = chunk.layerTextures.size() > 1;
bool hasLayer3 = chunk.layerTextures.size() > 2;
int layerConfig = (hasLayer1 ? 1 : 0) | (hasLayer2 ? 2 : 0) | (hasLayer3 ? 4 : 0);
if (layerConfig != lastLayerConfig) {
shader->setUniform("uHasLayer1", hasLayer1 ? 1 : 0);
shader->setUniform("uHasLayer2", hasLayer2 ? 1 : 0);
shader->setUniform("uHasLayer3", hasLayer3 ? 1 : 0);
lastLayerConfig = layerConfig;
}
if (hasLayer1) {
if (chunk.layerTextures[0] != lastBound[1]) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, chunk.layerTextures[0]);
lastBound[1] = chunk.layerTextures[0];
}
if (chunk.alphaTextures[0] != lastBound[4]) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, chunk.alphaTextures[0]);
lastBound[4] = chunk.alphaTextures[0];
}
}
if (hasLayer2) {
if (chunk.layerTextures[1] != lastBound[2]) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, chunk.layerTextures[1]);
lastBound[2] = chunk.layerTextures[1];
}
if (chunk.alphaTextures[1] != lastBound[5]) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, chunk.alphaTextures[1]);
lastBound[5] = chunk.alphaTextures[1];
}
}
if (hasLayer3) {
if (chunk.layerTextures[2] != lastBound[3]) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, chunk.layerTextures[2]);
lastBound[3] = chunk.layerTextures[2];
}
if (chunk.alphaTextures[2] != lastBound[6]) {
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, chunk.alphaTextures[2]);
lastBound[6] = chunk.alphaTextures[2];
}
}
// Draw chunk
glBindVertexArray(chunk.vao);
glDrawElements(GL_TRIANGLES, chunk.indexCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &chunk.vertexBuffer, &offset);
vkCmdBindIndexBuffer(cmd, chunk.indexBuffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(cmd, chunk.indexCount, 1, 0, 0, 0);
renderedChunks++;
}
}
// Reset wireframe
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void TerrainRenderer::renderShadow(VkCommandBuffer /*cmd*/, const glm::vec3& /*shadowCenter*/, float /*halfExtent*/) {
// Phase 6 stub
}
void TerrainRenderer::removeTile(int tileX, int tileY) {
@ -579,12 +544,7 @@ void TerrainRenderer::removeTile(int tileX, int tileY) {
auto it = chunks.begin();
while (it != chunks.end()) {
if (it->tileX == tileX && it->tileY == tileY) {
if (it->vao) glDeleteVertexArrays(1, &it->vao);
if (it->vbo) glDeleteBuffers(1, &it->vbo);
if (it->ibo) glDeleteBuffers(1, &it->ibo);
for (GLuint alpha : it->alphaTextures) {
if (alpha) glDeleteTextures(1, &alpha);
}
destroyChunkGPU(*it);
it = chunks.erase(it);
removed++;
} else {
@ -597,43 +557,38 @@ void TerrainRenderer::removeTile(int tileX, int tileY) {
}
void TerrainRenderer::clear() {
// Delete all GPU resources
if (!vkCtx) return;
for (auto& chunk : chunks) {
if (chunk.vao) glDeleteVertexArrays(1, &chunk.vao);
if (chunk.vbo) glDeleteBuffers(1, &chunk.vbo);
if (chunk.ibo) glDeleteBuffers(1, &chunk.ibo);
// Delete alpha textures (not cached)
for (GLuint alpha : chunk.alphaTextures) {
if (alpha) glDeleteTextures(1, &alpha);
}
destroyChunkGPU(chunk);
}
chunks.clear();
renderedChunks = 0;
if (materialDescPool) {
vkResetDescriptorPool(vkCtx->getDevice(), materialDescPool, 0);
}
}
void TerrainRenderer::setLighting(const float lightDirIn[3], const float lightColorIn[3],
const float ambientColorIn[3]) {
lightDir[0] = lightDirIn[0];
lightDir[1] = lightDirIn[1];
lightDir[2] = lightDirIn[2];
void TerrainRenderer::destroyChunkGPU(TerrainChunkGPU& chunk) {
VmaAllocator allocator = vkCtx->getAllocator();
lightColor[0] = lightColorIn[0];
lightColor[1] = lightColorIn[1];
lightColor[2] = lightColorIn[2];
ambientColor[0] = ambientColorIn[0];
ambientColor[1] = ambientColorIn[1];
ambientColor[2] = ambientColorIn[2];
}
void TerrainRenderer::setFog(const float fogColorIn[3], float fogStartIn, float fogEndIn) {
fogColor[0] = fogColorIn[0];
fogColor[1] = fogColorIn[1];
fogColor[2] = fogColorIn[2];
fogStart = fogStartIn;
fogEnd = fogEndIn;
if (chunk.vertexBuffer) {
AllocatedBuffer ab{}; ab.buffer = chunk.vertexBuffer; ab.allocation = chunk.vertexAlloc;
destroyBuffer(allocator, ab);
chunk.vertexBuffer = VK_NULL_HANDLE;
}
if (chunk.indexBuffer) {
AllocatedBuffer ab{}; ab.buffer = chunk.indexBuffer; ab.allocation = chunk.indexAlloc;
destroyBuffer(allocator, ab);
chunk.indexBuffer = VK_NULL_HANDLE;
}
if (chunk.paramsUBO) {
AllocatedBuffer ab{}; ab.buffer = chunk.paramsUBO; ab.allocation = chunk.paramsAlloc;
destroyBuffer(allocator, ab);
chunk.paramsUBO = VK_NULL_HANDLE;
}
chunk.materialSet = VK_NULL_HANDLE;
}
int TerrainRenderer::getTriangleCount() const {
@ -645,7 +600,6 @@ int TerrainRenderer::getTriangleCount() const {
}
bool TerrainRenderer::isChunkVisible(const TerrainChunkGPU& chunk, const Frustum& frustum) {
// Test bounding sphere against frustum
return frustum.intersectsSphere(chunk.boundingSphereCenter, chunk.boundingSphereRadius);
}
@ -657,7 +611,6 @@ void TerrainRenderer::calculateBoundingSphere(TerrainChunkGPU& gpuChunk,
return;
}
// Calculate AABB first
glm::vec3 min(std::numeric_limits<float>::max());
glm::vec3 max(std::numeric_limits<float>::lowest());
@ -667,10 +620,8 @@ void TerrainRenderer::calculateBoundingSphere(TerrainChunkGPU& gpuChunk,
max = glm::max(max, pos);
}
// Center is midpoint of AABB
gpuChunk.boundingSphereCenter = (min + max) * 0.5f;
// Radius is distance from center to furthest vertex
float maxDistSq = 0.0f;
for (const auto& vertex : meshChunk.vertices) {
glm::vec3 pos(vertex.position[0], vertex.position[1], vertex.position[2]);