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https://github.com/Kelsidavis/WoWee.git
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Fix character preview facing and add 4x MSAA to preview render target
Character was facing stage-left (yaw 180) instead of toward camera; corrected default yaw to 90. Added MSAA support to VkRenderTarget with automatic resolve attachment, and enabled 4x MSAA for the character preview off-screen pass.
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parent
d65b170774
commit
9a1b78bffd
6 changed files with 229 additions and 108 deletions
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@ -113,13 +113,15 @@ CharacterRenderer::~CharacterRenderer() {
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bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
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pipeline::AssetManager* am,
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VkRenderPass renderPassOverride) {
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VkRenderPass renderPassOverride,
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VkSampleCountFlagBits msaaSamples) {
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core::Logger::getInstance().info("Initializing character renderer (Vulkan)...");
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vkCtx_ = ctx;
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assetManager = am;
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perFrameLayout_ = perFrameLayout;
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renderPassOverride_ = renderPassOverride;
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msaaSamplesOverride_ = msaaSamples;
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const unsigned hc = std::thread::hardware_concurrency();
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const size_t availableCores = (hc > 1u) ? static_cast<size_t>(hc - 1u) : 1ull;
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// Character updates run alongside M2/WMO work; default to a smaller share.
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@ -224,7 +226,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
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}
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VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
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VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
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VkSampleCountFlagBits samples = renderPassOverride_ ? msaaSamplesOverride_ : vkCtx_->getMsaaSamples();
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// --- Vertex input ---
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// CharVertexGPU: vec3 pos(12) + uint8[4] boneWeights(4) + uint8[4] boneIndices(4) +
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@ -2946,7 +2948,7 @@ void CharacterRenderer::recreatePipelines() {
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}
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VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
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VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
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VkSampleCountFlagBits samples = renderPassOverride_ ? msaaSamplesOverride_ : vkCtx_->getMsaaSamples();
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// --- Vertex input ---
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VkVertexInputBindingDescription charBinding{};
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