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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
fix(gameplay): stabilize run animation and clean ghost/death visuals
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parent
1a4b21955c
commit
cebca9a882
6 changed files with 51 additions and 27 deletions
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@ -1031,9 +1031,8 @@ void Renderer::beginFrame() {
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// FXAA resource management — FXAA can coexist with FSR1 and FSR3.
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// When both FXAA and FSR3 are enabled, FXAA runs as a post-FSR3 pass.
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// Ghost mode also reuses this post pass for true grayscale when FXAA is
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// disabled in settings.
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const bool useFXAAPostPass = (fxaa_.enabled || ghostMode_);
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// Do not force this pass for ghost mode; keep AA quality strictly user-controlled.
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const bool useFXAAPostPass = fxaa_.enabled;
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if ((fxaa_.needsRecreate || !useFXAAPostPass) && fxaa_.sceneFramebuffer) {
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destroyFXAAResources();
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fxaa_.needsRecreate = false;
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@ -1250,7 +1249,7 @@ void Renderer::endFrame() {
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// FSR3+FXAA combined: re-point FXAA's descriptor to the FSR3 temporal output
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// so renderFXAAPass() applies spatial AA on the temporally-stabilized frame.
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// This must happen outside the render pass (descriptor updates are CPU-side).
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if ((fxaa_.enabled || ghostMode_) && fxaa_.descSet && fxaa_.sceneSampler) {
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if (fxaa_.enabled && fxaa_.descSet && fxaa_.sceneSampler) {
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VkImageView fsr3OutputView = VK_NULL_HANDLE;
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if (fsr2_.useAmdBackend) {
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if (fsr2_.amdFsr3FramegenRuntimeActive && fsr2_.framegenOutput.image)
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@ -1309,7 +1308,7 @@ void Renderer::endFrame() {
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// of RCAS sharpening. FXAA descriptor is temporarily pointed to the FSR3
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// history buffer (which is already in SHADER_READ_ONLY_OPTIMAL). This gives
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// FSR3 temporal stability + FXAA spatial edge smoothing ("ultra quality native").
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if ((fxaa_.enabled || ghostMode_) && fxaa_.pipeline && fxaa_.descSet) {
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if (fxaa_.enabled && fxaa_.pipeline && fxaa_.descSet) {
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renderFXAAPass();
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} else {
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// Draw RCAS sharpening from accumulated history buffer
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@ -1318,7 +1317,7 @@ void Renderer::endFrame() {
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// Restore FXAA descriptor to its normal scene color source so standalone
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// FXAA frames are not affected by the FSR3 history pointer set above.
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if ((fxaa_.enabled || ghostMode_) && fxaa_.descSet && fxaa_.sceneSampler && fxaa_.sceneColor.imageView) {
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if (fxaa_.enabled && fxaa_.descSet && fxaa_.sceneSampler && fxaa_.sceneColor.imageView) {
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VkDescriptorImageInfo restoreInfo{};
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restoreInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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restoreInfo.imageView = fxaa_.sceneColor.imageView;
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@ -1342,7 +1341,7 @@ void Renderer::endFrame() {
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}
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fsr2_.frameIndex = (fsr2_.frameIndex + 1) % 256; // Wrap to keep Halton values well-distributed
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} else if ((fxaa_.enabled || ghostMode_) && fxaa_.sceneFramebuffer) {
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} else if (fxaa_.enabled && fxaa_.sceneFramebuffer) {
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// End the off-screen scene render pass
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vkCmdEndRenderPass(currentCmd);
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@ -1857,7 +1856,18 @@ void Renderer::updateCharacterAnimation() {
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CharAnimState newState = charAnimState;
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bool moving = cameraController->isMoving();
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const bool rawMoving = cameraController->isMoving();
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const bool rawSprinting = cameraController->isSprinting();
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constexpr float kLocomotionStopGraceSec = 0.12f;
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if (rawMoving) {
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locomotionStopGraceTimer_ = kLocomotionStopGraceSec;
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locomotionWasSprinting_ = rawSprinting;
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} else {
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locomotionStopGraceTimer_ = std::max(0.0f, locomotionStopGraceTimer_ - lastDeltaTime_);
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}
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// Debounce brief input/state dropouts (notably during both-mouse steering) so
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// locomotion clips do not restart every few frames.
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bool moving = rawMoving || locomotionStopGraceTimer_ > 0.0f;
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bool movingForward = cameraController->isMovingForward();
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bool movingBackward = cameraController->isMovingBackward();
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bool autoRunning = cameraController->isAutoRunning();
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@ -1870,7 +1880,7 @@ void Renderer::updateCharacterAnimation() {
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bool anyStrafeRight = strafeRight && !strafeLeft && pureStrafe;
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bool grounded = cameraController->isGrounded();
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bool jumping = cameraController->isJumping();
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bool sprinting = cameraController->isSprinting();
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bool sprinting = rawSprinting || (!rawMoving && moving && locomotionWasSprinting_);
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bool sitting = cameraController->isSitting();
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bool swim = cameraController->isSwimming();
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bool forceMelee = meleeSwingTimer > 0.0f && grounded && !swim;
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@ -2530,8 +2540,14 @@ void Renderer::updateCharacterAnimation() {
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float currentAnimTimeMs = 0.0f;
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float currentAnimDurationMs = 0.0f;
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bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
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if (!haveState || currentAnimId != animId) {
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// Some frames may transiently fail getAnimationState() while resources/instance state churn.
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// Avoid reissuing the same clip on those frames, which restarts locomotion and causes hitches.
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const bool requestChanged = (lastPlayerAnimRequest_ != animId) || (lastPlayerAnimLoopRequest_ != loop);
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const bool shouldPlay = (haveState && currentAnimId != animId) || (!haveState && requestChanged);
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if (shouldPlay) {
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characterRenderer->playAnimation(characterInstanceId, animId, loop);
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lastPlayerAnimRequest_ = animId;
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lastPlayerAnimLoopRequest_ = loop;
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}
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}
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@ -5075,7 +5091,7 @@ void Renderer::renderFXAAPass() {
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vkCmdBindDescriptorSets(currentCmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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fxaa_.pipelineLayout, 0, 1, &fxaa_.descSet, 0, nullptr);
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// Pass rcpFrame + sharpness + desaturate (vec4, 16 bytes).
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// Pass rcpFrame + sharpness + effect flag (vec4, 16 bytes).
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// When FSR2/FSR3 is active alongside FXAA, forward FSR2's sharpness so the
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// post-FXAA unsharp-mask step restores the crispness that FXAA's blur removes.
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float sharpness = fsr2_.enabled ? fsr2_.sharpness : 0.0f;
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@ -5083,7 +5099,7 @@ void Renderer::renderFXAAPass() {
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1.0f / static_cast<float>(ext.width),
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1.0f / static_cast<float>(ext.height),
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sharpness,
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ghostMode_ ? 1.0f : 0.0f // desaturate: 1=ghost grayscale, 0=normal
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0.0f
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};
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vkCmdPushConstants(currentCmd, fxaa_.pipelineLayout,
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VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16, pc);
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@ -5273,12 +5289,6 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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renderOverlay(tint, cmd);
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}
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}
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// Ghost mode desaturation overlay (non-FXAA path approximation).
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// When FXAA is active the FXAA shader applies true per-pixel desaturation;
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// otherwise a high-opacity gray overlay gives a similar washed-out effect.
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if (ghostMode_ && overlayPipeline && !(fxaa_.enabled || fxaa_.sceneFramebuffer)) {
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renderOverlay(glm::vec4(0.5f, 0.5f, 0.55f, 0.82f), cmd);
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}
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if (minimap && minimap->isEnabled() && camera && window) {
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glm::vec3 minimapCenter = camera->getPosition();
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if (cameraController && cameraController->isThirdPerson())
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@ -5413,10 +5423,6 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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renderOverlay(tint);
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}
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}
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// Ghost mode desaturation overlay (non-FXAA path approximation).
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if (ghostMode_ && overlayPipeline && !(fxaa_.enabled || fxaa_.sceneFramebuffer)) {
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renderOverlay(glm::vec4(0.5f, 0.5f, 0.55f, 0.82f));
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}
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if (minimap && minimap->isEnabled() && camera && window) {
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glm::vec3 minimapCenter = camera->getPosition();
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if (cameraController && cameraController->isThirdPerson())
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