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feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing - M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max) - Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group - boneBase field indexes into mega bone SSBO via gl_InstanceIndex Indirect terrain drawing - 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer - CPU builds VkDrawIndexedIndirectCommand per visible chunk - Single VB/IB bind per frame; shadow pass reuses mega buffers - Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix host-mapped buffer race condition that caused terrain flickering GPU frustum culling (compute shader) - m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull - CullInstanceGPU SSBO input, uint visibility[] output, double-buffered - dispatchCullCompute() runs before main pass via render graph node Consolidated bone matrix SSBOs - 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones) - Eliminated per-instance descriptor sets; one megaBoneSet_ per frame - prepareRender() packs bone matrices consecutively into current frame slot Render graph / frame graph - RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort - Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes - Passes: minimap_composite, worldmap_composite, preview_composite, shadow_pass, reflection_pass, compute_cull - beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd) Pipeline derivatives - PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT - M2 opaque = base; alphaTest/alpha/additive are derivatives - Applied to terrain (wireframe) and WMO (alpha-test) renderers Rendering bug fixes: - fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate one-frame lag that caused shadow trails and flicker on moving objects - fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f to prevent acne at close range and gaps at far range - fix(visibility): WMO group distance threshold 500u → 1200u to match terrain view distance; buildings were disappearing on the horizon - fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1), eliminating Z-fighting and improving frustum plane extraction stability - fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed M2 render distance (2800u) and eliminate pop-in when camera turns; unload radius 7 → 9; spawn radius 3 → 4 - fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce early pop of grass and debris
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22 changed files with 1579 additions and 494 deletions
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@ -60,6 +60,11 @@ struct TerrainChunkGPU {
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float boundingSphereRadius = 0.0f;
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glm::vec3 boundingSphereCenter = glm::vec3(0.0f);
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// Phase 2.2: Offsets into mega buffers for indirect drawing (-1 = not in mega buffer)
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int32_t megaBaseVertex = -1;
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uint32_t megaFirstIndex = 0;
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uint32_t vertexCount = 0;
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bool isValid() const { return vertexBuffer != VK_NULL_HANDLE && indexBuffer != VK_NULL_HANDLE; }
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};
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@ -200,6 +205,25 @@ private:
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bool fogEnabled = true;
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int renderedChunks = 0;
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int culledChunks = 0;
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// Phase 2.2: Mega vertex/index buffers for indirect drawing
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// All terrain chunks share a single VB + IB, eliminating per-chunk rebinds.
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// Indirect draw commands are built CPU-side each frame for visible chunks.
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VkBuffer megaVB_ = VK_NULL_HANDLE;
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VmaAllocation megaVBAlloc_ = VK_NULL_HANDLE;
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void* megaVBMapped_ = nullptr;
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VkBuffer megaIB_ = VK_NULL_HANDLE;
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VmaAllocation megaIBAlloc_ = VK_NULL_HANDLE;
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void* megaIBMapped_ = nullptr;
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uint32_t megaVBUsed_ = 0; // vertices used
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uint32_t megaIBUsed_ = 0; // indices used
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static constexpr uint32_t MEGA_VB_MAX_VERTS = 1536 * 1024; // ~1.5M verts × 44B ≈ 64MB
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static constexpr uint32_t MEGA_IB_MAX_INDICES = 6 * 1024 * 1024; // 6M indices × 4B = 24MB
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VkBuffer indirectBuffer_ = VK_NULL_HANDLE;
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VmaAllocation indirectAlloc_ = VK_NULL_HANDLE;
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void* indirectMapped_ = nullptr;
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static constexpr uint32_t MAX_INDIRECT_DRAWS = 8192;
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};
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} // namespace rendering
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