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https://github.com/Kelsidavis/WoWee.git
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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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@ -61,6 +61,7 @@
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#include "rendering/spell_visual_system.hpp"
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#include "rendering/post_process_pipeline.hpp"
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#include "rendering/animation_controller.hpp"
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#include "rendering/render_graph.hpp"
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#include <imgui.h>
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#include <imgui_impl_vulkan.h>
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#include <glm/gtc/matrix_transform.hpp>
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@ -458,7 +459,9 @@ void Renderer::updatePerFrameUBO() {
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}
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currentFrameData.lightSpaceMatrix = lightSpaceMatrix;
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currentFrameData.shadowParams = glm::vec4(shadowsEnabled ? 1.0f : 0.0f, 0.8f, 0.0f, 0.0f);
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// Scale shadow bias proportionally to ortho extent to avoid acne at close range / gaps at far range
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float shadowBias = 0.8f * (shadowDistance_ / 300.0f);
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currentFrameData.shadowParams = glm::vec4(shadowsEnabled ? 1.0f : 0.0f, shadowBias, 0.0f, 0.0f);
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// Player water ripple data: pack player XY into shadowParams.zw, ripple strength into fogParams.w
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if (cameraController) {
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@ -563,6 +566,15 @@ bool Renderer::initialize(core::Window* win) {
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postProcessPipeline_ = std::make_unique<PostProcessPipeline>();
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postProcessPipeline_->initialize(vkCtx);
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// Phase 2.5: Create render graph and register virtual resources
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renderGraph_ = std::make_unique<RenderGraph>();
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renderGraph_->registerResource("shadow_depth");
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renderGraph_->registerResource("reflection_texture");
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renderGraph_->registerResource("cull_visibility");
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renderGraph_->registerResource("scene_color");
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renderGraph_->registerResource("scene_depth");
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renderGraph_->registerResource("final_image");
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LOG_INFO("Renderer initialized");
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return true;
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}
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@ -674,6 +686,10 @@ void Renderer::shutdown() {
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postProcessPipeline_->shutdown();
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postProcessPipeline_.reset();
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}
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// Phase 2.5: Destroy render graph
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renderGraph_.reset();
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destroyPerFrameResources();
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zoneManager.reset();
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@ -839,36 +855,19 @@ void Renderer::beginFrame() {
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// FSR2 jitter pattern (§4.3 — delegates to PostProcessPipeline)
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if (postProcessPipeline_ && camera) postProcessPipeline_->applyJitter(camera.get());
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// Compute fresh shadow matrix BEFORE UBO update so shaders get current-frame data.
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lightSpaceMatrix = computeLightSpaceMatrix();
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// Update per-frame UBO with current camera/lighting state
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updatePerFrameUBO();
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// --- Off-screen pre-passes (before main render pass) ---
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// Minimap composite (renders 3x3 tile grid into 768x768 render target)
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if (minimap && minimap->isEnabled() && camera) {
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glm::vec3 minimapCenter = camera->getPosition();
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if (cameraController && cameraController->isThirdPerson())
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minimapCenter = characterPosition;
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minimap->compositePass(currentCmd, minimapCenter);
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// --- Off-screen pre-passes (Phase 2.5: render graph) ---
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// Build frame graph: registers pre-passes as graph nodes with dependencies.
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// compile() topologically sorts; execute() runs them with auto barriers.
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buildFrameGraph(nullptr);
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if (renderGraph_) {
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renderGraph_->execute(currentCmd);
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}
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// World map composite (renders zone tiles into 1024x768 render target)
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if (worldMap) {
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worldMap->compositePass(currentCmd);
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}
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// Character preview composite passes
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for (auto* preview : activePreviews_) {
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if (preview && preview->isModelLoaded()) {
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preview->compositePass(currentCmd, vkCtx->getCurrentFrame());
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}
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}
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// Shadow pre-pass (before main render pass)
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if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE) {
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renderShadowPass();
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}
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// Water reflection pre-pass (renders scene from mirrored camera into 512x512 texture)
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renderReflectionPass();
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// --- Begin render pass ---
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// Select framebuffer: PP off-screen target or swapchain (§4.3 — PostProcessPipeline)
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@ -3063,17 +3062,10 @@ void Renderer::renderShadowPass() {
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// Shadows render every frame — throttling causes visible flicker on player/NPCs
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// Compute and store light space matrix; write to per-frame UBO
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lightSpaceMatrix = computeLightSpaceMatrix();
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// lightSpaceMatrix was already computed at frame start (before updatePerFrameUBO).
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// Zero matrix means character position isn't set yet — skip shadow pass entirely.
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if (lightSpaceMatrix == glm::mat4(0.0f)) return;
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uint32_t frame = vkCtx->getCurrentFrame();
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auto* ubo = reinterpret_cast<GPUPerFrameData*>(perFrameUBOMapped[frame]);
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if (ubo) {
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ubo->lightSpaceMatrix = lightSpaceMatrix;
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ubo->shadowParams.x = shadowsEnabled ? 1.0f : 0.0f;
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ubo->shadowParams.y = 0.8f;
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}
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// Barrier 1: transition this frame's shadow map into writable depth layout.
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VkImageMemoryBarrier b1{};
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@ -3147,5 +3139,69 @@ void Renderer::renderShadowPass() {
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shadowDepthLayout_[frame] = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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// Phase 2.5: Build the per-frame render graph for off-screen pre-passes.
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// Declares passes as graph nodes with input/output dependencies.
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// compile() performs topological sort; execute() runs them with auto barriers.
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void Renderer::buildFrameGraph(game::GameHandler* gameHandler) {
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(void)gameHandler;
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if (!renderGraph_) return;
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renderGraph_->reset();
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auto shadowDepth = renderGraph_->findResource("shadow_depth");
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auto reflTex = renderGraph_->findResource("reflection_texture");
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auto cullVis = renderGraph_->findResource("cull_visibility");
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// Minimap composites (no dependencies — standalone off-screen render target)
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renderGraph_->addPass("minimap_composite", {}, {},
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[this](VkCommandBuffer cmd) {
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if (minimap && minimap->isEnabled() && camera) {
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glm::vec3 minimapCenter = camera->getPosition();
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if (cameraController && cameraController->isThirdPerson())
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minimapCenter = characterPosition;
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minimap->compositePass(cmd, minimapCenter);
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}
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});
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// World map composite (standalone)
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renderGraph_->addPass("worldmap_composite", {}, {},
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[this](VkCommandBuffer cmd) {
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if (worldMap) worldMap->compositePass(cmd);
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});
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// Character preview composites (standalone)
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renderGraph_->addPass("preview_composite", {}, {},
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[this](VkCommandBuffer cmd) {
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uint32_t frame = vkCtx->getCurrentFrame();
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for (auto* preview : activePreviews_) {
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if (preview && preview->isModelLoaded())
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preview->compositePass(cmd, frame);
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}
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});
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// Shadow pre-pass → outputs shadow_depth
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renderGraph_->addPass("shadow_pass", {}, {shadowDepth},
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[this](VkCommandBuffer) {
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if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE)
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renderShadowPass();
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});
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renderGraph_->setPassEnabled("shadow_pass", shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE);
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// Reflection pre-pass → outputs reflection_texture (reads scene, so after shadow)
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renderGraph_->addPass("reflection_pass", {shadowDepth}, {reflTex},
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[this](VkCommandBuffer) {
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renderReflectionPass();
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});
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// GPU frustum cull compute → outputs cull_visibility
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renderGraph_->addPass("compute_cull", {}, {cullVis},
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[this](VkCommandBuffer cmd) {
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if (m2Renderer && camera)
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m2Renderer->dispatchCullCompute(cmd, vkCtx->getCurrentFrame(), *camera);
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});
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renderGraph_->compile();
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}
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} // namespace rendering
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} // namespace wowee
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