Add configurable MSAA anti-aliasing, update auth screen and terrain shader

- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
This commit is contained in:
Kelsi 2026-02-22 02:59:24 -08:00
parent 6d213ad49b
commit e12141a673
54 changed files with 2069 additions and 144 deletions

View file

@ -328,10 +328,14 @@ void ADTLoader::parseMCNK(const uint8_t* data, size_t size, int chunkIndex, ADTT
" holes=0x", std::hex, chunk.holes, std::dec);
}
// Position (stored at offset 0x68 = 104 in MCNK header)
chunk.position[0] = readFloat(data, 104); // X
chunk.position[1] = readFloat(data, 108); // Y
chunk.position[2] = readFloat(data, 112); // Z
// MCNK position is in canonical WoW coordinates (NOT ADT placement space):
// offset 104: wowY (west axis, horizontal — unused, XY computed from tile indices)
// offset 108: wowX (north axis, horizontal — unused, XY computed from tile indices)
// offset 112: wowZ = HEIGHT BASE (MCVT heights are relative to this)
chunk.position[0] = readFloat(data, 104); // wowY (unused)
chunk.position[1] = readFloat(data, 108); // wowX (unused)
chunk.position[2] = readFloat(data, 112); // wowZ = height base
// Parse sub-chunks using offsets from MCNK header
// WoW ADT sub-chunks may have their own 8-byte headers (magic+size)
@ -409,7 +413,11 @@ void ADTLoader::parseMCVT(const uint8_t* data, size_t size, MapChunk& chunk) {
// Log height range for first chunk only
static bool logged = false;
if (!logged) {
LOG_DEBUG("MCVT height range: [", minHeight, ", ", maxHeight, "]");
LOG_INFO("MCVT height range: [", minHeight, ", ", maxHeight, "]",
" (heights[0]=", chunk.heightMap.heights[0],
" heights[8]=", chunk.heightMap.heights[8],
" heights[136]=", chunk.heightMap.heights[136],
" heights[144]=", chunk.heightMap.heights[144], ")");
logged = true;
}
}

View file

@ -1,4 +1,5 @@
#include "pipeline/terrain_mesh.hpp"
#include "core/coordinates.hpp"
#include "core/logger.hpp"
#include <cmath>
@ -40,6 +41,7 @@ TerrainMesh TerrainMeshGenerator::generate(const ADTTerrain& terrain) {
mesh.validChunkCount = validCount;
return mesh;
}
@ -49,10 +51,24 @@ ChunkMesh TerrainMeshGenerator::generateChunkMesh(const MapChunk& chunk, int chu
mesh.chunkX = chunkX;
mesh.chunkY = chunkY;
// World position from chunk data
mesh.worldX = chunk.position[0];
mesh.worldY = chunk.position[1];
mesh.worldZ = chunk.position[2];
// Compute render-space XY from tile/chunk indices (MCNK position fields are unreliable).
// tileX increases southward (renderY axis), tileY increases eastward (renderX axis).
// NW corner of tile: renderX = (32-tileY)*TILE_SIZE, renderY = (32-tileX)*TILE_SIZE
// Each chunk step goes east (renderX) or south (renderY).
const float tileNW_renderX = (32.0f - static_cast<float>(tileY)) * core::coords::TILE_SIZE;
const float tileNW_renderY = (32.0f - static_cast<float>(tileX)) * core::coords::TILE_SIZE;
mesh.worldX = tileNW_renderX - static_cast<float>(chunkY) * CHUNK_SIZE; // iy controls renderX (east-west)
mesh.worldY = tileNW_renderY - static_cast<float>(chunkX) * CHUNK_SIZE; // ix controls renderY (north-south)
mesh.worldZ = chunk.position[2]; // height base (wowZ) from MCNK offset 112
// Debug: log chunk positions for first tile
static int posLogCount = 0;
if (posLogCount < 5) {
posLogCount++;
LOG_INFO("Terrain chunk: tile(", tileX, ",", tileY, ") ix=", chunkX, " iy=", chunkY,
" worldXY=(", mesh.worldX, ",", mesh.worldY, ",", mesh.worldZ, ")",
" mcnk=(", chunk.position[0], ",", chunk.position[1], ",", chunk.position[2], ")");
}
// Generate vertices from heightmap (pass chunk grid indices and tile coords)
mesh.vertices = generateVertices(chunk, chunkX, chunkY, tileX, tileY);
@ -167,19 +183,21 @@ ChunkMesh TerrainMeshGenerator::generateChunkMesh(const MapChunk& chunk, int chu
return mesh;
}
std::vector<TerrainVertex> TerrainMeshGenerator::generateVertices(const MapChunk& chunk, [[maybe_unused]] int chunkX, [[maybe_unused]] int chunkY, [[maybe_unused]] int tileX, [[maybe_unused]] int tileY) {
std::vector<TerrainVertex> TerrainMeshGenerator::generateVertices(const MapChunk& chunk, int chunkX, int chunkY, int tileX, int tileY) {
std::vector<TerrainVertex> vertices;
vertices.reserve(145); // 145 vertices total
const HeightMap& heightMap = chunk.heightMap;
// WoW terrain uses 145 heights stored in a 9x17 row-major grid layout
const float unitSize = CHUNK_SIZE / 8.0f; // 66.67 units per vertex step
const float unitSize = CHUNK_SIZE / 8.0f; // 33.333/8 units per vertex step
// chunk.position contains world coordinates for this chunk's origin
// Both X and Y are at world scale (no scaling needed)
float chunkBaseX = chunk.position[0];
float chunkBaseY = chunk.position[1];
// Compute render-space base from tile/chunk indices (same formula as generateChunkMesh).
const float tileNW_renderX = (32.0f - static_cast<float>(tileY)) * core::coords::TILE_SIZE;
const float tileNW_renderY = (32.0f - static_cast<float>(tileX)) * core::coords::TILE_SIZE;
float chunkBaseX = tileNW_renderX - static_cast<float>(chunkY) * CHUNK_SIZE; // iy controls renderX (east-west)
float chunkBaseY = tileNW_renderY - static_cast<float>(chunkX) * CHUNK_SIZE; // ix controls renderY (north-south)
float chunkBaseZ = chunk.position[2]; // height base (wowZ) from MCNK offset 112
for (int index = 0; index < 145; index++) {
int y = index / 17; // Row (0-8)
@ -196,11 +214,12 @@ std::vector<TerrainVertex> TerrainMeshGenerator::generateVertices(const MapChunk
TerrainVertex vertex;
// Position - match wowee.js coordinate layout (swap X/Y and negate)
// wowee.js: X = -(y * unitSize), Y = -(x * unitSize)
vertex.position[0] = chunkBaseX - (offsetY * unitSize);
vertex.position[1] = chunkBaseY - (offsetX * unitSize);
vertex.position[2] = chunk.position[2] + heightMap.heights[index];
// Position in render space:
// MCVT rows (offsetY) go west→east = renderX decreasing
// MCVT columns (offsetX) go north→south = renderY decreasing
vertex.position[0] = chunkBaseX - (offsetY * unitSize); // renderX (row = west→east)
vertex.position[1] = chunkBaseY - (offsetX * unitSize); // renderY (col = north→south)
vertex.position[2] = chunkBaseZ + heightMap.heights[index]; // renderZ
// Normal
if (index * 3 + 2 < static_cast<int>(chunk.normals.size())) {