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

@ -86,6 +86,7 @@ bool Celestial::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // test on, write off (sky layer)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -106,6 +107,71 @@ bool Celestial::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
return true;
}
void Celestial::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
if (pipeline_ != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline_, nullptr); pipeline_ = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/celestial.vert.spv")) {
LOG_ERROR("Celestial::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/celestial.frag.spv")) {
LOG_ERROR("Celestial::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input (same as initialize)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
VkVertexInputAttributeDescription uvAttr{};
uvAttr.location = 1;
uvAttr.binding = 0;
uvAttr.format = VK_FORMAT_R32G32_SFLOAT;
uvAttr.offset = 3 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline_ = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, uvAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline_ == VK_NULL_HANDLE) {
LOG_ERROR("Celestial::recreatePipelines: failed to create pipeline");
}
}
void Celestial::shutdown() {
destroyQuad();

View file

@ -210,6 +210,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -2564,5 +2565,69 @@ void CharacterRenderer::dumpAnimations(uint32_t instanceId) const {
core::Logger::getInstance().info("=== End animation dump ===");
}
void CharacterRenderer::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
vkDeviceWaitIdle(device);
// Destroy old main-pass pipelines (NOT shadow, NOT pipeline layout)
if (opaquePipeline_) { vkDestroyPipeline(device, opaquePipeline_, nullptr); opaquePipeline_ = VK_NULL_HANDLE; }
if (alphaTestPipeline_) { vkDestroyPipeline(device, alphaTestPipeline_, nullptr); alphaTestPipeline_ = VK_NULL_HANDLE; }
if (alphaPipeline_) { vkDestroyPipeline(device, alphaPipeline_, nullptr); alphaPipeline_ = VK_NULL_HANDLE; }
if (additivePipeline_) { vkDestroyPipeline(device, additivePipeline_, nullptr); additivePipeline_ = VK_NULL_HANDLE; }
// --- Load shaders ---
rendering::VkShaderModule charVert, charFrag;
charVert.loadFromFile(device, "assets/shaders/character.vert.spv");
charFrag.loadFromFile(device, "assets/shaders/character.frag.spv");
if (!charVert.isValid() || !charFrag.isValid()) {
LOG_ERROR("CharacterRenderer::recreatePipelines: missing required shaders");
return;
}
VkRenderPass mainPass = vkCtx_->getImGuiRenderPass();
// --- Vertex input ---
VkVertexInputBindingDescription charBinding{};
charBinding.binding = 0;
charBinding.stride = sizeof(pipeline::M2Vertex);
charBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> charAttrs = {
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, static_cast<uint32_t>(offsetof(pipeline::M2Vertex, position))},
{1, 0, VK_FORMAT_R8G8B8A8_UNORM, static_cast<uint32_t>(offsetof(pipeline::M2Vertex, boneWeights))},
{2, 0, VK_FORMAT_R8G8B8A8_UINT, static_cast<uint32_t>(offsetof(pipeline::M2Vertex, boneIndices))},
{3, 0, VK_FORMAT_R32G32B32_SFLOAT, static_cast<uint32_t>(offsetof(pipeline::M2Vertex, normal))},
{4, 0, VK_FORMAT_R32G32_SFLOAT, static_cast<uint32_t>(offsetof(pipeline::M2Vertex, texCoords))},
};
auto buildCharPipeline = [&](VkPipelineColorBlendAttachmentState blendState, bool depthWrite) -> VkPipeline {
return PipelineBuilder()
.setShaders(charVert.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
charFrag.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({charBinding}, charAttrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
};
opaquePipeline_ = buildCharPipeline(PipelineBuilder::blendDisabled(), true);
alphaTestPipeline_ = buildCharPipeline(PipelineBuilder::blendAlpha(), true);
alphaPipeline_ = buildCharPipeline(PipelineBuilder::blendAlpha(), false);
additivePipeline_ = buildCharPipeline(PipelineBuilder::blendAdditive(), false);
charVert.destroy();
charFrag.destroy();
core::Logger::getInstance().info("CharacterRenderer: pipelines recreated");
}
} // namespace rendering
} // namespace wowee

View file

@ -97,6 +97,7 @@ bool ChargeEffect::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayo
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAdditive()) // Additive blend for fiery glow
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(ribbonPipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -160,6 +161,7 @@ bool ChargeEffect::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayo
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(dustPipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -249,6 +251,122 @@ void ChargeEffect::shutdown() {
dustPuffs_.clear();
}
void ChargeEffect::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
// Destroy old pipelines (NOT layouts)
if (ribbonPipeline_ != VK_NULL_HANDLE) {
vkDestroyPipeline(device, ribbonPipeline_, nullptr);
ribbonPipeline_ = VK_NULL_HANDLE;
}
if (dustPipeline_ != VK_NULL_HANDLE) {
vkDestroyPipeline(device, dustPipeline_, nullptr);
dustPipeline_ = VK_NULL_HANDLE;
}
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Rebuild ribbon trail pipeline (TRIANGLE_STRIP) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/charge_ribbon.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/charge_ribbon.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 6 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(4);
attrs[0].location = 0;
attrs[0].binding = 0;
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attrs[0].offset = 0;
attrs[1].location = 1;
attrs[1].binding = 0;
attrs[1].format = VK_FORMAT_R32_SFLOAT;
attrs[1].offset = 3 * sizeof(float);
attrs[2].location = 2;
attrs[2].binding = 0;
attrs[2].format = VK_FORMAT_R32_SFLOAT;
attrs[2].offset = 4 * sizeof(float);
attrs[3].location = 3;
attrs[3].binding = 0;
attrs[3].format = VK_FORMAT_R32_SFLOAT;
attrs[3].offset = 5 * sizeof(float);
ribbonPipeline_ = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(ribbonPipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
// ---- Rebuild dust puff pipeline (POINT_LIST) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/charge_dust.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/charge_dust.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(3);
attrs[0].location = 0;
attrs[0].binding = 0;
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attrs[0].offset = 0;
attrs[1].location = 1;
attrs[1].binding = 0;
attrs[1].format = VK_FORMAT_R32_SFLOAT;
attrs[1].offset = 3 * sizeof(float);
attrs[2].location = 2;
attrs[2].binding = 0;
attrs[2].format = VK_FORMAT_R32_SFLOAT;
attrs[2].offset = 4 * sizeof(float);
dustPipeline_ = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(dustPipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
}
void ChargeEffect::tryLoadM2Models(M2Renderer* m2Renderer, pipeline::AssetManager* assets) {
if (!m2Renderer || !assets) return;
m2Renderer_ = m2Renderer;

View file

@ -79,6 +79,7 @@ bool Clouds::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // test on, write off (sky layer)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -100,6 +101,65 @@ bool Clouds::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
return true;
}
void Clouds::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
if (pipeline_ != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline_, nullptr); pipeline_ = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/clouds.vert.spv")) {
LOG_ERROR("Clouds::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/clouds.frag.spv")) {
LOG_ERROR("Clouds::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input (same as initialize)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = sizeof(glm::vec3);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline_ = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline_ == VK_NULL_HANDLE) {
LOG_ERROR("Clouds::recreatePipelines: failed to create pipeline");
}
}
void Clouds::shutdown() {
destroyBuffers();

View file

@ -105,6 +105,7 @@ bool LensFlare::initialize(VkContext* ctx, VkDescriptorSetLayout /*perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -146,6 +147,63 @@ void LensFlare::shutdown() {
vkCtx = nullptr;
}
void LensFlare::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipeline (NOT layout)
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/lens_flare.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/lens_flare.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 4 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
VkVertexInputAttributeDescription uvAttr{};
uvAttr.location = 1;
uvAttr.binding = 0;
uvAttr.format = VK_FORMAT_R32G32_SFLOAT;
uvAttr.offset = 2 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, uvAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
void LensFlare::generateFlareElements() {
flareElements.clear();

View file

@ -103,6 +103,7 @@ bool Lightning::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest() // Always visible (like the GL version)
.setColorBlendAttachment(PipelineBuilder::blendAdditive()) // Additive for electric glow
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(boltPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -164,6 +165,7 @@ bool Lightning::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(flashPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -253,6 +255,102 @@ void Lightning::shutdown() {
vkCtx = nullptr;
}
void Lightning::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipelines (NOT layouts)
if (boltPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, boltPipeline, nullptr);
boltPipeline = VK_NULL_HANDLE;
}
if (flashPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, flashPipeline, nullptr);
flashPipeline = VK_NULL_HANDLE;
}
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Rebuild bolt pipeline (LINE_STRIP) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/lightning_bolt.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/lightning_bolt.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = sizeof(glm::vec3);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
boltPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(boltPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
// ---- Rebuild flash pipeline (TRIANGLE_STRIP) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/lightning_flash.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/lightning_flash.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 2 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
flashPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(flashPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
}
void Lightning::update(float deltaTime, const Camera& camera) {
if (!enabled) {
return;

View file

@ -16,8 +16,7 @@ namespace wowee {
namespace rendering {
LoadingScreen::LoadingScreen() {
imagePaths.push_back("assets/loading1.jpeg");
imagePaths.push_back("assets/loading2.jpeg");
imagePaths.push_back("assets/krayonload.png");
}
LoadingScreen::~LoadingScreen() {

View file

@ -468,6 +468,7 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -502,6 +503,7 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blend)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(particlePipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -534,6 +536,7 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(smokePipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -3677,5 +3680,144 @@ float M2Renderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3&
return closestHit;
}
void M2Renderer::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
vkDeviceWaitIdle(device);
// Destroy old main-pass pipelines (NOT shadow, NOT pipeline layouts)
if (opaquePipeline_) { vkDestroyPipeline(device, opaquePipeline_, nullptr); opaquePipeline_ = VK_NULL_HANDLE; }
if (alphaTestPipeline_) { vkDestroyPipeline(device, alphaTestPipeline_, nullptr); alphaTestPipeline_ = VK_NULL_HANDLE; }
if (alphaPipeline_) { vkDestroyPipeline(device, alphaPipeline_, nullptr); alphaPipeline_ = VK_NULL_HANDLE; }
if (additivePipeline_) { vkDestroyPipeline(device, additivePipeline_, nullptr); additivePipeline_ = VK_NULL_HANDLE; }
if (particlePipeline_) { vkDestroyPipeline(device, particlePipeline_, nullptr); particlePipeline_ = VK_NULL_HANDLE; }
if (particleAdditivePipeline_) { vkDestroyPipeline(device, particleAdditivePipeline_, nullptr); particleAdditivePipeline_ = VK_NULL_HANDLE; }
if (smokePipeline_) { vkDestroyPipeline(device, smokePipeline_, nullptr); smokePipeline_ = VK_NULL_HANDLE; }
// --- Load shaders ---
rendering::VkShaderModule m2Vert, m2Frag;
rendering::VkShaderModule particleVert, particleFrag;
rendering::VkShaderModule smokeVert, smokeFrag;
m2Vert.loadFromFile(device, "assets/shaders/m2.vert.spv");
m2Frag.loadFromFile(device, "assets/shaders/m2.frag.spv");
particleVert.loadFromFile(device, "assets/shaders/m2_particle.vert.spv");
particleFrag.loadFromFile(device, "assets/shaders/m2_particle.frag.spv");
smokeVert.loadFromFile(device, "assets/shaders/m2_smoke.vert.spv");
smokeFrag.loadFromFile(device, "assets/shaders/m2_smoke.frag.spv");
if (!m2Vert.isValid() || !m2Frag.isValid()) {
LOG_ERROR("M2Renderer::recreatePipelines: missing required shaders");
return;
}
VkRenderPass mainPass = vkCtx_->getImGuiRenderPass();
// --- M2 model vertex input ---
VkVertexInputBindingDescription m2Binding{};
m2Binding.binding = 0;
m2Binding.stride = 18 * sizeof(float);
m2Binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> m2Attrs = {
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // position
{1, 0, VK_FORMAT_R32G32B32_SFLOAT, 3 * sizeof(float)}, // normal
{2, 0, VK_FORMAT_R32G32_SFLOAT, 6 * sizeof(float)}, // texCoord0
{5, 0, VK_FORMAT_R32G32_SFLOAT, 8 * sizeof(float)}, // texCoord1
{3, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 10 * sizeof(float)}, // boneWeights
{4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 14 * sizeof(float)}, // boneIndices (float)
};
auto buildM2Pipeline = [&](VkPipelineColorBlendAttachmentState blendState, bool depthWrite) -> VkPipeline {
return PipelineBuilder()
.setShaders(m2Vert.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
m2Frag.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({m2Binding}, m2Attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blendState)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
};
opaquePipeline_ = buildM2Pipeline(PipelineBuilder::blendDisabled(), true);
alphaTestPipeline_ = buildM2Pipeline(PipelineBuilder::blendAlpha(), true);
alphaPipeline_ = buildM2Pipeline(PipelineBuilder::blendAlpha(), false);
additivePipeline_ = buildM2Pipeline(PipelineBuilder::blendAdditive(), false);
// --- Particle pipelines ---
if (particleVert.isValid() && particleFrag.isValid()) {
VkVertexInputBindingDescription pBind{};
pBind.binding = 0;
pBind.stride = 9 * sizeof(float); // pos3 + color4 + size1 + tile1
pBind.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> pAttrs = {
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // position
{1, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 3 * sizeof(float)}, // color
{2, 0, VK_FORMAT_R32_SFLOAT, 7 * sizeof(float)}, // size
{3, 0, VK_FORMAT_R32_SFLOAT, 8 * sizeof(float)}, // tile
};
auto buildParticlePipeline = [&](VkPipelineColorBlendAttachmentState blend) -> VkPipeline {
return PipelineBuilder()
.setShaders(particleVert.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
particleFrag.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({pBind}, pAttrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(blend)
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(particlePipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
};
particlePipeline_ = buildParticlePipeline(PipelineBuilder::blendAlpha());
particleAdditivePipeline_ = buildParticlePipeline(PipelineBuilder::blendAdditive());
}
// --- Smoke pipeline ---
if (smokeVert.isValid() && smokeFrag.isValid()) {
VkVertexInputBindingDescription sBind{};
sBind.binding = 0;
sBind.stride = 6 * sizeof(float); // pos3 + lifeRatio1 + size1 + isSpark1
sBind.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> sAttrs = {
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // position
{1, 0, VK_FORMAT_R32_SFLOAT, 3 * sizeof(float)}, // lifeRatio
{2, 0, VK_FORMAT_R32_SFLOAT, 4 * sizeof(float)}, // size
{3, 0, VK_FORMAT_R32_SFLOAT, 5 * sizeof(float)}, // isSpark
};
smokePipeline_ = PipelineBuilder()
.setShaders(smokeVert.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
smokeFrag.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({sBind}, sAttrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(smokePipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
}
m2Vert.destroy(); m2Frag.destroy();
particleVert.destroy(); particleFrag.destroy();
smokeVert.destroy(); smokeFrag.destroy();
core::Logger::getInstance().info("M2Renderer: pipelines recreated");
}
} // namespace rendering
} // namespace wowee

View file

@ -446,7 +446,7 @@ void Minimap::render(VkCommandBuffer cmd, const Camera& playerCamera,
float pixelW = static_cast<float>(mapSize) / screenWidth;
float pixelH = static_cast<float>(mapSize) / screenHeight;
float x = 1.0f - pixelW - margin / screenWidth;
float y = 1.0f - pixelH - margin / screenHeight;
float y = margin / screenHeight; // top edge in Vulkan (y=0 is top)
// Compute player's UV in the composite texture
constexpr float TILE_SIZE = core::coords::TILE_SIZE;

View file

@ -88,6 +88,7 @@ bool MountDust::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -145,6 +146,65 @@ void MountDust::shutdown() {
particles.clear();
}
void MountDust::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipeline (NOT layout)
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/mount_dust.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/mount_dust.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(3);
attrs[0].location = 0;
attrs[0].binding = 0;
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attrs[0].offset = 0;
attrs[1].location = 1;
attrs[1].binding = 0;
attrs[1].format = VK_FORMAT_R32_SFLOAT;
attrs[1].offset = 3 * sizeof(float);
attrs[2].location = 2;
attrs[2].binding = 0;
attrs[2].format = VK_FORMAT_R32_SFLOAT;
attrs[2].offset = 4 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
void MountDust::spawnDust(const glm::vec3& position, const glm::vec3& velocity, bool isMoving) {
if (!isMoving) {
spawnAccum = 0.0f;

View file

@ -108,6 +108,7 @@ bool QuestMarkerRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFr
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS) // depth test on, write off
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -179,6 +180,63 @@ void QuestMarkerRenderer::shutdown() {
vkCtx_ = nullptr;
}
void QuestMarkerRenderer::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
// Destroy old pipeline (NOT layout)
if (pipeline_ != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline_, nullptr);
pipeline_ = VK_NULL_HANDLE;
}
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/quest_marker.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/quest_marker.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
VkVertexInputAttributeDescription uvAttr{};
uvAttr.location = 1;
uvAttr.binding = 0;
uvAttr.format = VK_FORMAT_R32G32_SFLOAT;
uvAttr.offset = 3 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline_ = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, uvAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(vkCtx_->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
void QuestMarkerRenderer::createDescriptorResources() {
VkDevice device = vkCtx_->getDevice();

View file

@ -723,6 +723,66 @@ void Renderer::shutdown() {
LOG_INFO("Renderer shutdown");
}
void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
if (!vkCtx) return;
VkSampleCountFlagBits current = vkCtx->getMsaaSamples();
if (samples == current) return;
LOG_INFO("Changing MSAA from ", static_cast<int>(current), "x to ", static_cast<int>(samples), "x");
vkDeviceWaitIdle(vkCtx->getDevice());
// Set new MSAA and recreate swapchain (render pass, depth, MSAA image, framebuffers)
vkCtx->setMsaaSamples(samples);
vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());
// Recreate all sub-renderer pipelines (they embed sample count from render pass)
if (terrainRenderer) terrainRenderer->recreatePipelines();
if (waterRenderer) waterRenderer->recreatePipelines();
if (wmoRenderer) wmoRenderer->recreatePipelines();
if (m2Renderer) m2Renderer->recreatePipelines();
if (characterRenderer) characterRenderer->recreatePipelines();
if (questMarkerRenderer) questMarkerRenderer->recreatePipelines();
if (weather) weather->recreatePipelines();
if (swimEffects) swimEffects->recreatePipelines();
if (mountDust) mountDust->recreatePipelines();
if (chargeEffect) chargeEffect->recreatePipelines();
// Sky system sub-renderers
if (skySystem) {
if (auto* sb = skySystem->getSkybox()) sb->recreatePipelines();
if (auto* sf = skySystem->getStarField()) sf->recreatePipelines();
if (auto* ce = skySystem->getCelestial()) ce->recreatePipelines();
if (auto* cl = skySystem->getClouds()) cl->recreatePipelines();
if (auto* lf = skySystem->getLensFlare()) lf->recreatePipelines();
}
// Lightning is standalone (not instantiated in Renderer, no action needed)
// Selection circle + overlay use lazy init, just destroy them
VkDevice device = vkCtx->getDevice();
if (selCirclePipeline) { vkDestroyPipeline(device, selCirclePipeline, nullptr); selCirclePipeline = VK_NULL_HANDLE; }
if (overlayPipeline) { vkDestroyPipeline(device, overlayPipeline, nullptr); overlayPipeline = VK_NULL_HANDLE; }
// Reinitialize ImGui Vulkan backend with new MSAA sample count
ImGui_ImplVulkan_Shutdown();
ImGui_ImplVulkan_InitInfo initInfo{};
initInfo.ApiVersion = VK_API_VERSION_1_1;
initInfo.Instance = vkCtx->getInstance();
initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
initInfo.Device = vkCtx->getDevice();
initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
initInfo.Queue = vkCtx->getGraphicsQueue();
initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
initInfo.MinImageCount = 2;
initInfo.ImageCount = vkCtx->getSwapchainImageCount();
initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
initInfo.PipelineInfoMain.MSAASamples = vkCtx->getMsaaSamples();
ImGui_ImplVulkan_Init(&initInfo);
LOG_INFO("MSAA change complete");
}
void Renderer::beginFrame() {
if (!vkCtx) return;
@ -2784,6 +2844,7 @@ void Renderer::initSelectionCircle() {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(selCirclePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
@ -2894,6 +2955,7 @@ void Renderer::initOverlayPipeline() {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(overlayPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})

View file

@ -66,6 +66,7 @@ bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test on, write off, LEQUAL for far plane
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -84,6 +85,53 @@ bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
return true;
}
void Skybox::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/skybox.vert.spv")) {
LOG_ERROR("Skybox::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/skybox.frag.spv")) {
LOG_ERROR("Skybox::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({}, {})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Skybox::recreatePipelines: failed to create pipeline");
}
}
void Skybox::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();

View file

@ -88,6 +88,7 @@ bool StarField::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test, no write (stars behind sky)
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.build(device);
@ -108,6 +109,71 @@ bool StarField::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
return true;
}
void StarField::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/starfield.vert.spv")) {
LOG_ERROR("StarField::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/starfield.frag.spv")) {
LOG_ERROR("StarField::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input (same as initialize)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
VkVertexInputAttributeDescription brightnessAttr{};
brightnessAttr.location = 1;
brightnessAttr.binding = 0;
brightnessAttr.format = VK_FORMAT_R32_SFLOAT;
brightnessAttr.offset = 3 * sizeof(float);
VkVertexInputAttributeDescription twinkleAttr{};
twinkleAttr.location = 2;
twinkleAttr.binding = 0;
twinkleAttr.format = VK_FORMAT_R32_SFLOAT;
twinkleAttr.offset = 4 * sizeof(float);
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr, brightnessAttr, twinkleAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("StarField::recreatePipelines: failed to create pipeline");
}
}
void StarField::shutdown() {
destroyStarBuffers();

View file

@ -93,6 +93,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(ripplePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -136,6 +137,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(bubblePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -225,6 +227,100 @@ void SwimEffects::shutdown() {
bubbles.clear();
}
void SwimEffects::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipelines (NOT layouts)
if (ripplePipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, ripplePipeline, nullptr);
ripplePipeline = VK_NULL_HANDLE;
}
if (bubblePipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, bubblePipeline, nullptr);
bubblePipeline = VK_NULL_HANDLE;
}
// Shared vertex input: pos(vec3) + size(float) + alpha(float) = 5 floats
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(3);
attrs[0].location = 0;
attrs[0].binding = 0;
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attrs[0].offset = 0;
attrs[1].location = 1;
attrs[1].binding = 0;
attrs[1].format = VK_FORMAT_R32_SFLOAT;
attrs[1].offset = 3 * sizeof(float);
attrs[2].location = 2;
attrs[2].binding = 0;
attrs[2].format = VK_FORMAT_R32_SFLOAT;
attrs[2].offset = 4 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Rebuild ripple pipeline ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/swim_ripple.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/swim_ripple.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
ripplePipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(ripplePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
// ---- Rebuild bubble pipeline ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/swim_bubble.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/swim_bubble.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
bubblePipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(bubblePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
}
void SwimEffects::spawnRipple(const glm::vec3& pos, const glm::vec3& moveDir, float waterH) {
if (static_cast<int>(ripples.size()) >= MAX_RIPPLE_PARTICLES) return;

View file

@ -138,6 +138,7 @@ bool TerrainRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameL
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -159,6 +160,7 @@ bool TerrainRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameL
.setRasterization(VK_POLYGON_MODE_LINE, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -188,6 +190,86 @@ bool TerrainRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameL
return true;
}
void TerrainRenderer::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipelines (keep layouts)
if (pipeline) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
if (wireframePipeline) { vkDestroyPipeline(device, wireframePipeline, nullptr); wireframePipeline = VK_NULL_HANDLE; }
// Load shaders
VkShaderModule vertShader, fragShader;
if (!vertShader.loadFromFile(device, "assets/shaders/terrain.vert.spv")) {
LOG_ERROR("TerrainRenderer::recreatePipelines: failed to load vertex shader");
return;
}
if (!fragShader.loadFromFile(device, "assets/shaders/terrain.frag.spv")) {
LOG_ERROR("TerrainRenderer::recreatePipelines: failed to load fragment shader");
vertShader.destroy();
return;
}
// Vertex input (same as initialize)
VkVertexInputBindingDescription vertexBinding{};
vertexBinding.binding = 0;
vertexBinding.stride = sizeof(pipeline::TerrainVertex);
vertexBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> vertexAttribs(4);
vertexAttribs[0] = { 0, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, position)) };
vertexAttribs[1] = { 1, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, normal)) };
vertexAttribs[2] = { 2, 0, VK_FORMAT_R32G32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, texCoord)) };
vertexAttribs[3] = { 3, 0, VK_FORMAT_R32G32_SFLOAT,
static_cast<uint32_t>(offsetof(pipeline::TerrainVertex, layerUV)) };
VkRenderPass mainPass = vkCtx->getImGuiRenderPass();
// Rebuild fill pipeline
pipeline = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
if (!pipeline) {
LOG_ERROR("TerrainRenderer::recreatePipelines: failed to create fill pipeline");
}
// Rebuild wireframe pipeline
wireframePipeline = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_LINE, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
if (!wireframePipeline) {
LOG_WARNING("TerrainRenderer::recreatePipelines: wireframe pipeline not available");
}
vertShader.destroy();
fragShader.destroy();
}
void TerrainRenderer::shutdown() {
LOG_INFO("Shutting down terrain renderer");
@ -482,7 +564,39 @@ void TerrainRenderer::writeMaterialDescriptors(VkDescriptorSet set, const Terrai
}
void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
if (chunks.empty() || !pipeline) return;
if (chunks.empty() || !pipeline) {
static int emptyLog = 0;
if (++emptyLog <= 3)
LOG_WARNING("TerrainRenderer::render: chunks=", chunks.size(), " pipeline=", (pipeline != VK_NULL_HANDLE));
return;
}
// One-time diagnostic: log chunk nearest to camera
static bool loggedDiag = false;
if (!loggedDiag && !chunks.empty()) {
loggedDiag = true;
glm::vec3 cam = camera.getPosition();
// Find chunk nearest to camera
const TerrainChunkGPU* nearest = nullptr;
float nearestDist = 1e30f;
for (const auto& ch : chunks) {
float dx = ch.boundingSphereCenter.x - cam.x;
float dy = ch.boundingSphereCenter.y - cam.y;
float dz = ch.boundingSphereCenter.z - cam.z;
float d = dx*dx + dy*dy + dz*dz;
if (d < nearestDist) { nearestDist = d; nearest = &ch; }
}
if (nearest) {
float d2d = std::sqrt((nearest->boundingSphereCenter.x-cam.x)*(nearest->boundingSphereCenter.x-cam.x) +
(nearest->boundingSphereCenter.y-cam.y)*(nearest->boundingSphereCenter.y-cam.y));
LOG_INFO("Terrain diag: chunks=", chunks.size(),
" cam=(", cam.x, ",", cam.y, ",", cam.z, ")",
" nearest_center=(", nearest->boundingSphereCenter.x, ",", nearest->boundingSphereCenter.y, ",", nearest->boundingSphereCenter.z, ")",
" dist2d=", d2d, " dist3d=", std::sqrt(nearestDist),
" radius=", nearest->boundingSphereRadius,
" matSet=", (nearest->materialSet != VK_NULL_HANDLE ? "ok" : "NULL"));
}
}
VkPipeline activePipeline = (wireframe && wireframePipeline) ? wireframePipeline : pipeline;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, activePipeline);
@ -507,6 +621,13 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
renderedChunks = 0;
culledChunks = 0;
// Periodic culling summary (every ~5s at 60fps)
static int renderCallCount = 0;
if (++renderCallCount % 300 == 1) {
glm::vec3 cam = camera.getPosition();
LOG_INFO("Terrain render call: total=", chunks.size(), " cam=(", cam.x, ",", cam.y, ",", cam.z, ")");
}
for (const auto& chunk : chunks) {
if (!chunk.isValid() || !chunk.materialSet) continue;
@ -533,6 +654,11 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
vkCmdDrawIndexed(cmd, chunk.indexCount, 1, 0, 0, 0);
renderedChunks++;
}
// Log culling result periodically
if (renderCallCount % 300 == 1) {
LOG_INFO("Terrain culling: rendered=", renderedChunks, " culled=", culledChunks);
}
}
void TerrainRenderer::renderShadow(VkCommandBuffer /*cmd*/, const glm::vec3& /*shadowCenter*/, float /*halfExtent*/) {
@ -589,6 +715,13 @@ void TerrainRenderer::destroyChunkGPU(TerrainChunkGPU& chunk) {
chunk.paramsUBO = VK_NULL_HANDLE;
}
chunk.materialSet = VK_NULL_HANDLE;
// Destroy owned alpha textures (VkTexture::~VkTexture is a no-op, must call destroy() explicitly)
VkDevice device = vkCtx->getDevice();
for (auto& tex : chunk.ownedAlphaTextures) {
if (tex) tex->destroy(device, allocator);
}
chunk.ownedAlphaTextures.clear();
}
int TerrainRenderer::getTriangleCount() const {

View file

@ -205,7 +205,7 @@ bool VkContext::createSwapchain(int width, int height) {
vkb::SwapchainBuilder swapchainBuilder{physicalDevice, device, surface};
auto swapRet = swapchainBuilder
.set_desired_format({VK_FORMAT_B8G8R8A8_SRGB, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
.set_desired_format({VK_FORMAT_B8G8R8A8_UNORM, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR) // VSync
.set_desired_extent(static_cast<uint32_t>(width), static_cast<uint32_t>(height))
.set_desired_min_image_count(2)
@ -331,7 +331,7 @@ bool VkContext::createDepthBuffer() {
imgInfo.extent = {swapchainExtent.width, swapchainExtent.height, 1};
imgInfo.mipLevels = 1;
imgInfo.arrayLayers = 1;
imgInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imgInfo.samples = msaaSamples_;
imgInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imgInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
@ -365,87 +365,252 @@ void VkContext::destroyDepthBuffer() {
if (depthImage) { vmaDestroyImage(allocator, depthImage, depthAllocation); depthImage = VK_NULL_HANDLE; depthAllocation = VK_NULL_HANDLE; }
}
bool VkContext::createMsaaColorImage() {
if (msaaSamples_ == VK_SAMPLE_COUNT_1_BIT) return true; // No MSAA image needed
VkImageCreateInfo imgInfo{};
imgInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imgInfo.imageType = VK_IMAGE_TYPE_2D;
imgInfo.format = swapchainFormat;
imgInfo.extent = {swapchainExtent.width, swapchainExtent.height, 1};
imgInfo.mipLevels = 1;
imgInfo.arrayLayers = 1;
imgInfo.samples = msaaSamples_;
imgInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imgInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT;
VmaAllocationCreateInfo allocInfo{};
allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
allocInfo.preferredFlags = VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT;
if (vmaCreateImage(allocator, &imgInfo, &allocInfo, &msaaColorImage_, &msaaColorAllocation_, nullptr) != VK_SUCCESS) {
LOG_ERROR("Failed to create MSAA color image");
return false;
}
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = msaaColorImage_;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = swapchainFormat;
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &msaaColorView_) != VK_SUCCESS) {
LOG_ERROR("Failed to create MSAA color image view");
return false;
}
return true;
}
void VkContext::destroyMsaaColorImage() {
if (msaaColorView_) { vkDestroyImageView(device, msaaColorView_, nullptr); msaaColorView_ = VK_NULL_HANDLE; }
if (msaaColorImage_) { vmaDestroyImage(allocator, msaaColorImage_, msaaColorAllocation_); msaaColorImage_ = VK_NULL_HANDLE; msaaColorAllocation_ = VK_NULL_HANDLE; }
}
VkSampleCountFlagBits VkContext::getMaxUsableSampleCount() const {
VkPhysicalDeviceProperties props;
vkGetPhysicalDeviceProperties(physicalDevice, &props);
VkSampleCountFlags counts = props.limits.framebufferColorSampleCounts
& props.limits.framebufferDepthSampleCounts;
if (counts & VK_SAMPLE_COUNT_8_BIT) return VK_SAMPLE_COUNT_8_BIT;
if (counts & VK_SAMPLE_COUNT_4_BIT) return VK_SAMPLE_COUNT_4_BIT;
if (counts & VK_SAMPLE_COUNT_2_BIT) return VK_SAMPLE_COUNT_2_BIT;
return VK_SAMPLE_COUNT_1_BIT;
}
void VkContext::setMsaaSamples(VkSampleCountFlagBits samples) {
// Clamp to max supported
VkSampleCountFlagBits maxSamples = getMaxUsableSampleCount();
if (samples > maxSamples) samples = maxSamples;
msaaSamples_ = samples;
swapchainDirty = true;
}
bool VkContext::createImGuiResources() {
// Create depth buffer first
if (!createDepthBuffer()) return false;
// Render pass with color + depth attachments (used by both scene and ImGui)
VkAttachmentDescription attachments[2] = {};
// Create MSAA color image if needed
if (!createMsaaColorImage()) return false;
// Color attachment (swapchain image)
attachments[0].format = swapchainFormat;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
bool useMsaa = (msaaSamples_ > VK_SAMPLE_COUNT_1_BIT);
// Depth attachment
attachments[1].format = depthFormat;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
if (useMsaa) {
// MSAA render pass: 3 attachments (MSAA color, depth, resolve/swapchain)
VkAttachmentDescription attachments[3] = {};
VkAttachmentReference colorRef{};
colorRef.attachment = 0;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// Attachment 0: MSAA color target
attachments[0].format = swapchainFormat;
attachments[0].samples = msaaSamples_;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthRef{};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Attachment 1: Depth (multisampled)
attachments[1].format = depthFormat;
attachments[1].samples = msaaSamples_;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pDepthStencilAttachment = &depthRef;
// Attachment 2: Resolve target (swapchain image)
attachments[2].format = swapchainFormat;
attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[2].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
VkAttachmentReference colorRef{};
colorRef.attachment = 0;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 2;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
VkAttachmentReference depthRef{};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &imguiRenderPass) != VK_SUCCESS) {
LOG_ERROR("Failed to create render pass");
return false;
}
VkAttachmentReference resolveRef{};
resolveRef.attachment = 2;
resolveRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// Create framebuffers (color + depth)
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[2] = {swapchainImageViews[i], depthImageView};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pDepthStencilAttachment = &depthRef;
subpass.pResolveAttachments = &resolveRef;
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 2;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create swapchain framebuffer ", i);
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 3;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &imguiRenderPass) != VK_SUCCESS) {
LOG_ERROR("Failed to create MSAA render pass");
return false;
}
// Framebuffers: [msaaColorView, depthView, swapchainView]
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[3] = {msaaColorView_, depthImageView, swapchainImageViews[i]};
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 3;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create MSAA swapchain framebuffer ", i);
return false;
}
}
} else {
// Non-MSAA render pass: 2 attachments (color + depth) — original path
VkAttachmentDescription attachments[2] = {};
// Color attachment (swapchain image)
attachments[0].format = swapchainFormat;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
// Depth attachment
attachments[1].format = depthFormat;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorRef{};
colorRef.attachment = 0;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthRef{};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pDepthStencilAttachment = &depthRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 2;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &imguiRenderPass) != VK_SUCCESS) {
LOG_ERROR("Failed to create render pass");
return false;
}
// Framebuffers: [swapchainView, depthView]
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[2] = {swapchainImageViews[i], depthImageView};
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 2;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create swapchain framebuffer ", i);
return false;
}
}
}
// Create descriptor pool for ImGui
@ -473,6 +638,7 @@ void VkContext::destroyImGuiResources() {
vkDestroyDescriptorPool(device, imguiDescriptorPool, nullptr);
imguiDescriptorPool = VK_NULL_HANDLE;
}
destroyMsaaColorImage();
destroyDepthBuffer();
// Framebuffers are destroyed in destroySwapchain()
if (imguiRenderPass) {
@ -500,7 +666,7 @@ bool VkContext::recreateSwapchain(int width, int height) {
vkb::SwapchainBuilder swapchainBuilder{physicalDevice, device, surface};
auto swapRet = swapchainBuilder
.set_desired_format({VK_FORMAT_B8G8R8A8_SRGB, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
.set_desired_format({VK_FORMAT_B8G8R8A8_UNORM, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR)
.set_desired_extent(static_cast<uint32_t>(width), static_cast<uint32_t>(height))
.set_desired_min_image_count(2)
@ -524,28 +690,168 @@ bool VkContext::recreateSwapchain(int width, int height) {
swapchainImages = vkbSwap.get_images().value();
swapchainImageViews = vkbSwap.get_image_views().value();
// Recreate depth buffer
// Recreate depth buffer + MSAA color image
destroyMsaaColorImage();
destroyDepthBuffer();
// Destroy old render pass (needs recreation if MSAA changed)
if (imguiRenderPass) {
vkDestroyRenderPass(device, imguiRenderPass, nullptr);
imguiRenderPass = VK_NULL_HANDLE;
}
if (!createDepthBuffer()) return false;
if (!createMsaaColorImage()) return false;
// Recreate framebuffers (color + depth)
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[2] = {swapchainImageViews[i], depthImageView};
bool useMsaa = (msaaSamples_ > VK_SAMPLE_COUNT_1_BIT);
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 2;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
if (useMsaa) {
// MSAA render pass: 3 attachments
VkAttachmentDescription attachments[3] = {};
attachments[0].format = swapchainFormat;
attachments[0].samples = msaaSamples_;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to recreate swapchain framebuffer ", i);
attachments[1].format = depthFormat;
attachments[1].samples = msaaSamples_;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[2].format = swapchainFormat;
attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[2].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference colorRef{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference depthRef{1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkAttachmentReference resolveRef{2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pDepthStencilAttachment = &depthRef;
subpass.pResolveAttachments = &resolveRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 3;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &imguiRenderPass) != VK_SUCCESS) {
LOG_ERROR("Failed to recreate MSAA render pass");
return false;
}
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[3] = {msaaColorView_, depthImageView, swapchainImageViews[i]};
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 3;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to recreate MSAA swapchain framebuffer ", i);
return false;
}
}
} else {
// Non-MSAA render pass: 2 attachments
VkAttachmentDescription attachments[2] = {};
attachments[0].format = swapchainFormat;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
attachments[1].format = depthFormat;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorRef{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference depthRef{1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pDepthStencilAttachment = &depthRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = 2;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &imguiRenderPass) != VK_SUCCESS) {
LOG_ERROR("Failed to recreate render pass");
return false;
}
swapchainFramebuffers.resize(swapchainImageViews.size());
for (size_t i = 0; i < swapchainImageViews.size(); i++) {
VkImageView fbAttachments[2] = {swapchainImageViews[i], depthImageView};
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = imguiRenderPass;
fbInfo.attachmentCount = 2;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = swapchainExtent.width;
fbInfo.height = swapchainExtent.height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &swapchainFramebuffers[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to recreate swapchain framebuffer ", i);
return false;
}
}
}
swapchainDirty = false;

View file

@ -125,6 +125,7 @@ bool WaterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLay
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test yes, write no
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -142,6 +143,60 @@ bool WaterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLay
return true;
}
void WaterRenderer::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipeline (keep layout)
if (waterPipeline) { vkDestroyPipeline(device, waterPipeline, nullptr); waterPipeline = VK_NULL_HANDLE; }
// Load shaders
VkShaderModule vertShader, fragShader;
if (!vertShader.loadFromFile(device, "assets/shaders/water.vert.spv")) {
LOG_ERROR("WaterRenderer::recreatePipelines: failed to load vertex shader");
return;
}
if (!fragShader.loadFromFile(device, "assets/shaders/water.frag.spv")) {
LOG_ERROR("WaterRenderer::recreatePipelines: failed to load fragment shader");
vertShader.destroy();
return;
}
// Vertex input (same as initialize)
VkVertexInputBindingDescription vertBinding{};
vertBinding.binding = 0;
vertBinding.stride = 8 * sizeof(float);
vertBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> vertAttribs = {
{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0 },
{ 1, 0, VK_FORMAT_R32G32_SFLOAT, 6 * sizeof(float) },
};
VkRenderPass mainPass = vkCtx->getImGuiRenderPass();
waterPipeline = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertBinding }, vertAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
vertShader.destroy();
fragShader.destroy();
if (!waterPipeline) {
LOG_ERROR("WaterRenderer::recreatePipelines: failed to create pipeline");
}
}
void WaterRenderer::shutdown() {
clear();

View file

@ -81,6 +81,7 @@ bool Weather::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS) // depth test on, write off (transparent particles)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -115,6 +116,65 @@ bool Weather::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
return true;
}
void Weather::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/weather.vert.spv")) {
LOG_ERROR("Weather::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/weather.frag.spv")) {
LOG_ERROR("Weather::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input (same as initialize)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 3 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Weather::recreatePipelines: failed to create pipeline");
}
}
void Weather::update(const Camera& camera, float deltaTime) {
if (!enabled || weatherType == Type::NONE) {
return;

View file

@ -154,6 +154,7 @@ bool WMORenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -175,6 +176,7 @@ bool WMORenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -193,6 +195,7 @@ bool WMORenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_LINE, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
@ -2878,5 +2881,96 @@ float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3
// Occlusion queries stubbed out in Vulkan (were disabled by default anyway)
void WMORenderer::recreatePipelines() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
vkDeviceWaitIdle(device);
// Destroy old main-pass pipelines (NOT shadow, NOT pipeline layout)
if (opaquePipeline_) { vkDestroyPipeline(device, opaquePipeline_, nullptr); opaquePipeline_ = VK_NULL_HANDLE; }
if (transparentPipeline_) { vkDestroyPipeline(device, transparentPipeline_, nullptr); transparentPipeline_ = VK_NULL_HANDLE; }
if (wireframePipeline_) { vkDestroyPipeline(device, wireframePipeline_, nullptr); wireframePipeline_ = VK_NULL_HANDLE; }
// --- Load shaders ---
VkShaderModule vertShader, fragShader;
if (!vertShader.loadFromFile(device, "assets/shaders/wmo.vert.spv") ||
!fragShader.loadFromFile(device, "assets/shaders/wmo.frag.spv")) {
core::Logger::getInstance().error("WMORenderer::recreatePipelines: failed to load shaders");
return;
}
// --- Vertex input ---
struct WMOVertexData {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
glm::vec4 color;
};
VkVertexInputBindingDescription vertexBinding{};
vertexBinding.binding = 0;
vertexBinding.stride = sizeof(WMOVertexData);
vertexBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> vertexAttribs(4);
vertexAttribs[0] = { 0, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(WMOVertexData, position)) };
vertexAttribs[1] = { 1, 0, VK_FORMAT_R32G32B32_SFLOAT,
static_cast<uint32_t>(offsetof(WMOVertexData, normal)) };
vertexAttribs[2] = { 2, 0, VK_FORMAT_R32G32_SFLOAT,
static_cast<uint32_t>(offsetof(WMOVertexData, texCoord)) };
vertexAttribs[3] = { 3, 0, VK_FORMAT_R32G32B32A32_SFLOAT,
static_cast<uint32_t>(offsetof(WMOVertexData, color)) };
VkRenderPass mainPass = vkCtx_->getImGuiRenderPass();
opaquePipeline_ = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
transparentPipeline_ = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
wireframePipeline_ = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({ vertexBinding }, vertexAttribs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_LINE, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setMultisample(vkCtx_->getMsaaSamples())
.setLayout(pipelineLayout_)
.setRenderPass(mainPass)
.setDynamicStates({ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR })
.build(device);
vertShader.destroy();
fragShader.destroy();
core::Logger::getInstance().info("WMORenderer: pipelines recreated");
}
} // namespace rendering
} // namespace wowee