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https://github.com/Kelsidavis/WoWee.git
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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
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6d213ad49b
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54 changed files with 2069 additions and 144 deletions
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@ -103,6 +103,7 @@ bool Lightning::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setNoDepthTest() // Always visible (like the GL version)
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.setColorBlendAttachment(PipelineBuilder::blendAdditive()) // Additive for electric glow
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.setMultisample(vkCtx->getMsaaSamples())
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.setLayout(boltPipelineLayout)
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.setRenderPass(vkCtx->getImGuiRenderPass())
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.setDynamicStates(dynamicStates)
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@ -164,6 +165,7 @@ bool Lightning::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setNoDepthTest()
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.setColorBlendAttachment(PipelineBuilder::blendAlpha())
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.setMultisample(vkCtx->getMsaaSamples())
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.setLayout(flashPipelineLayout)
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.setRenderPass(vkCtx->getImGuiRenderPass())
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.setDynamicStates(dynamicStates)
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@ -253,6 +255,102 @@ void Lightning::shutdown() {
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vkCtx = nullptr;
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}
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void Lightning::recreatePipelines() {
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if (!vkCtx) return;
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VkDevice device = vkCtx->getDevice();
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// Destroy old pipelines (NOT layouts)
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if (boltPipeline != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, boltPipeline, nullptr);
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boltPipeline = VK_NULL_HANDLE;
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}
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if (flashPipeline != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, flashPipeline, nullptr);
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flashPipeline = VK_NULL_HANDLE;
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}
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std::vector<VkDynamicState> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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// ---- Rebuild bolt pipeline (LINE_STRIP) ----
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{
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VkShaderModule vertModule;
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vertModule.loadFromFile(device, "assets/shaders/lightning_bolt.vert.spv");
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VkShaderModule fragModule;
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fragModule.loadFromFile(device, "assets/shaders/lightning_bolt.frag.spv");
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VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
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VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
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VkVertexInputBindingDescription binding{};
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binding.binding = 0;
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binding.stride = sizeof(glm::vec3);
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binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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VkVertexInputAttributeDescription posAttr{};
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posAttr.location = 0;
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posAttr.binding = 0;
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posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
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posAttr.offset = 0;
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boltPipeline = PipelineBuilder()
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.setShaders(vertStage, fragStage)
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.setVertexInput({binding}, {posAttr})
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.setTopology(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setNoDepthTest()
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.setColorBlendAttachment(PipelineBuilder::blendAdditive())
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.setMultisample(vkCtx->getMsaaSamples())
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.setLayout(boltPipelineLayout)
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.setRenderPass(vkCtx->getImGuiRenderPass())
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.setDynamicStates(dynamicStates)
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.build(device);
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vertModule.destroy();
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fragModule.destroy();
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}
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// ---- Rebuild flash pipeline (TRIANGLE_STRIP) ----
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{
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VkShaderModule vertModule;
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vertModule.loadFromFile(device, "assets/shaders/lightning_flash.vert.spv");
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VkShaderModule fragModule;
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fragModule.loadFromFile(device, "assets/shaders/lightning_flash.frag.spv");
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VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
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VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
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VkVertexInputBindingDescription binding{};
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binding.binding = 0;
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binding.stride = 2 * sizeof(float);
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binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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VkVertexInputAttributeDescription posAttr{};
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posAttr.location = 0;
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posAttr.binding = 0;
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posAttr.format = VK_FORMAT_R32G32_SFLOAT;
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posAttr.offset = 0;
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flashPipeline = PipelineBuilder()
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.setShaders(vertStage, fragStage)
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.setVertexInput({binding}, {posAttr})
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.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setNoDepthTest()
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.setColorBlendAttachment(PipelineBuilder::blendAlpha())
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.setMultisample(vkCtx->getMsaaSamples())
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.setLayout(flashPipelineLayout)
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.setRenderPass(vkCtx->getImGuiRenderPass())
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.setDynamicStates(dynamicStates)
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.build(device);
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vertModule.destroy();
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fragModule.destroy();
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}
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}
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void Lightning::update(float deltaTime, const Camera& camera) {
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if (!enabled) {
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return;
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