mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-24 16:10:14 +00:00
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:
parent
6d213ad49b
commit
e12141a673
54 changed files with 2069 additions and 144 deletions
|
|
@ -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();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue