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

@ -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();