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

@ -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();