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8 changed files with 267 additions and 40 deletions
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@ -29,10 +29,14 @@ sudo apt install -y \
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sudo pacman -S --needed \
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base-devel cmake pkgconf git \
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sdl2 glew glm openssl zlib \
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vulkan-devel vulkan-tools shaderc \
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vulkan-headers vulkan-icd-loader vulkan-tools shaderc \
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ffmpeg unicorn stormlib
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```
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> **Note:** `vulkan-headers` provides the `vulkan/vulkan.h` development headers required
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> at build time. `vulkan-devel` is a group that includes these on some distros but is not
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> available by name on Arch — install `vulkan-headers` and `vulkan-icd-loader` explicitly.
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---
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## 🐧 Linux (All Distros)
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107
PKGBUILD
Normal file
107
PKGBUILD
Normal file
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@ -0,0 +1,107 @@
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# Maintainer: <your name> <your@email>
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# Contributor: <your name> <your@email>
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pkgname=wowee-git
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pkgver=r.1
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pkgrel=1
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pkgdesc="Open-source World of Warcraft client with Vulkan renderer (WotLK 3.3.5a / TBC / Classic)"
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arch=('x86_64')
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url="https://github.com/Kelsidavis/WoWee"
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license=('MIT')
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depends=(
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'sdl2'
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'vulkan-icd-loader'
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'openssl'
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'zlib'
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'ffmpeg'
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'unicorn'
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'glew'
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'libx11'
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'stormlib' # AUR — required at runtime by wowee-extract-assets (libstorm.so)
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)
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makedepends=(
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'git'
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'cmake'
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'pkgconf'
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'glm'
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'vulkan-headers'
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'shaderc'
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'python'
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)
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provides=('wowee')
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conflicts=('wowee')
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source=("${pkgname}::git+https://github.com/Kelsidavis/WoWee.git#branch=main"
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"git+https://github.com/ocornut/imgui.git"
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"git+https://github.com/charles-lunarg/vk-bootstrap.git")
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sha256sums=('SKIP' 'SKIP' 'SKIP')
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pkgver() {
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cd "${pkgname}"
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printf "r%s.%s" "$(git rev-list --count HEAD)" "$(git rev-parse --short HEAD)"
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}
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prepare() {
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cd "${pkgname}"
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git submodule init
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git config submodule.extern/imgui.url "${srcdir}/imgui"
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git config submodule.extern/vk-bootstrap.url "${srcdir}/vk-bootstrap"
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git -c protocol.file.allow=always submodule update
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}
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build() {
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cmake -S "${pkgname}" -B build \
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-DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_INSTALL_PREFIX=/usr \
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-Wno-dev
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cmake --build build --parallel "$(nproc)"
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}
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package() {
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DESTDIR="${pkgdir}" cmake --install build
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# Relocate real binaries from /usr/bin → /usr/lib/wowee/
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# so wrapper scripts can live at /usr/bin instead.
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install -dm755 "${pkgdir}/usr/lib/wowee"
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for bin in wowee asset_extract dbc_to_csv auth_probe auth_login_probe blp_convert; do
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if [[ -f "${pkgdir}/usr/bin/${bin}" ]]; then
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mv "${pkgdir}/usr/bin/${bin}" "${pkgdir}/usr/lib/wowee/${bin}"
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fi
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done
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# Main launcher: sets WOW_DATA_PATH to the user's XDG data dir.
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# The app uses WOW_DATA_PATH to locate Data/manifest.json at runtime.
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install -Dm755 /dev/stdin "${pkgdir}/usr/bin/wowee" <<'EOF'
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#!/bin/sh
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export WOW_DATA_PATH="${XDG_DATA_HOME:-$HOME/.local/share}/wowee/Data"
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exec /usr/lib/wowee/wowee "$@"
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EOF
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# Asset extraction helper: runs asset_extract and outputs to the XDG data dir.
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# Usage: wowee-extract-assets /path/to/WoW/Data [wotlk|tbc|classic]
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install -Dm755 /dev/stdin "${pkgdir}/usr/bin/wowee-extract-assets" <<'EOF'
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#!/bin/sh
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if [ -z "$1" ]; then
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echo "Usage: wowee-extract-assets /path/to/WoW/Data [wotlk|tbc|classic]"
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exit 1
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fi
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OUTPUT="${XDG_DATA_HOME:-$HOME/.local/share}/wowee/Data"
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mkdir -p "${OUTPUT}"
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exec /usr/lib/wowee/asset_extract --mpq-dir "$1" --output "${OUTPUT}" ${2:+--expansion "$2"}
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EOF
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# License
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install -Dm644 "${pkgname}/LICENSE" \
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"${pkgdir}/usr/share/licenses/${pkgname}/LICENSE"
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# Post-install instructions (shown by pacman helpers that support it)
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install -Dm644 /dev/stdin \
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"${pkgdir}/usr/share/doc/${pkgname}/POST_INSTALL" <<'EOF'
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==> WoWee requires game assets extracted from your own WoW client.
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==> Run the following once, pointing at your WoW Data/ directory:
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==>
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==> wowee-extract-assets /path/to/WoW-3.3.5a/Data wotlk
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==>
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==> Assets are written to ~/.local/share/wowee/Data/ (or $XDG_DATA_HOME/wowee/Data/).
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==> Then launch the client with: wowee
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EOF
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}
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@ -15,6 +15,16 @@ layout(push_constant) uniform PushConstants {
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vec4 params; // x = resetHistory (1=reset), y = sharpness, zw = unused
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} pc;
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vec3 tonemap(vec3 c) {
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float luma = max(dot(c, vec3(0.299, 0.587, 0.114)), 0.0);
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return c / (1.0 + luma);
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}
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vec3 inverseTonemap(vec3 c) {
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float luma = max(dot(c, vec3(0.299, 0.587, 0.114)), 0.0);
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return c / max(1.0 - luma, 1e-4);
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}
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vec3 rgbToYCoCg(vec3 rgb) {
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float y = 0.25 * rgb.r + 0.5 * rgb.g + 0.25 * rgb.b;
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float co = 0.5 * rgb.r - 0.5 * rgb.b;
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@ -29,38 +39,97 @@ vec3 yCoCgToRgb(vec3 ycocg) {
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return vec3(y + co - cg, y + cg, y - co - cg);
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}
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// Catmull-Rom bicubic (9 bilinear taps) with anti-ringing clamp.
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vec3 sampleBicubic(sampler2D tex, vec2 uv, vec2 texSize) {
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vec2 invTexSize = 1.0 / texSize;
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vec2 iTc = uv * texSize;
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vec2 tc = floor(iTc - 0.5) + 0.5;
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vec2 f = iTc - tc;
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vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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vec2 s12 = w1 + w2;
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vec2 offset12 = w2 / s12;
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vec2 tc0 = (tc - 1.0) * invTexSize;
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vec2 tc3 = (tc + 2.0) * invTexSize;
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vec2 tc12 = (tc + offset12) * invTexSize;
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vec3 result =
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(texture(tex, vec2(tc0.x, tc0.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc0.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc0.y)).rgb * w3.x) * w0.y +
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(texture(tex, vec2(tc0.x, tc12.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc12.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc12.y)).rgb * w3.x) * s12.y +
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(texture(tex, vec2(tc0.x, tc3.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc3.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc3.y)).rgb * w3.x) * w3.y;
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// Anti-ringing: clamp to range of the 4 nearest texels
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vec2 tcNear = tc * invTexSize;
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vec3 t00 = texture(tex, tcNear).rgb;
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vec3 t10 = texture(tex, tcNear + vec2(invTexSize.x, 0.0)).rgb;
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vec3 t01 = texture(tex, tcNear + vec2(0.0, invTexSize.y)).rgb;
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vec3 t11 = texture(tex, tcNear + invTexSize).rgb;
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vec3 minC = min(min(t00, t10), min(t01, t11));
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vec3 maxC = max(max(t00, t10), max(t01, t11));
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return clamp(result, minC, maxC);
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}
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void main() {
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ivec2 outPixel = ivec2(gl_GlobalInvocationID.xy);
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ivec2 outSize = ivec2(pc.displaySize.xy);
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if (outPixel.x >= outSize.x || outPixel.y >= outSize.y) return;
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vec2 outUV = (vec2(outPixel) + 0.5) * pc.displaySize.zw;
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vec3 currentColor = texture(sceneColor, outUV).rgb;
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vec3 currentColor = sampleBicubic(sceneColor, outUV, pc.internalSize.xy);
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if (pc.params.x > 0.5) {
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imageStore(historyOutput, outPixel, vec4(currentColor, 1.0));
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return;
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}
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vec2 motion = texture(motionVectors, outUV).rg;
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vec2 historyUV = outUV + motion;
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// Depth-dilated motion vector (3x3 nearest-to-camera)
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vec2 texelSize = pc.internalSize.zw;
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float closestDepth = texture(depthBuffer, outUV).r;
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vec2 closestOffset = vec2(0.0);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 off = vec2(float(x), float(y)) * texelSize;
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float d = texture(depthBuffer, outUV + off).r;
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if (d < closestDepth) {
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closestDepth = d;
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closestOffset = off;
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}
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}
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}
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vec2 motion = texture(motionVectors, outUV + closestOffset).rg;
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float motionMag = length(motion * pc.displaySize.xy);
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vec2 historyUV = outUV + motion;
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float historyValid = (historyUV.x >= 0.0 && historyUV.x <= 1.0 &&
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historyUV.y >= 0.0 && historyUV.y <= 1.0) ? 1.0 : 0.0;
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vec3 historyColor = texture(historyInput, historyUV).rgb;
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// Neighborhood clamping in YCoCg space
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vec2 texelSize = pc.internalSize.zw;
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vec3 s0 = rgbToYCoCg(currentColor);
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vec3 s1 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb);
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vec3 s2 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb);
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vec3 s3 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, -texelSize.y)).rgb);
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vec3 s4 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, texelSize.y)).rgb);
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vec3 s5 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, -texelSize.y)).rgb);
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vec3 s6 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, -texelSize.y)).rgb);
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vec3 s7 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, texelSize.y)).rgb);
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vec3 s8 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, texelSize.y)).rgb);
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// === Tonemapped accumulation ===
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vec3 tmCurrent = tonemap(currentColor);
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vec3 tmHistory = tonemap(historyColor);
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// Neighborhood in tonemapped YCoCg
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vec3 s0 = rgbToYCoCg(tmCurrent);
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vec3 s1 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb));
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vec3 s2 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb));
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vec3 s3 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(0.0, -texelSize.y)).rgb));
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vec3 s4 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(0.0, texelSize.y)).rgb));
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vec3 s5 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(-texelSize.x, -texelSize.y)).rgb));
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vec3 s6 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2( texelSize.x, -texelSize.y)).rgb));
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vec3 s7 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2(-texelSize.x, texelSize.y)).rgb));
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vec3 s8 = rgbToYCoCg(tonemap(texture(sceneColor, outUV + vec2( texelSize.x, texelSize.y)).rgb));
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vec3 m1 = s0 + s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8;
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vec3 m2 = s0*s0 + s1*s1 + s2*s2 + s3*s3 + s4*s4 + s5*s5 + s6*s6 + s7*s7 + s8*s8;
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@ -72,14 +141,45 @@ void main() {
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vec3 boxMin = mean - gamma * stddev;
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vec3 boxMax = mean + gamma * stddev;
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vec3 historyYCoCg = rgbToYCoCg(historyColor);
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vec3 clampedHistory = clamp(historyYCoCg, boxMin, boxMax);
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historyColor = yCoCgToRgb(clampedHistory);
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// Compute clamped history and measure how far it was from the box
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vec3 tmHistYCoCg = rgbToYCoCg(tmHistory);
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vec3 clampedYCoCg = clamp(tmHistYCoCg, boxMin, boxMax);
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float clampDist = length(tmHistYCoCg - clampedYCoCg);
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float clampDist = length(historyYCoCg - clampedHistory);
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float blendFactor = mix(0.05, 0.30, clamp(clampDist * 2.0, 0.0, 1.0));
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// SELECTIVE CLAMP: only modify history when there's motion or disocclusion.
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// For static pixels, history is already well-accumulated — clamping it
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// each frame causes the clamp box (which shifts with jitter) to drag
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// the history around, creating visible shimmer. By leaving static history
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// untouched, accumulated anti-aliasing and detail is preserved.
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float needsClamp = max(
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clamp(motionMag * 2.0, 0.0, 1.0), // motion → full clamp
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clamp(clampDist * 3.0, 0.0, 1.0) // disocclusion → full clamp
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);
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tmHistory = yCoCgToRgb(mix(tmHistYCoCg, clampedYCoCg, needsClamp));
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// Blend: higher for good jitter samples, lower for poor ones.
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// Jitter-aware weighting: current frame's sample quality depends on
|
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// how close the jittered sample fell to this output pixel.
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vec2 jitterPx = pc.jitterOffset.xy * 0.5 * pc.internalSize.xy;
|
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vec2 internalPos = outUV * pc.internalSize.xy;
|
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vec2 subPixelOffset = fract(internalPos) - 0.5;
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vec2 sampleDelta = subPixelOffset - jitterPx;
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float dist2 = dot(sampleDelta, sampleDelta);
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float sampleQuality = exp(-dist2 * 3.0);
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float blendFactor = mix(0.03, 0.20, sampleQuality);
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// Disocclusion: aggressively replace stale history
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blendFactor = mix(blendFactor, 0.80, clamp(clampDist * 5.0, 0.0, 1.0));
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// Velocity: strong response during camera/object motion
|
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blendFactor = max(blendFactor, clamp(motionMag * 0.30, 0.0, 0.50));
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|
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// Full current frame when history is out of bounds
|
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blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid);
|
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|
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vec3 result = mix(historyColor, currentColor, blendFactor);
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// Blend in tonemapped space, inverse-tonemap back to linear
|
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vec3 tmResult = mix(tmHistory, tmCurrent, blendFactor);
|
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vec3 result = inverseTonemap(tmResult);
|
||||
|
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imageStore(historyOutput, outPixel, vec4(result, 1.0));
|
||||
}
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -8,6 +8,7 @@ layout(set = 0, binding = 1, rg16f) uniform writeonly image2D motionVectors;
|
|||
layout(push_constant) uniform PushConstants {
|
||||
mat4 reprojMatrix; // prevUnjitteredVP * inverse(currentUnjitteredVP)
|
||||
vec4 resolution; // xy = internal size, zw = 1/internal size
|
||||
vec4 jitterOffset; // xy = current jitter (NDC), zw = unused
|
||||
} pc;
|
||||
|
||||
void main() {
|
||||
|
|
@ -15,21 +16,35 @@ void main() {
|
|||
ivec2 imgSize = ivec2(pc.resolution.xy);
|
||||
if (pixelCoord.x >= imgSize.x || pixelCoord.y >= imgSize.y) return;
|
||||
|
||||
// Sample depth (Vulkan: 0 = near, 1 = far)
|
||||
float depth = texelFetch(depthBuffer, pixelCoord, 0).r;
|
||||
|
||||
// Pixel center in UV [0,1] and NDC [-1,1]
|
||||
// Pixel center UV and NDC
|
||||
vec2 uv = (vec2(pixelCoord) + 0.5) * pc.resolution.zw;
|
||||
vec2 ndc = uv * 2.0 - 1.0;
|
||||
|
||||
// Clip-to-clip reprojection: current unjittered clip → previous unjittered clip
|
||||
vec4 clipPos = vec4(ndc, depth, 1.0);
|
||||
// Unjitter the NDC: the scene was rendered with jitter applied to
|
||||
// projection[2][0/1]. For RH perspective (P[2][3]=-1, clip.w=-vz):
|
||||
// jittered_ndc = unjittered_ndc - jitter
|
||||
// unjittered_ndc = ndc + jitter
|
||||
vec2 unjitteredNDC = ndc + pc.jitterOffset.xy;
|
||||
|
||||
// Reproject to previous frame via unjittered VP matrices
|
||||
vec4 clipPos = vec4(unjitteredNDC, depth, 1.0);
|
||||
vec4 prevClip = pc.reprojMatrix * clipPos;
|
||||
vec2 prevNdc = prevClip.xy / prevClip.w;
|
||||
vec2 prevUV = prevNdc * 0.5 + 0.5;
|
||||
|
||||
// Motion = previous position - current position (both unjittered, in UV space)
|
||||
vec2 motion = prevUV - uv;
|
||||
// Current unjittered UV for this pixel's world content
|
||||
vec2 currentUnjitteredUV = unjitteredNDC * 0.5 + 0.5;
|
||||
|
||||
// Motion between unjittered positions — jitter-free.
|
||||
// For a static scene (identity reprojMatrix), this is exactly zero.
|
||||
vec2 motion = prevUV - currentUnjitteredUV;
|
||||
|
||||
// Soft dead zone: smoothly fade out sub-pixel noise from float precision
|
||||
// in reprojMatrix (avoids hard spatial discontinuity from step())
|
||||
float motionPx = length(motion * pc.resolution.xy);
|
||||
motion *= smoothstep(0.0, 0.05, motionPx);
|
||||
|
||||
imageStore(motionVectors, pixelCoord, vec4(motion, 0.0, 0.0));
|
||||
}
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -4042,7 +4042,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
// then restore the full radius after entering the game.
|
||||
// This matches WoW's behavior: load quickly, stream the rest in-game.
|
||||
const int savedLoadRadius = 4;
|
||||
terrainMgr->setLoadRadius(1);
|
||||
terrainMgr->setLoadRadius(3); // 7x7=49 tiles — prevents hitches on spawn
|
||||
terrainMgr->setUnloadRadius(7);
|
||||
|
||||
// Trigger tile streaming for surrounding area
|
||||
|
|
@ -4080,11 +4080,9 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
// Trigger new streaming — enqueue tiles for background workers
|
||||
terrainMgr->update(*camera, 0.016f);
|
||||
|
||||
// Process ALL available ready tiles per iteration — batches GPU
|
||||
// uploads into a single command buffer + fence wait instead of
|
||||
// one fence per tile. Loading screen still updates between
|
||||
// iterations while workers parse more tiles.
|
||||
terrainMgr->processAllReadyTiles();
|
||||
// Process ONE tile per iteration so the progress bar updates
|
||||
// smoothly between tiles instead of stalling on large batches.
|
||||
terrainMgr->processOneReadyTile();
|
||||
|
||||
int remaining = terrainMgr->getRemainingTileCount();
|
||||
int loaded = terrainMgr->getLoadedTileCount();
|
||||
|
|
|
|||
|
|
@ -3785,7 +3785,7 @@ bool Renderer::initFSR2Resources() {
|
|||
VkPushConstantRange pc{};
|
||||
pc.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
|
||||
pc.offset = 0;
|
||||
pc.size = sizeof(glm::mat4) + sizeof(glm::vec4); // 80 bytes
|
||||
pc.size = sizeof(glm::mat4) + 2 * sizeof(glm::vec4); // 96 bytes
|
||||
|
||||
VkPipelineLayoutCreateInfo plCI{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
|
||||
plCI.setLayoutCount = 1;
|
||||
|
|
@ -4086,17 +4086,20 @@ void Renderer::dispatchMotionVectors() {
|
|||
vkCmdBindDescriptorSets(currentCmd, VK_PIPELINE_BIND_POINT_COMPUTE,
|
||||
fsr2_.motionVecPipelineLayout, 0, 1, &fsr2_.motionVecDescSet, 0, nullptr);
|
||||
|
||||
// Single reprojection matrix: prevUnjitteredVP * inv(currentUnjitteredVP)
|
||||
// Both matrices are unjittered — jitter only affects sub-pixel sampling,
|
||||
// not motion vector computation. This avoids numerical instability from
|
||||
// jitter amplification through large world coordinates.
|
||||
// Reprojection: prevUnjitteredVP * inv(currentUnjitteredVP)
|
||||
// Using unjittered VPs avoids numerical instability from jitter amplification
|
||||
// through large world coordinates. The shader corrects NDC by subtracting
|
||||
// current jitter before reprojection (depth was rendered at jittered position).
|
||||
struct {
|
||||
glm::mat4 reprojMatrix; // prevUnjitteredVP * inv(currentUnjitteredVP)
|
||||
glm::mat4 reprojMatrix;
|
||||
glm::vec4 resolution;
|
||||
glm::vec4 jitterOffset; // xy = current jitter (NDC), zw = unused
|
||||
} pc;
|
||||
|
||||
glm::mat4 currentUnjitteredVP = camera->getUnjitteredViewProjectionMatrix();
|
||||
pc.reprojMatrix = fsr2_.prevViewProjection * glm::inverse(currentUnjitteredVP);
|
||||
glm::vec2 jitter = camera->getJitter();
|
||||
pc.jitterOffset = glm::vec4(jitter.x, jitter.y, 0.0f, 0.0f);
|
||||
pc.resolution = glm::vec4(
|
||||
static_cast<float>(fsr2_.internalWidth),
|
||||
static_cast<float>(fsr2_.internalHeight),
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue