Kelsidavis-WoWee/include/rendering/weather.hpp
Kelsi e12141a673 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
2026-02-22 02:59:24 -08:00

126 lines
3.3 KiB
C++

#pragma once
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <glm/glm.hpp>
#include <vector>
namespace wowee {
namespace rendering {
class Camera;
class VkContext;
/**
* @brief Weather particle system for rain and snow
*
* Features:
* - Rain particles (fast vertical drops)
* - Snow particles (slow floating flakes)
* - Particle recycling for efficiency
* - Camera-relative positioning (follows player)
* - Adjustable intensity (light, medium, heavy)
* - Vulkan point-sprite rendering
*/
class Weather {
public:
enum class Type {
NONE,
RAIN,
SNOW
};
Weather();
~Weather();
/**
* @brief Initialize weather system
* @param ctx Vulkan context
* @param perFrameLayout Descriptor set layout for the per-frame UBO (set 0)
* @return true if initialization succeeded
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void recreatePipelines();
/**
* @brief Update weather particles
* @param camera Camera for particle positioning
* @param deltaTime Time since last frame
*/
void update(const Camera& camera, float deltaTime);
/**
* @brief Render weather particles
* @param cmd Command buffer to record into
* @param perFrameSet Per-frame descriptor set (set 0, contains camera UBO)
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
/**
* @brief Set weather type
*/
void setWeatherType(Type type) { weatherType = type; }
Type getWeatherType() const { return weatherType; }
/**
* @brief Set weather intensity (0.0 = none, 1.0 = heavy)
*/
void setIntensity(float intensity);
float getIntensity() const { return intensity; }
/**
* @brief Enable or disable weather
*/
void setEnabled(bool enabled) { this->enabled = enabled; }
bool isEnabled() const { return enabled; }
/**
* @brief Get active particle count
*/
int getParticleCount() const;
/**
* @brief Clean up Vulkan resources
*/
void shutdown();
private:
struct Particle {
glm::vec3 position;
glm::vec3 velocity;
float lifetime;
float maxLifetime;
};
void resetParticles(const Camera& camera);
void updateParticle(Particle& particle, const Camera& camera, float deltaTime);
glm::vec3 getRandomPosition(const glm::vec3& center) const;
// Vulkan objects
VkContext* vkCtx = nullptr;
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
// Dynamic mapped buffer for particle positions (updated every frame)
::VkBuffer dynamicVB = VK_NULL_HANDLE;
VmaAllocation dynamicVBAlloc = VK_NULL_HANDLE;
VmaAllocationInfo dynamicVBAllocInfo{};
VkDeviceSize dynamicVBSize = 0;
// Particles
std::vector<Particle> particles;
std::vector<glm::vec3> particlePositions; // For rendering
// Weather parameters
bool enabled = false;
Type weatherType = Type::NONE;
float intensity = 0.5f;
// Particle system parameters
static constexpr int MAX_PARTICLES = 2000;
static constexpr float SPAWN_VOLUME_SIZE = 100.0f; // Size of spawn area around camera
static constexpr float SPAWN_HEIGHT = 80.0f; // Height above camera to spawn
};
} // namespace rendering
} // namespace wowee