Kelsidavis-WoWee/include/rendering/vk_context.hpp
Kelsi 03a62526e1 Add player water ripples and separate 1x water pass for MSAA compatibility
Player interaction ripples: vertex shader adds radial damped-sine displacement
centered on player position, fragment shader adds matching normal perturbation
for specular highlights. Player XY packed into shadowParams.zw, ripple strength
into fogParams.w. Separate 1x render pass for water when MSAA is active to
avoid MSAA-induced darkening — water renders after main pass resolves, using
the resolved swapchain image and depth resolve target. Water 1x framebuffers
rebuilt on swapchain recreate (window resize).
2026-02-22 22:34:48 -08:00

193 lines
6.9 KiB
C++

#pragma once
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <VkBootstrap.h>
#include <SDL2/SDL.h>
#include <vector>
#include <functional>
#include <cstdint>
namespace wowee {
namespace rendering {
static constexpr uint32_t MAX_FRAMES_IN_FLIGHT = 2;
struct FrameData {
VkCommandPool commandPool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
VkSemaphore imageAvailableSemaphore = VK_NULL_HANDLE;
VkSemaphore renderFinishedSemaphore = VK_NULL_HANDLE;
VkFence inFlightFence = VK_NULL_HANDLE;
};
class VkContext {
public:
VkContext() = default;
~VkContext();
VkContext(const VkContext&) = delete;
VkContext& operator=(const VkContext&) = delete;
bool initialize(SDL_Window* window);
void shutdown();
// Swapchain management
bool recreateSwapchain(int width, int height);
// Frame operations
VkCommandBuffer beginFrame(uint32_t& imageIndex);
void endFrame(VkCommandBuffer cmd, uint32_t imageIndex);
// Single-time command buffer helpers
VkCommandBuffer beginSingleTimeCommands();
void endSingleTimeCommands(VkCommandBuffer cmd);
// Immediate submit for one-off GPU work (descriptor pool creation, etc.)
void immediateSubmit(std::function<void(VkCommandBuffer cmd)>&& function);
// Accessors
VkInstance getInstance() const { return instance; }
VkPhysicalDevice getPhysicalDevice() const { return physicalDevice; }
VkDevice getDevice() const { return device; }
VkQueue getGraphicsQueue() const { return graphicsQueue; }
uint32_t getGraphicsQueueFamily() const { return graphicsQueueFamily; }
VmaAllocator getAllocator() const { return allocator; }
VkSurfaceKHR getSurface() const { return surface; }
VkSwapchainKHR getSwapchain() const { return swapchain; }
VkFormat getSwapchainFormat() const { return swapchainFormat; }
VkExtent2D getSwapchainExtent() const { return swapchainExtent; }
const std::vector<VkImageView>& getSwapchainImageViews() const { return swapchainImageViews; }
const std::vector<VkImage>& getSwapchainImages() const { return swapchainImages; }
uint32_t getSwapchainImageCount() const { return static_cast<uint32_t>(swapchainImages.size()); }
uint32_t getCurrentFrame() const { return currentFrame; }
const FrameData& getCurrentFrameData() const { return frames[currentFrame]; }
// For ImGui
VkRenderPass getImGuiRenderPass() const { return imguiRenderPass; }
VkDescriptorPool getImGuiDescriptorPool() const { return imguiDescriptorPool; }
const std::vector<VkFramebuffer>& getSwapchainFramebuffers() const { return swapchainFramebuffers; }
bool isSwapchainDirty() const { return swapchainDirty; }
void markSwapchainDirty() { swapchainDirty = true; }
// MSAA
VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
void setMsaaSamples(VkSampleCountFlagBits samples);
VkSampleCountFlagBits getMaxUsableSampleCount() const;
VkImage getDepthImage() const { return depthImage; }
VkImage getDepthCopySourceImage() const {
return (depthResolveImage != VK_NULL_HANDLE) ? depthResolveImage : depthImage;
}
bool isDepthCopySourceMsaa() const {
return (depthResolveImage == VK_NULL_HANDLE) && (msaaSamples_ > VK_SAMPLE_COUNT_1_BIT);
}
VkFormat getDepthFormat() const { return depthFormat; }
VkImageView getDepthResolveImageView() const { return depthResolveImageView; }
VkImageView getDepthImageView() const { return depthImageView; }
// UI texture upload: creates a Vulkan texture from RGBA data and returns
// a VkDescriptorSet suitable for use as ImTextureID.
// The caller does NOT need to free the result — resources are tracked and
// cleaned up when the VkContext is destroyed.
VkDescriptorSet uploadImGuiTexture(const uint8_t* rgba, int width, int height);
private:
bool createInstance(SDL_Window* window);
bool createSurface(SDL_Window* window);
bool selectPhysicalDevice();
bool createLogicalDevice();
bool createAllocator();
bool createSwapchain(int width, int height);
void destroySwapchain();
bool createCommandPools();
bool createSyncObjects();
bool createImGuiResources();
void destroyImGuiResources();
// vk-bootstrap objects (kept alive for swapchain recreation etc.)
vkb::Instance vkbInstance_;
vkb::PhysicalDevice vkbPhysicalDevice_;
VkInstance instance = VK_NULL_HANDLE;
VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VmaAllocator allocator = VK_NULL_HANDLE;
VkQueue graphicsQueue = VK_NULL_HANDLE;
VkQueue presentQueue = VK_NULL_HANDLE;
uint32_t graphicsQueueFamily = 0;
uint32_t presentQueueFamily = 0;
// Swapchain
VkSwapchainKHR swapchain = VK_NULL_HANDLE;
VkFormat swapchainFormat = VK_FORMAT_UNDEFINED;
VkExtent2D swapchainExtent = {0, 0};
std::vector<VkImage> swapchainImages;
std::vector<VkImageView> swapchainImageViews;
std::vector<VkFramebuffer> swapchainFramebuffers;
bool swapchainDirty = false;
// Per-frame resources
FrameData frames[MAX_FRAMES_IN_FLIGHT];
uint32_t currentFrame = 0;
// Immediate submit resources
VkCommandPool immCommandPool = VK_NULL_HANDLE;
VkFence immFence = VK_NULL_HANDLE;
// Depth buffer (shared across all framebuffers)
VkImage depthImage = VK_NULL_HANDLE;
VkImageView depthImageView = VK_NULL_HANDLE;
VmaAllocation depthAllocation = VK_NULL_HANDLE;
VkFormat depthFormat = VK_FORMAT_D32_SFLOAT;
bool createDepthBuffer();
void destroyDepthBuffer();
// MSAA resources
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
VkImage msaaColorImage_ = VK_NULL_HANDLE;
VkImageView msaaColorView_ = VK_NULL_HANDLE;
VmaAllocation msaaColorAllocation_ = VK_NULL_HANDLE;
bool createMsaaColorImage();
void destroyMsaaColorImage();
bool createDepthResolveImage();
void destroyDepthResolveImage();
// MSAA depth resolve support (for sampling/copying resolved depth)
bool depthResolveSupported_ = false;
VkResolveModeFlagBits depthResolveMode_ = VK_RESOLVE_MODE_NONE;
VkImage depthResolveImage = VK_NULL_HANDLE;
VkImageView depthResolveImageView = VK_NULL_HANDLE;
VmaAllocation depthResolveAllocation = VK_NULL_HANDLE;
// ImGui resources
VkRenderPass imguiRenderPass = VK_NULL_HANDLE;
VkDescriptorPool imguiDescriptorPool = VK_NULL_HANDLE;
// Shared sampler for UI textures (created on first uploadImGuiTexture call)
VkSampler uiTextureSampler_ = VK_NULL_HANDLE;
// Tracked UI textures for cleanup
struct UiTexture {
VkImage image;
VkDeviceMemory memory;
VkImageView view;
};
std::vector<UiTexture> uiTextures_;
#ifndef NDEBUG
bool enableValidation = true;
#else
bool enableValidation = false;
#endif
};
} // namespace rendering
} // namespace wowee