mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-07 17:43:51 +00:00
- Wire WOB buildings into WMO render pipeline (loads→converts→renders) - Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json - Wire JSON DBC override into AssetManager (custom_zones/output scan) - Add WMO→WOB conversion with full geometry (fromWMO) - Replace placeholder WOB export with real WMO→WOB conversion in editor - Add --convert-wmo CLI flag for batch WMO→WOB conversion - Store discovered custom zones on Renderer with getCustomZones() accessor - Add isCustomZone_ member to TerrainManager All 6 Blizzard format replacements now fully load in the client: ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
2757 lines
117 KiB
C++
2757 lines
117 KiB
C++
#include "rendering/renderer.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "pipeline/custom_zone_discovery.hpp"
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#include "rendering/performance_hud.hpp"
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#include "rendering/water_renderer.hpp"
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#include "rendering/skybox.hpp"
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#include "rendering/celestial.hpp"
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#include "rendering/starfield.hpp"
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#include "rendering/clouds.hpp"
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#include "rendering/lens_flare.hpp"
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#include "rendering/weather.hpp"
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#include "rendering/lightning.hpp"
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#include "rendering/lighting_manager.hpp"
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#include "core/profiler.hpp"
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#include "rendering/sky_system.hpp"
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#include "rendering/swim_effects.hpp"
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#include "rendering/mount_dust.hpp"
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#include "rendering/charge_effect.hpp"
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#include "rendering/levelup_effect.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/character_preview.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/hiz_system.hpp"
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#include "rendering/minimap.hpp"
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#include "rendering/world_map.hpp"
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#include "rendering/quest_marker_renderer.hpp"
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#include "game/game_handler.hpp"
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#include "pipeline/m2_loader.hpp"
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#include <algorithm>
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/dbc_layout.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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#include "core/application.hpp"
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#include "core/window.hpp"
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#include "core/logger.hpp"
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#include "game/world.hpp"
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#include "game/zone_manager.hpp"
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#include "audio/audio_coordinator.hpp"
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#include "audio/audio_engine.hpp"
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#include "audio/music_manager.hpp"
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include "audio/mount_sound_manager.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include "audio/ambient_sound_manager.hpp"
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#include "audio/ui_sound_manager.hpp"
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#include "audio/combat_sound_manager.hpp"
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#include "audio/spell_sound_manager.hpp"
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#include "audio/movement_sound_manager.hpp"
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#include "rendering/vk_context.hpp"
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#include "rendering/vk_frame_data.hpp"
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#include "rendering/vk_shader.hpp"
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#include "rendering/vk_pipeline.hpp"
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#include "rendering/vk_utils.hpp"
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#include "rendering/amd_fsr3_runtime.hpp"
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#include "rendering/spell_visual_system.hpp"
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#include "rendering/post_process_pipeline.hpp"
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#include "rendering/animation_controller.hpp"
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#include "rendering/render_graph.hpp"
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#include "rendering/overlay_system.hpp"
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#include <imgui.h>
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#include <imgui_impl_vulkan.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <cctype>
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#include <cmath>
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#include <chrono>
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#include <filesystem>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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#include <cstdlib>
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#include <optional>
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#include <unordered_map>
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#include <unordered_set>
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#include <set>
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#include <future>
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#if defined(_WIN32)
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#include <windows.h>
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#elif defined(__linux__)
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#include <unistd.h>
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#endif
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namespace wowee {
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namespace rendering {
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static bool envFlagEnabled(const char* key, bool defaultValue) {
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const char* raw = std::getenv(key);
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if (!raw || !*raw) return defaultValue;
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std::string v(raw);
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std::transform(v.begin(), v.end(), v.begin(), [](unsigned char c) {
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return static_cast<char>(std::tolower(c));
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});
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return !(v == "0" || v == "false" || v == "off" || v == "no");
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}
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static int envIntOrDefault(const char* key, int defaultValue) {
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const char* raw = std::getenv(key);
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if (!raw || !*raw) return defaultValue;
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char* end = nullptr;
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long n = std::strtol(raw, &end, 10);
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if (end == raw) return defaultValue;
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return static_cast<int>(n);
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}
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Renderer::Renderer() = default;
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Renderer::~Renderer() = default;
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bool Renderer::createPerFrameResources() {
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VkDevice device = vkCtx->getDevice();
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// --- Create per-frame shadow depth images (one per in-flight frame) ---
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// Each frame slot has its own depth image so that frame N's shadow read and
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// frame N+1's shadow write cannot race on the same image.
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VkImageCreateInfo imgCI{};
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imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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imgCI.imageType = VK_IMAGE_TYPE_2D;
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imgCI.format = VK_FORMAT_D32_SFLOAT;
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imgCI.extent = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1};
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imgCI.mipLevels = 1;
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imgCI.arrayLayers = 1;
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imgCI.samples = VK_SAMPLE_COUNT_1_BIT;
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imgCI.tiling = VK_IMAGE_TILING_OPTIMAL;
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imgCI.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VmaAllocationCreateInfo imgAllocCI{};
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imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY;
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
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&shadowDepthImage[i], &shadowDepthAlloc[i], nullptr) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image [", i, "]");
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return false;
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}
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shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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// --- Create per-frame shadow depth image views ---
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VkImageViewCreateInfo viewCI{};
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viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewCI.format = VK_FORMAT_D32_SFLOAT;
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viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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viewCI.image = shadowDepthImage[i];
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if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView[i]) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image view [", i, "]");
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return false;
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}
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}
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// --- Create shadow sampler (shared — read-only, no per-frame needed) ---
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VkSamplerCreateInfo sampCI{};
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sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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sampCI.magFilter = VK_FILTER_LINEAR;
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sampCI.minFilter = VK_FILTER_LINEAR;
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sampCI.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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sampCI.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampCI.compareEnable = VK_TRUE;
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sampCI.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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shadowSampler = vkCtx->getOrCreateSampler(sampCI);
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if (shadowSampler == VK_NULL_HANDLE) {
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LOG_ERROR("Failed to create shadow sampler");
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return false;
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}
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// --- Create shadow render pass (depth-only) ---
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VkAttachmentDescription depthAtt{};
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depthAtt.format = VK_FORMAT_D32_SFLOAT;
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depthAtt.samples = VK_SAMPLE_COUNT_1_BIT;
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depthAtt.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthAtt.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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depthAtt.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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depthAtt.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAtt.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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depthAtt.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthRef{};
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depthRef.attachment = 0;
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depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.pDepthStencilAttachment = &depthRef;
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VkSubpassDependency dep{};
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dep.srcSubpass = VK_SUBPASS_EXTERNAL;
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dep.dstSubpass = 0;
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dep.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dep.dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dep.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dep.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo rpCI{};
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rpCI.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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rpCI.attachmentCount = 1;
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rpCI.pAttachments = &depthAtt;
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rpCI.subpassCount = 1;
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rpCI.pSubpasses = &subpass;
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rpCI.dependencyCount = 1;
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rpCI.pDependencies = &dep;
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if (vkCreateRenderPass(device, &rpCI, nullptr, &shadowRenderPass) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow render pass");
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return false;
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}
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// --- Create per-frame shadow framebuffers ---
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VkFramebufferCreateInfo fbCI{};
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fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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fbCI.renderPass = shadowRenderPass;
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fbCI.attachmentCount = 1;
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fbCI.width = SHADOW_MAP_SIZE;
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fbCI.height = SHADOW_MAP_SIZE;
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fbCI.layers = 1;
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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fbCI.pAttachments = &shadowDepthView[i];
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if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer[i]) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow framebuffer [", i, "]");
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return false;
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}
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}
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// --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) ---
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VkDescriptorSetLayoutBinding bindings[2]{};
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bindings[0].binding = 0;
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bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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bindings[0].descriptorCount = 1;
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bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[1].binding = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].descriptorCount = 1;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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VkDescriptorSetLayoutCreateInfo layoutInfo{};
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layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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layoutInfo.bindingCount = 2;
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layoutInfo.pBindings = bindings;
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if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &perFrameSetLayout) != VK_SUCCESS) {
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LOG_ERROR("Failed to create per-frame descriptor set layout");
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return false;
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}
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// --- Create descriptor pool for UBO + image sampler (normal frames + reflection) ---
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VkDescriptorPoolSize poolSizes[2]{};
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poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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poolSizes[0].descriptorCount = MAX_FRAMES * 2; // normal frames + reflection frames
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poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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poolSizes[1].descriptorCount = MAX_FRAMES * 2;
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VkDescriptorPoolCreateInfo poolInfo{};
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poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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poolInfo.maxSets = MAX_FRAMES * 2; // normal frames + reflection frames
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poolInfo.poolSizeCount = 2;
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poolInfo.pPoolSizes = poolSizes;
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if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &sceneDescriptorPool) != VK_SUCCESS) {
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LOG_ERROR("Failed to create scene descriptor pool");
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return false;
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}
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// --- Create per-frame UBOs and descriptor sets ---
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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// Create mapped UBO
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VkBufferCreateInfo bufInfo{};
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bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
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bufInfo.size = sizeof(GPUPerFrameData);
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bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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VmaAllocationCreateInfo allocInfo{};
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allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
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allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
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VmaAllocationInfo mapInfo{};
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if (vmaCreateBuffer(vkCtx->getAllocator(), &bufInfo, &allocInfo,
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&perFrameUBOs[i], &perFrameUBOAllocs[i], &mapInfo) != VK_SUCCESS) {
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LOG_ERROR("Failed to create per-frame UBO ", i);
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return false;
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}
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perFrameUBOMapped[i] = mapInfo.pMappedData;
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// Allocate descriptor set
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VkDescriptorSetAllocateInfo setAlloc{};
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setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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setAlloc.descriptorPool = sceneDescriptorPool;
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setAlloc.descriptorSetCount = 1;
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setAlloc.pSetLayouts = &perFrameSetLayout;
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if (vkAllocateDescriptorSets(device, &setAlloc, &perFrameDescSets[i]) != VK_SUCCESS) {
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LOG_ERROR("Failed to allocate per-frame descriptor set ", i);
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return false;
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}
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// Write binding 0 (UBO) and binding 1 (shadow sampler)
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VkDescriptorBufferInfo descBuf{};
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descBuf.buffer = perFrameUBOs[i];
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descBuf.offset = 0;
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descBuf.range = sizeof(GPUPerFrameData);
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VkDescriptorImageInfo shadowImgInfo{};
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shadowImgInfo.sampler = shadowSampler;
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shadowImgInfo.imageView = shadowDepthView[i];
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shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VkWriteDescriptorSet writes[2]{};
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writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[0].dstSet = perFrameDescSets[i];
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writes[0].dstBinding = 0;
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writes[0].descriptorCount = 1;
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writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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writes[0].pBufferInfo = &descBuf;
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writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[1].dstSet = perFrameDescSets[i];
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writes[1].dstBinding = 1;
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writes[1].descriptorCount = 1;
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writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writes[1].pImageInfo = &shadowImgInfo;
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vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
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}
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|
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// --- Create reflection per-frame UBO and descriptor set ---
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{
|
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VkBufferCreateInfo bufInfo{};
|
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bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||
bufInfo.size = sizeof(GPUPerFrameData);
|
||
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
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|
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VmaAllocationCreateInfo allocInfo{};
|
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allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
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allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
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|
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VmaAllocationInfo mapInfo{};
|
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if (vmaCreateBuffer(vkCtx->getAllocator(), &bufInfo, &allocInfo,
|
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&reflPerFrameUBO, &reflPerFrameUBOAlloc, &mapInfo) != VK_SUCCESS) {
|
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LOG_ERROR("Failed to create reflection per-frame UBO");
|
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return false;
|
||
}
|
||
reflPerFrameUBOMapped = mapInfo.pMappedData;
|
||
|
||
VkDescriptorSetLayout layouts[MAX_FRAMES];
|
||
for (uint32_t i = 0; i < MAX_FRAMES; i++) layouts[i] = perFrameSetLayout;
|
||
|
||
VkDescriptorSetAllocateInfo setAlloc{};
|
||
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||
setAlloc.descriptorPool = sceneDescriptorPool;
|
||
setAlloc.descriptorSetCount = MAX_FRAMES;
|
||
setAlloc.pSetLayouts = layouts;
|
||
|
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if (vkAllocateDescriptorSets(device, &setAlloc, reflPerFrameDescSet) != VK_SUCCESS) {
|
||
LOG_ERROR("Failed to allocate reflection per-frame descriptor sets");
|
||
return false;
|
||
}
|
||
|
||
// Bind each reflection descriptor to the same UBO but its own frame's shadow view
|
||
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
||
VkDescriptorBufferInfo descBuf{};
|
||
descBuf.buffer = reflPerFrameUBO;
|
||
descBuf.offset = 0;
|
||
descBuf.range = sizeof(GPUPerFrameData);
|
||
|
||
VkDescriptorImageInfo shadowImgInfo{};
|
||
shadowImgInfo.sampler = shadowSampler;
|
||
shadowImgInfo.imageView = shadowDepthView[i];
|
||
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||
|
||
VkWriteDescriptorSet writes[2]{};
|
||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||
writes[0].dstSet = reflPerFrameDescSet[i];
|
||
writes[0].dstBinding = 0;
|
||
writes[0].descriptorCount = 1;
|
||
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||
writes[0].pBufferInfo = &descBuf;
|
||
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||
writes[1].dstSet = reflPerFrameDescSet[i];
|
||
writes[1].dstBinding = 1;
|
||
writes[1].descriptorCount = 1;
|
||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||
writes[1].pImageInfo = &shadowImgInfo;
|
||
|
||
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
|
||
}
|
||
}
|
||
|
||
LOG_INFO("Per-frame Vulkan resources created (shadow map ", SHADOW_MAP_SIZE, "x", SHADOW_MAP_SIZE, ")");
|
||
return true;
|
||
}
|
||
|
||
void Renderer::destroyPerFrameResources() {
|
||
if (!vkCtx) return;
|
||
vkDeviceWaitIdle(vkCtx->getDevice());
|
||
VkDevice device = vkCtx->getDevice();
|
||
|
||
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
||
if (perFrameUBOs[i]) {
|
||
vmaDestroyBuffer(vkCtx->getAllocator(), perFrameUBOs[i], perFrameUBOAllocs[i]);
|
||
perFrameUBOs[i] = VK_NULL_HANDLE;
|
||
}
|
||
}
|
||
if (reflPerFrameUBO) {
|
||
vmaDestroyBuffer(vkCtx->getAllocator(), reflPerFrameUBO, reflPerFrameUBOAlloc);
|
||
reflPerFrameUBO = VK_NULL_HANDLE;
|
||
reflPerFrameUBOMapped = nullptr;
|
||
}
|
||
if (sceneDescriptorPool) {
|
||
vkDestroyDescriptorPool(device, sceneDescriptorPool, nullptr);
|
||
sceneDescriptorPool = VK_NULL_HANDLE;
|
||
}
|
||
if (perFrameSetLayout) {
|
||
vkDestroyDescriptorSetLayout(device, perFrameSetLayout, nullptr);
|
||
perFrameSetLayout = VK_NULL_HANDLE;
|
||
}
|
||
|
||
// Destroy per-frame shadow resources
|
||
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
||
if (shadowFramebuffer[i]) { vkDestroyFramebuffer(device, shadowFramebuffer[i], nullptr); shadowFramebuffer[i] = VK_NULL_HANDLE; }
|
||
if (shadowDepthView[i]) { vkDestroyImageView(device, shadowDepthView[i], nullptr); shadowDepthView[i] = VK_NULL_HANDLE; }
|
||
if (shadowDepthImage[i]) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage[i], shadowDepthAlloc[i]); shadowDepthImage[i] = VK_NULL_HANDLE; shadowDepthAlloc[i] = VK_NULL_HANDLE; }
|
||
shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
|
||
}
|
||
if (shadowRenderPass) { vkDestroyRenderPass(device, shadowRenderPass, nullptr); shadowRenderPass = VK_NULL_HANDLE; }
|
||
shadowSampler = VK_NULL_HANDLE; // Owned by VkContext sampler cache
|
||
}
|
||
|
||
void Renderer::updatePerFrameUBO() {
|
||
if (!camera) return;
|
||
|
||
currentFrameData.view = camera->getViewMatrix();
|
||
currentFrameData.projection = camera->getProjectionMatrix();
|
||
currentFrameData.viewPos = glm::vec4(camera->getPosition(), 1.0f);
|
||
currentFrameData.fogParams.z = globalTime;
|
||
|
||
// Lighting from LightingManager
|
||
if (lightingManager) {
|
||
const auto& lp = lightingManager->getLightingParams();
|
||
currentFrameData.lightDir = glm::vec4(lp.directionalDir, 0.0f);
|
||
currentFrameData.lightColor = glm::vec4(lp.diffuseColor, 1.0f);
|
||
currentFrameData.ambientColor = glm::vec4(lp.ambientColor, 1.0f);
|
||
currentFrameData.fogColor = glm::vec4(lp.fogColor, 1.0f);
|
||
currentFrameData.fogParams.x = lp.fogStart;
|
||
currentFrameData.fogParams.y = lp.fogEnd;
|
||
|
||
// Shift fog to blue when camera is significantly underwater (terrain water only).
|
||
if (waterRenderer && camera) {
|
||
glm::vec3 camPos = camera->getPosition();
|
||
auto waterH = waterRenderer->getNearestWaterHeightAt(camPos.x, camPos.y, camPos.z);
|
||
constexpr float MIN_SUBMERSION = 2.0f;
|
||
if (waterH && camPos.z < (*waterH - MIN_SUBMERSION)
|
||
&& !waterRenderer->isWmoWaterAt(camPos.x, camPos.y)) {
|
||
float depth = *waterH - camPos.z - MIN_SUBMERSION;
|
||
float blend = glm::clamp(1.0f - std::exp(-depth * 0.08f), 0.0f, 0.7f);
|
||
glm::vec3 underwaterFog(0.03f, 0.09f, 0.18f);
|
||
glm::vec3 blendedFog = glm::mix(lp.fogColor, underwaterFog, blend);
|
||
currentFrameData.fogColor = glm::vec4(blendedFog, 1.0f);
|
||
currentFrameData.fogParams.x = glm::mix(lp.fogStart, 20.0f, blend);
|
||
currentFrameData.fogParams.y = glm::mix(lp.fogEnd, 200.0f, blend);
|
||
}
|
||
}
|
||
}
|
||
|
||
currentFrameData.lightSpaceMatrix = lightSpaceMatrix;
|
||
// Scale shadow bias proportionally to ortho extent to avoid acne at close range / gaps at far range
|
||
float shadowBias = glm::clamp(0.8f * (shadowDistance_ / 300.0f), 0.0f, 1.0f);
|
||
currentFrameData.shadowParams = glm::vec4(shadowsEnabled ? 1.0f : 0.0f, shadowBias, 0.0f, 0.0f);
|
||
|
||
// Player water ripple data: pack player XY into shadowParams.zw, ripple strength into fogParams.w
|
||
if (cameraController) {
|
||
currentFrameData.shadowParams.z = characterPosition.x;
|
||
currentFrameData.shadowParams.w = characterPosition.y;
|
||
bool inWater = cameraController->isSwimming();
|
||
bool moving = cameraController->isMoving();
|
||
currentFrameData.fogParams.w = (inWater && moving) ? 1.0f : 0.0f;
|
||
} else {
|
||
currentFrameData.fogParams.w = 0.0f;
|
||
}
|
||
|
||
// Copy to current frame's mapped UBO
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
std::memcpy(perFrameUBOMapped[frame], ¤tFrameData, sizeof(GPUPerFrameData));
|
||
}
|
||
|
||
bool Renderer::initialize(core::Window* win) {
|
||
window = win;
|
||
vkCtx = win->getVkContext();
|
||
deferredWorldInitEnabled_ = envFlagEnabled("WOWEE_DEFER_WORLD_SYSTEMS", true);
|
||
LOG_INFO("Initializing renderer (Vulkan)");
|
||
|
||
// Create camera (in front of Stormwind gate, looking north)
|
||
camera = std::make_unique<Camera>();
|
||
camera->setPosition(glm::vec3(-8900.0f, -170.0f, 150.0f));
|
||
camera->setRotation(0.0f, -5.0f);
|
||
camera->setAspectRatio(window->getAspectRatio());
|
||
camera->setFov(60.0f);
|
||
|
||
// Create camera controller
|
||
cameraController = std::make_unique<CameraController>(camera.get());
|
||
cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed
|
||
cameraController->setMouseSensitivity(0.15f);
|
||
|
||
// Create performance HUD
|
||
performanceHUD = std::make_unique<PerformanceHUD>();
|
||
performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT);
|
||
|
||
// Create per-frame UBO and descriptor sets
|
||
if (!createPerFrameResources()) {
|
||
LOG_ERROR("Failed to create per-frame Vulkan resources");
|
||
return false;
|
||
}
|
||
|
||
// Initialize Vulkan sub-renderers (Phase 3)
|
||
|
||
// Sky system (owns skybox, starfield, celestial, clouds, lens flare)
|
||
skySystem = std::make_unique<SkySystem>();
|
||
if (!skySystem->initialize(vkCtx, perFrameSetLayout)) {
|
||
LOG_ERROR("Failed to initialize sky system");
|
||
return false;
|
||
}
|
||
// Expose sub-components via renderer accessors
|
||
skybox = nullptr; // Owned by skySystem; access via skySystem->getSkybox()
|
||
celestial = nullptr;
|
||
starField = nullptr;
|
||
clouds = nullptr;
|
||
lensFlare = nullptr;
|
||
|
||
weather = std::make_unique<Weather>();
|
||
if (!weather->initialize(vkCtx, perFrameSetLayout))
|
||
LOG_WARNING("Weather effect initialization failed (non-fatal)");
|
||
|
||
lightning = std::make_unique<Lightning>();
|
||
if (!lightning->initialize(vkCtx, perFrameSetLayout))
|
||
LOG_WARNING("Lightning effect initialization failed (non-fatal)");
|
||
|
||
swimEffects = std::make_unique<SwimEffects>();
|
||
if (!swimEffects->initialize(vkCtx, perFrameSetLayout))
|
||
LOG_WARNING("Swim effect initialization failed (non-fatal)");
|
||
|
||
mountDust = std::make_unique<MountDust>();
|
||
if (!mountDust->initialize(vkCtx, perFrameSetLayout))
|
||
LOG_WARNING("Mount dust effect initialization failed (non-fatal)");
|
||
|
||
chargeEffect = std::make_unique<ChargeEffect>();
|
||
if (!chargeEffect->initialize(vkCtx, perFrameSetLayout))
|
||
LOG_WARNING("Charge effect initialization failed (non-fatal)");
|
||
|
||
levelUpEffect = std::make_unique<LevelUpEffect>();
|
||
|
||
questMarkerRenderer = std::make_unique<QuestMarkerRenderer>();
|
||
|
||
LOG_INFO("Vulkan sub-renderers initialized (Phase 3)");
|
||
|
||
// LightingManager doesn't use GL — initialize for data-only use
|
||
lightingManager = std::make_unique<LightingManager>();
|
||
[[maybe_unused]] auto* assetManager = core::Application::getInstance().getAssetManager();
|
||
|
||
// Create zone manager; enrich music paths from DBC if available
|
||
zoneManager = std::make_unique<game::ZoneManager>();
|
||
zoneManager->initialize();
|
||
if (assetManager) {
|
||
zoneManager->enrichFromDBC(assetManager);
|
||
}
|
||
|
||
// Audio is now owned by AudioCoordinator (created by Application).
|
||
// Renderer receives AudioCoordinator* via setAudioCoordinator().
|
||
|
||
// Create secondary command buffer resources for multithreaded rendering
|
||
if (!createSecondaryCommandResources()) {
|
||
LOG_WARNING("Failed to create secondary command buffers — falling back to single-threaded rendering");
|
||
}
|
||
|
||
// Create PostProcessPipeline (§4.3 — owns FSR/FXAA/FSR2/FSR3/brightness)
|
||
postProcessPipeline_ = std::make_unique<PostProcessPipeline>();
|
||
postProcessPipeline_->initialize(vkCtx);
|
||
|
||
// Create render graph and register virtual resources
|
||
renderGraph_ = std::make_unique<RenderGraph>();
|
||
|
||
// Create overlay system (selection circle + fullscreen overlay)
|
||
overlaySystem_ = std::make_unique<OverlaySystem>(vkCtx);
|
||
renderGraph_->registerResource("shadow_depth");
|
||
renderGraph_->registerResource("reflection_texture");
|
||
renderGraph_->registerResource("scene_color");
|
||
renderGraph_->registerResource("scene_depth");
|
||
renderGraph_->registerResource("final_image");
|
||
|
||
LOG_INFO("Renderer initialized");
|
||
return true;
|
||
}
|
||
|
||
void Renderer::shutdown() {
|
||
destroySecondaryCommandResources();
|
||
|
||
LOG_DEBUG("Renderer::shutdown - terrainManager stopWorkers...");
|
||
if (terrainManager) {
|
||
terrainManager->stopWorkers();
|
||
LOG_DEBUG("Renderer::shutdown - terrainManager reset...");
|
||
terrainManager.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - terrainRenderer...");
|
||
if (terrainRenderer) {
|
||
terrainRenderer->shutdown();
|
||
terrainRenderer.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - waterRenderer...");
|
||
if (waterRenderer) {
|
||
waterRenderer->shutdown();
|
||
waterRenderer.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - minimap...");
|
||
if (minimap) {
|
||
minimap->shutdown();
|
||
minimap.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - worldMap...");
|
||
if (worldMap) {
|
||
worldMap->shutdown();
|
||
worldMap.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - skySystem...");
|
||
if (skySystem) {
|
||
skySystem->shutdown();
|
||
skySystem.reset();
|
||
}
|
||
|
||
// Individual sky components are owned by skySystem; just null the aliases
|
||
skybox = nullptr;
|
||
celestial = nullptr;
|
||
starField = nullptr;
|
||
clouds = nullptr;
|
||
lensFlare = nullptr;
|
||
|
||
if (weather) {
|
||
weather.reset();
|
||
}
|
||
|
||
if (lightning) {
|
||
lightning->shutdown();
|
||
lightning.reset();
|
||
}
|
||
|
||
if (swimEffects) {
|
||
swimEffects->shutdown();
|
||
swimEffects.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - characterRenderer...");
|
||
if (characterRenderer) {
|
||
characterRenderer->shutdown();
|
||
characterRenderer.reset();
|
||
}
|
||
|
||
// Shutdown AnimationController before renderers it references (§4.2)
|
||
animationController_.reset();
|
||
|
||
LOG_DEBUG("Renderer::shutdown - wmoRenderer...");
|
||
if (wmoRenderer) {
|
||
wmoRenderer->shutdown();
|
||
wmoRenderer.reset();
|
||
}
|
||
|
||
// Shutdown SpellVisualSystem before M2Renderer (it holds M2Renderer pointer) (§4.4)
|
||
if (spellVisualSystem_) {
|
||
spellVisualSystem_->shutdown();
|
||
spellVisualSystem_.reset();
|
||
}
|
||
|
||
LOG_DEBUG("Renderer::shutdown - m2Renderer...");
|
||
if (hizSystem_) {
|
||
hizSystem_->shutdown();
|
||
hizSystem_.reset();
|
||
}
|
||
if (m2Renderer) {
|
||
m2Renderer->shutdown();
|
||
m2Renderer.reset();
|
||
}
|
||
|
||
// Audio shutdown is handled by AudioCoordinator (owned by Application).
|
||
audioCoordinator_ = nullptr;
|
||
|
||
// Cleanup selection circle + overlay resources
|
||
if (overlaySystem_) {
|
||
overlaySystem_->cleanup();
|
||
overlaySystem_.reset();
|
||
}
|
||
|
||
// Shutdown post-process pipeline (FSR/FXAA/FSR2 resources) (§4.3)
|
||
if (postProcessPipeline_) {
|
||
postProcessPipeline_->shutdown();
|
||
postProcessPipeline_.reset();
|
||
}
|
||
|
||
// Destroy render graph
|
||
renderGraph_.reset();
|
||
|
||
destroyPerFrameResources();
|
||
|
||
zoneManager.reset();
|
||
|
||
performanceHUD.reset();
|
||
cameraController.reset();
|
||
camera.reset();
|
||
|
||
LOG_INFO("Renderer shutdown");
|
||
}
|
||
|
||
void Renderer::registerPreview(CharacterPreview* preview) {
|
||
if (!preview) return;
|
||
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
|
||
if (it == activePreviews_.end()) {
|
||
activePreviews_.push_back(preview);
|
||
}
|
||
}
|
||
|
||
void Renderer::unregisterPreview(CharacterPreview* preview) {
|
||
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
|
||
if (it != activePreviews_.end()) {
|
||
activePreviews_.erase(it);
|
||
}
|
||
}
|
||
|
||
void Renderer::setWaterRefractionEnabled(bool enabled) {
|
||
if (waterRenderer) waterRenderer->setRefractionEnabled(enabled);
|
||
}
|
||
|
||
bool Renderer::isWaterRefractionEnabled() const {
|
||
return waterRenderer && waterRenderer->isRefractionEnabled();
|
||
}
|
||
|
||
void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
|
||
if (!vkCtx) return;
|
||
|
||
// FSR2 requires non-MSAA render pass — block MSAA changes while FSR2 is active
|
||
if (postProcessPipeline_ && postProcessPipeline_->isFsr2BlockingMsaa() && samples > VK_SAMPLE_COUNT_1_BIT) return;
|
||
|
||
// Clamp to device maximum
|
||
VkSampleCountFlagBits maxSamples = vkCtx->getMaxUsableSampleCount();
|
||
if (samples > maxSamples) samples = maxSamples;
|
||
|
||
if (samples == vkCtx->getMsaaSamples()) return;
|
||
|
||
// Defer to between frames — cannot destroy render pass/framebuffers mid-frame
|
||
pendingMsaaSamples_ = samples;
|
||
msaaChangePending_ = true;
|
||
}
|
||
|
||
void Renderer::applyMsaaChange() {
|
||
VkSampleCountFlagBits samples = pendingMsaaSamples_;
|
||
msaaChangePending_ = false;
|
||
|
||
// FSR2 requires non-MSAA render pass — if FSR2 was enabled after the MSAA
|
||
// change was queued (startup race), force 1x to avoid framebuffer mismatch.
|
||
if (samples > VK_SAMPLE_COUNT_1_BIT &&
|
||
postProcessPipeline_ && postProcessPipeline_->isFsr2BlockingMsaa()) {
|
||
samples = VK_SAMPLE_COUNT_1_BIT;
|
||
}
|
||
|
||
VkSampleCountFlagBits current = vkCtx->getMsaaSamples();
|
||
if (samples == current) return;
|
||
|
||
// Single GPU wait — all subsequent operations are CPU-side object creation
|
||
vkDeviceWaitIdle(vkCtx->getDevice());
|
||
|
||
// Set new MSAA and recreate swapchain (render pass, depth, MSAA image, framebuffers)
|
||
vkCtx->setMsaaSamples(samples);
|
||
if (!vkCtx->recreateSwapchain(window->getWidth(), window->getHeight())) {
|
||
LOG_ERROR("MSAA change failed — reverting to 1x");
|
||
vkCtx->setMsaaSamples(VK_SAMPLE_COUNT_1_BIT);
|
||
(void)vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());
|
||
}
|
||
|
||
// Recreate all sub-renderer pipelines (they embed sample count from render pass)
|
||
if (terrainRenderer) terrainRenderer->recreatePipelines();
|
||
if (waterRenderer) {
|
||
waterRenderer->recreatePipelines();
|
||
waterRenderer->destroyWater1xResources(); // no longer used
|
||
}
|
||
if (wmoRenderer) wmoRenderer->recreatePipelines();
|
||
if (m2Renderer) m2Renderer->recreatePipelines();
|
||
if (characterRenderer) characterRenderer->recreatePipelines();
|
||
if (questMarkerRenderer) questMarkerRenderer->recreatePipelines();
|
||
if (weather) weather->recreatePipelines();
|
||
if (lightning) lightning->recreatePipelines();
|
||
if (swimEffects) swimEffects->recreatePipelines();
|
||
if (mountDust) mountDust->recreatePipelines();
|
||
if (chargeEffect) chargeEffect->recreatePipelines();
|
||
|
||
// Sky system sub-renderers
|
||
if (skySystem) {
|
||
if (auto* sb = skySystem->getSkybox()) sb->recreatePipelines();
|
||
if (auto* sf = skySystem->getStarField()) sf->recreatePipelines();
|
||
if (auto* ce = skySystem->getCelestial()) ce->recreatePipelines();
|
||
if (auto* cl = skySystem->getClouds()) cl->recreatePipelines();
|
||
if (auto* lf = skySystem->getLensFlare()) lf->recreatePipelines();
|
||
}
|
||
|
||
if (minimap) minimap->recreatePipelines();
|
||
|
||
// Resize HiZ pyramid (depth format/MSAA may have changed)
|
||
if (hizSystem_) {
|
||
auto ext = vkCtx->getSwapchainExtent();
|
||
if (!hizSystem_->resize(ext.width, ext.height)) {
|
||
LOG_WARNING("HiZ resize failed after MSAA change");
|
||
if (m2Renderer) m2Renderer->setHiZSystem(nullptr);
|
||
hizSystem_->shutdown();
|
||
hizSystem_.reset();
|
||
}
|
||
}
|
||
|
||
// Selection circle + overlay + FSR use lazy init, just destroy them
|
||
if (overlaySystem_) overlaySystem_->recreatePipelines();
|
||
if (postProcessPipeline_) postProcessPipeline_->destroyAllResources(); // Will be lazily recreated in beginFrame()
|
||
|
||
// Reinitialize ImGui Vulkan backend with new MSAA sample count
|
||
ImGui_ImplVulkan_Shutdown();
|
||
ImGui_ImplVulkan_InitInfo initInfo{};
|
||
initInfo.ApiVersion = VK_API_VERSION_1_1;
|
||
initInfo.Instance = vkCtx->getInstance();
|
||
initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
|
||
initInfo.Device = vkCtx->getDevice();
|
||
initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
|
||
initInfo.Queue = vkCtx->getGraphicsQueue();
|
||
initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
|
||
initInfo.MinImageCount = 2;
|
||
initInfo.ImageCount = vkCtx->getSwapchainImageCount();
|
||
initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
|
||
initInfo.PipelineInfoMain.MSAASamples = vkCtx->getMsaaSamples();
|
||
initInfo.CheckVkResultFn = [](VkResult err) {
|
||
if (err != VK_SUCCESS)
|
||
LOG_ERROR("ImGui Vulkan error: ", static_cast<int>(err));
|
||
};
|
||
ImGui_ImplVulkan_Init(&initInfo);
|
||
|
||
}
|
||
|
||
void Renderer::beginFrame() {
|
||
ZoneScopedN("Renderer::beginFrame");
|
||
if (!vkCtx) return;
|
||
if (vkCtx->isDeviceLost()) return;
|
||
|
||
// Apply deferred MSAA change between frames (before any rendering state is used)
|
||
if (msaaChangePending_) {
|
||
applyMsaaChange();
|
||
}
|
||
|
||
// Post-process resource management (§4.3 — delegates to PostProcessPipeline)
|
||
if (postProcessPipeline_) postProcessPipeline_->manageResources();
|
||
|
||
// Handle swapchain recreation if needed
|
||
if (vkCtx->isSwapchainDirty()) {
|
||
// Skip recreation while window is minimized (0×0 extent is a Vulkan spec violation)
|
||
if (window->getWidth() == 0 || window->getHeight() == 0) return;
|
||
(void)vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());
|
||
// Rebuild water resources that reference swapchain extent/views
|
||
if (waterRenderer) {
|
||
waterRenderer->recreatePipelines();
|
||
}
|
||
// Recreate post-process resources for new swapchain dimensions
|
||
if (postProcessPipeline_) postProcessPipeline_->handleSwapchainResize();
|
||
// Resize HiZ depth pyramid for new swapchain dimensions
|
||
if (hizSystem_) {
|
||
auto ext = vkCtx->getSwapchainExtent();
|
||
if (!hizSystem_->resize(ext.width, ext.height)) {
|
||
LOG_WARNING("HiZ resize failed — disabling occlusion culling");
|
||
if (m2Renderer) m2Renderer->setHiZSystem(nullptr);
|
||
hizSystem_->shutdown();
|
||
hizSystem_.reset();
|
||
}
|
||
}
|
||
}
|
||
|
||
// Acquire swapchain image and begin command buffer
|
||
currentCmd = vkCtx->beginFrame(currentImageIndex);
|
||
if (currentCmd == VK_NULL_HANDLE) {
|
||
// Swapchain out of date, will retry next frame
|
||
return;
|
||
}
|
||
|
||
// FSR2 jitter pattern (§4.3 — delegates to PostProcessPipeline)
|
||
if (postProcessPipeline_ && camera) postProcessPipeline_->applyJitter(camera.get());
|
||
|
||
// Compute fresh shadow matrix BEFORE UBO update so shaders get current-frame data.
|
||
lightSpaceMatrix = computeLightSpaceMatrix();
|
||
|
||
// Update per-frame UBO with current camera/lighting state
|
||
updatePerFrameUBO();
|
||
|
||
// ── Early compute: M2 frustum culling ──
|
||
// GPU frustum cull keeps draw call counts low. The HiZ occlusion pyramid
|
||
// is skipped for now — building ~11 mip levels with per-level barriers
|
||
// behind a blocking fence was the main frame-rate bottleneck. Frustum-
|
||
// only culling is fast enough that the fence wait is negligible.
|
||
if (m2Renderer && camera && vkCtx) {
|
||
VkCommandBuffer computeCmd = vkCtx->beginSingleTimeCommands();
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
|
||
// Dispatch GPU frustum culling (HiZ disabled → frustum-only pipeline)
|
||
m2Renderer->dispatchCullCompute(computeCmd, frame, *camera);
|
||
|
||
vkCtx->endSingleTimeCommands(computeCmd);
|
||
|
||
m2Renderer->invalidateCullOutput(frame);
|
||
}
|
||
|
||
// --- Off-screen pre-passes ---
|
||
// Build frame graph: registers pre-passes as graph nodes with dependencies.
|
||
// compile() topologically sorts; execute() runs them with auto barriers.
|
||
buildFrameGraph(nullptr);
|
||
if (renderGraph_) {
|
||
renderGraph_->execute(currentCmd);
|
||
}
|
||
|
||
// --- Begin render pass ---
|
||
// Select framebuffer: PP off-screen target or swapchain (§4.3 — PostProcessPipeline)
|
||
VkRenderPassBeginInfo rpInfo{};
|
||
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||
rpInfo.renderPass = vkCtx->getImGuiRenderPass();
|
||
|
||
VkExtent2D renderExtent;
|
||
VkFramebuffer ppFB = postProcessPipeline_ ? postProcessPipeline_->getSceneFramebuffer() : VK_NULL_HANDLE;
|
||
if (ppFB != VK_NULL_HANDLE) {
|
||
rpInfo.framebuffer = ppFB;
|
||
renderExtent = postProcessPipeline_->getSceneRenderExtent();
|
||
} else {
|
||
rpInfo.framebuffer = vkCtx->getSwapchainFramebuffers()[currentImageIndex];
|
||
renderExtent = vkCtx->getSwapchainExtent();
|
||
}
|
||
|
||
rpInfo.renderArea.offset = {0, 0};
|
||
rpInfo.renderArea.extent = renderExtent;
|
||
|
||
// Clear values must match attachment count: 2 (no MSAA), 3 (MSAA), or 4 (MSAA+depth resolve)
|
||
VkClearValue clearValues[4]{};
|
||
clearValues[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
|
||
clearValues[1].depthStencil = {1.0f, 0};
|
||
clearValues[2].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
|
||
clearValues[3].depthStencil = {1.0f, 0};
|
||
bool msaaOn = (vkCtx->getMsaaSamples() > VK_SAMPLE_COUNT_1_BIT);
|
||
if (msaaOn) {
|
||
bool depthRes = (vkCtx->getDepthResolveImageView() != VK_NULL_HANDLE);
|
||
rpInfo.clearValueCount = depthRes ? 4 : 3;
|
||
} else {
|
||
rpInfo.clearValueCount = 2;
|
||
}
|
||
rpInfo.pClearValues = clearValues;
|
||
|
||
// Cache render pass state for secondary command buffer inheritance
|
||
activeRenderPass_ = rpInfo.renderPass;
|
||
activeFramebuffer_ = rpInfo.framebuffer;
|
||
activeRenderExtent_ = renderExtent;
|
||
|
||
VkSubpassContents subpassMode = parallelRecordingEnabled_
|
||
? VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS
|
||
: VK_SUBPASS_CONTENTS_INLINE;
|
||
vkCmdBeginRenderPass(currentCmd, &rpInfo, subpassMode);
|
||
|
||
if (!parallelRecordingEnabled_) {
|
||
// Fallback: set dynamic viewport and scissor on primary (inline mode)
|
||
VkViewport viewport{};
|
||
viewport.width = static_cast<float>(renderExtent.width);
|
||
viewport.height = static_cast<float>(renderExtent.height);
|
||
viewport.maxDepth = 1.0f;
|
||
vkCmdSetViewport(currentCmd, 0, 1, &viewport);
|
||
|
||
VkRect2D scissor{};
|
||
scissor.extent = renderExtent;
|
||
vkCmdSetScissor(currentCmd, 0, 1, &scissor);
|
||
}
|
||
}
|
||
|
||
void Renderer::endFrame() {
|
||
ZoneScopedN("Renderer::endFrame");
|
||
if (!vkCtx || currentCmd == VK_NULL_HANDLE) return;
|
||
|
||
// Track whether a post-processing path switched to an INLINE render pass.
|
||
// beginFrame() may have started the scene pass with SECONDARY_COMMAND_BUFFERS;
|
||
// post-proc paths end it and begin a new INLINE pass for the swapchain output.
|
||
endFrameInlineMode_ = false;
|
||
|
||
// Post-process execution (§4.3 — delegates to PostProcessPipeline)
|
||
if (postProcessPipeline_) {
|
||
endFrameInlineMode_ = postProcessPipeline_->executePostProcessing(
|
||
currentCmd, currentImageIndex, camera.get(), lastDeltaTime_);
|
||
}
|
||
|
||
// ImGui rendering — must respect the subpass contents mode of the
|
||
// CURRENT render pass. Post-processing paths (FSR/FXAA) end the scene
|
||
// pass and begin a new INLINE pass; if none ran, we're still inside the
|
||
// scene pass which may be SECONDARY_COMMAND_BUFFERS when parallel recording
|
||
// is active. Track this via endFrameInlineMode_ (set true by any post-proc
|
||
// path that started an INLINE render pass).
|
||
if (parallelRecordingEnabled_ && !endFrameInlineMode_) {
|
||
// Still in the scene pass with SECONDARY_COMMAND_BUFFERS — record
|
||
// ImGui into a secondary command buffer.
|
||
VkCommandBuffer imguiCmd = beginSecondary(SEC_IMGUI);
|
||
setSecondaryViewportScissor(imguiCmd);
|
||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), imguiCmd);
|
||
vkEndCommandBuffer(imguiCmd);
|
||
vkCmdExecuteCommands(currentCmd, 1, &imguiCmd);
|
||
} else {
|
||
// INLINE render pass (post-process pass or non-parallel mode).
|
||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), currentCmd);
|
||
}
|
||
|
||
vkCmdEndRenderPass(currentCmd);
|
||
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
|
||
// Capture scene color/depth into per-frame history images for water refraction
|
||
if (waterRenderer && waterRenderer->isRefractionEnabled() && waterRenderer->hasSurfaces()
|
||
&& currentImageIndex < vkCtx->getSwapchainImages().size()) {
|
||
waterRenderer->captureSceneHistory(
|
||
currentCmd,
|
||
vkCtx->getSwapchainImages()[currentImageIndex],
|
||
vkCtx->getDepthCopySourceImage(),
|
||
vkCtx->getSwapchainExtent(),
|
||
vkCtx->isDepthCopySourceMsaa(),
|
||
frame);
|
||
}
|
||
|
||
// Water now renders in the main pass (renderWorld), no separate 1x pass needed.
|
||
|
||
// Submit and present
|
||
vkCtx->endFrame(currentCmd, currentImageIndex);
|
||
currentCmd = VK_NULL_HANDLE;
|
||
}
|
||
|
||
void Renderer::setCharacterFollow(uint32_t instanceId) {
|
||
characterInstanceId = instanceId;
|
||
if (cameraController && instanceId > 0) {
|
||
cameraController->setFollowTarget(&characterPosition);
|
||
}
|
||
if (animationController_) animationController_->onCharacterFollow(instanceId);
|
||
}
|
||
|
||
bool Renderer::captureScreenshot(const std::string& outputPath) {
|
||
if (!vkCtx) return false;
|
||
|
||
VkDevice device = vkCtx->getDevice();
|
||
VmaAllocator alloc = vkCtx->getAllocator();
|
||
VkExtent2D extent = vkCtx->getSwapchainExtent();
|
||
const auto& images = vkCtx->getSwapchainImages();
|
||
|
||
if (images.empty() || currentImageIndex >= images.size()) return false;
|
||
|
||
VkImage srcImage = images[currentImageIndex];
|
||
uint32_t w = extent.width;
|
||
uint32_t h = extent.height;
|
||
VkDeviceSize bufSize = static_cast<VkDeviceSize>(w) * h * 4;
|
||
|
||
// Stall GPU so the swapchain image is idle
|
||
vkDeviceWaitIdle(device);
|
||
|
||
// Create staging buffer
|
||
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||
bufInfo.size = bufSize;
|
||
bufInfo.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
||
|
||
VmaAllocationCreateInfo allocCI{};
|
||
allocCI.usage = VMA_MEMORY_USAGE_CPU_ONLY;
|
||
|
||
VkBuffer stagingBuf = VK_NULL_HANDLE;
|
||
VmaAllocation stagingAlloc = VK_NULL_HANDLE;
|
||
if (vmaCreateBuffer(alloc, &bufInfo, &allocCI, &stagingBuf, &stagingAlloc, nullptr) != VK_SUCCESS) {
|
||
LOG_WARNING("Screenshot: failed to create staging buffer");
|
||
return false;
|
||
}
|
||
|
||
// Record copy commands
|
||
VkCommandBuffer cmd = vkCtx->beginSingleTimeCommands();
|
||
|
||
// Transition swapchain image: PRESENT_SRC → TRANSFER_SRC
|
||
VkImageMemoryBarrier toTransfer{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
|
||
toTransfer.srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||
toTransfer.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
||
toTransfer.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||
toTransfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
|
||
toTransfer.image = srcImage;
|
||
toTransfer.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
|
||
vkCmdPipelineBarrier(cmd,
|
||
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||
0, 0, nullptr, 0, nullptr, 1, &toTransfer);
|
||
|
||
// Copy image to buffer
|
||
VkBufferImageCopy region{};
|
||
region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
|
||
region.imageExtent = {w, h, 1};
|
||
vkCmdCopyImageToBuffer(cmd, srcImage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
|
||
stagingBuf, 1, ®ion);
|
||
|
||
// Transition back: TRANSFER_SRC → PRESENT_SRC
|
||
VkImageMemoryBarrier toPresent = toTransfer;
|
||
toPresent.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
||
toPresent.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||
toPresent.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
|
||
toPresent.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||
vkCmdPipelineBarrier(cmd,
|
||
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
|
||
0, 0, nullptr, 0, nullptr, 1, &toPresent);
|
||
|
||
vkCtx->endSingleTimeCommands(cmd);
|
||
|
||
// Map and convert BGRA → RGBA
|
||
void* mapped = nullptr;
|
||
vmaMapMemory(alloc, stagingAlloc, &mapped);
|
||
auto* pixels = static_cast<uint8_t*>(mapped);
|
||
for (uint32_t i = 0; i < w * h; ++i) {
|
||
std::swap(pixels[i * 4 + 0], pixels[i * 4 + 2]); // B ↔ R
|
||
}
|
||
|
||
// Ensure output directory exists
|
||
std::filesystem::path outPath(outputPath);
|
||
if (outPath.has_parent_path())
|
||
std::filesystem::create_directories(outPath.parent_path());
|
||
|
||
int ok = stbi_write_png(outputPath.c_str(),
|
||
static_cast<int>(w), static_cast<int>(h),
|
||
4, pixels, static_cast<int>(w * 4));
|
||
|
||
vmaUnmapMemory(alloc, stagingAlloc);
|
||
vmaDestroyBuffer(alloc, stagingBuf, stagingAlloc);
|
||
|
||
if (ok) {
|
||
LOG_INFO("Screenshot saved: ", outputPath);
|
||
} else {
|
||
LOG_WARNING("Screenshot: stbi_write_png failed for ", outputPath);
|
||
}
|
||
return ok != 0;
|
||
}
|
||
|
||
void Renderer::resetCombatVisualState() {
|
||
if (animationController_) animationController_->resetCombatVisualState();
|
||
if (spellVisualSystem_) spellVisualSystem_->reset();
|
||
}
|
||
|
||
const std::string& Renderer::getCurrentZoneName() const {
|
||
static const std::string empty;
|
||
return audioCoordinator_ ? audioCoordinator_->getCurrentZoneName() : empty;
|
||
}
|
||
|
||
uint32_t Renderer::getCurrentZoneId() const {
|
||
return audioCoordinator_ ? audioCoordinator_->getCurrentZoneId() : 0;
|
||
}
|
||
|
||
void Renderer::update(float deltaTime) {
|
||
ZoneScopedN("Renderer::update");
|
||
globalTime += deltaTime;
|
||
runDeferredWorldInitStep(deltaTime);
|
||
|
||
auto updateStart = std::chrono::steady_clock::now();
|
||
lastDeltaTime_ = deltaTime;
|
||
|
||
if (wmoRenderer) wmoRenderer->resetQueryStats();
|
||
if (m2Renderer) m2Renderer->resetQueryStats();
|
||
|
||
if (cameraController) {
|
||
auto cameraStart = std::chrono::steady_clock::now();
|
||
cameraController->update(deltaTime);
|
||
auto cameraEnd = std::chrono::steady_clock::now();
|
||
lastCameraUpdateMs = std::chrono::duration<double, std::milli>(cameraEnd - cameraStart).count();
|
||
if (lastCameraUpdateMs > 50.0) {
|
||
LOG_WARNING("SLOW cameraController->update: ", lastCameraUpdateMs, "ms");
|
||
}
|
||
|
||
// Update 3D audio listener position/orientation to match camera
|
||
if (camera) {
|
||
audio::AudioEngine::instance().setListenerPosition(camera->getPosition());
|
||
audio::AudioEngine::instance().setListenerOrientation(camera->getForward(), camera->getUp());
|
||
}
|
||
} else {
|
||
lastCameraUpdateMs = 0.0;
|
||
}
|
||
|
||
// Visibility hardening: ensure player instance cannot stay hidden after
|
||
// taxi/camera transitions, but preserve first-person self-hide.
|
||
if (characterRenderer && characterInstanceId > 0 && cameraController) {
|
||
if ((cameraController->isThirdPerson() && !cameraController->isFirstPersonView()) || (animationController_ && animationController_->isTaxiFlight())) {
|
||
characterRenderer->setInstanceVisible(characterInstanceId, true);
|
||
}
|
||
}
|
||
|
||
// Update lighting system
|
||
if (lightingManager) {
|
||
const auto* gh = core::Application::getInstance().getGameHandler();
|
||
uint32_t mapId = gh ? gh->getCurrentMapId() : 0;
|
||
float gameTime = gh ? gh->getGameTime() : -1.0f;
|
||
bool isRaining = gh ? gh->isRaining() : false;
|
||
bool isUnderwater = cameraController ? cameraController->isSwimming() : false;
|
||
|
||
lightingManager->update(characterPosition, mapId, gameTime, isRaining, isUnderwater);
|
||
|
||
// Sync weather visual renderer with game state
|
||
if (weather && gh) {
|
||
uint32_t wType = gh->getWeatherType();
|
||
float wInt = gh->getWeatherIntensity();
|
||
if (wType != 0) {
|
||
// Server-driven weather (SMSG_WEATHER) — authoritative
|
||
if (wType == 1) weather->setWeatherType(Weather::Type::RAIN);
|
||
else if (wType == 2) weather->setWeatherType(Weather::Type::SNOW);
|
||
else if (wType == 3) weather->setWeatherType(Weather::Type::STORM);
|
||
else weather->setWeatherType(Weather::Type::NONE);
|
||
weather->setIntensity(wInt);
|
||
} else {
|
||
// No server weather — use zone-based weather configuration
|
||
weather->updateZoneWeather(getCurrentZoneId(), deltaTime);
|
||
}
|
||
weather->setEnabled(true);
|
||
|
||
// Lightning flash disabled
|
||
if (lightning) {
|
||
lightning->setEnabled(false);
|
||
}
|
||
} else if (weather) {
|
||
// No game handler (single-player without network) — zone weather only
|
||
weather->updateZoneWeather(getCurrentZoneId(), deltaTime);
|
||
weather->setEnabled(true);
|
||
}
|
||
}
|
||
|
||
// Sync character model position/rotation and animation with follow target
|
||
if (characterInstanceId > 0 && characterRenderer && cameraController) {
|
||
characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
|
||
|
||
// Movement-facing comes from camera controller and is decoupled from LMB orbit.
|
||
bool taxiFlight = animationController_ && animationController_->isTaxiFlight();
|
||
if (taxiFlight) {
|
||
characterYaw = cameraController->getFacingYaw();
|
||
} else if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
|
||
characterYaw = cameraController->getFacingYaw();
|
||
} else if (animationController_ && animationController_->isInCombat() &&
|
||
animationController_->getTargetPosition() && !animationController_->isEmoteActive() && !(animationController_ && animationController_->isMounted())) {
|
||
glm::vec3 toTarget = *animationController_->getTargetPosition() - characterPosition;
|
||
if (toTarget.x * toTarget.x + toTarget.y * toTarget.y > 0.01f) {
|
||
float targetYaw = glm::degrees(std::atan2(toTarget.y, toTarget.x));
|
||
float diff = targetYaw - characterYaw;
|
||
while (diff > 180.0f) diff -= 360.0f;
|
||
while (diff < -180.0f) diff += 360.0f;
|
||
float rotSpeed = 360.0f * deltaTime;
|
||
if (std::abs(diff) < rotSpeed) {
|
||
characterYaw = targetYaw;
|
||
} else {
|
||
characterYaw += (diff > 0 ? rotSpeed : -rotSpeed);
|
||
}
|
||
}
|
||
}
|
||
float yawRad = glm::radians(characterYaw);
|
||
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad));
|
||
|
||
// Update animation based on movement state (delegated to AnimationController §4.2)
|
||
if (animationController_) {
|
||
animationController_->updateMeleeTimers(deltaTime);
|
||
animationController_->setDeltaTime(deltaTime);
|
||
animationController_->updateCharacterAnimation();
|
||
}
|
||
}
|
||
|
||
// Update terrain streaming
|
||
if (terrainManager && camera) {
|
||
auto terrStart = std::chrono::steady_clock::now();
|
||
terrainManager->update(*camera, deltaTime);
|
||
float terrMs = std::chrono::duration<float, std::milli>(
|
||
std::chrono::steady_clock::now() - terrStart).count();
|
||
if (terrMs > 50.0f) {
|
||
LOG_WARNING("SLOW terrainManager->update: ", terrMs, "ms");
|
||
}
|
||
}
|
||
|
||
// Update sky system (skybox time, star twinkle, clouds, celestial moon phases)
|
||
if (skySystem) {
|
||
skySystem->update(deltaTime);
|
||
}
|
||
|
||
// Update weather particles
|
||
if (weather && camera) {
|
||
weather->update(*camera, deltaTime);
|
||
}
|
||
|
||
// Update lightning (storm / heavy rain)
|
||
if (lightning && camera && lightning->isEnabled()) {
|
||
lightning->update(deltaTime, *camera);
|
||
}
|
||
|
||
// Update swim effects
|
||
if (swimEffects && camera && cameraController && waterRenderer) {
|
||
swimEffects->update(*camera, *cameraController, *waterRenderer, deltaTime);
|
||
}
|
||
|
||
// Update mount dust effects
|
||
if (mountDust) {
|
||
mountDust->update(deltaTime);
|
||
|
||
// Spawn dust when mounted and moving on ground
|
||
if ((animationController_ && animationController_->isMounted()) && camera && cameraController && !(animationController_ && animationController_->isTaxiFlight())) {
|
||
bool isMoving = cameraController->isMoving();
|
||
bool onGround = cameraController->isGrounded();
|
||
|
||
if (isMoving && onGround) {
|
||
// Calculate velocity from camera direction and speed
|
||
glm::vec3 forward = camera->getForward();
|
||
float speed = cameraController->getMovementSpeed();
|
||
glm::vec3 velocity = forward * speed;
|
||
velocity.z = 0.0f; // Ignore vertical component
|
||
|
||
// Spawn dust at mount's feet (slightly below character position)
|
||
float mho = animationController_ ? animationController_->getMountHeightOffset() : 0.0f;
|
||
glm::vec3 dustPos = characterPosition - glm::vec3(0.0f, 0.0f, mho * 0.8f);
|
||
mountDust->spawnDust(dustPos, velocity, isMoving);
|
||
}
|
||
}
|
||
}
|
||
// Update level-up effect
|
||
if (levelUpEffect) {
|
||
levelUpEffect->update(deltaTime);
|
||
}
|
||
// Update charge effect
|
||
if (chargeEffect) {
|
||
chargeEffect->update(deltaTime);
|
||
}
|
||
// Update transient spell visual instances (delegated to SpellVisualSystem §4.4)
|
||
if (spellVisualSystem_) spellVisualSystem_->update(deltaTime);
|
||
|
||
|
||
// Launch M2 doodad animation on background thread (overlaps with character animation + audio)
|
||
std::future<void> m2AnimFuture;
|
||
bool m2AnimLaunched = false;
|
||
if (m2Renderer && camera) {
|
||
float m2DeltaTime = deltaTime;
|
||
glm::vec3 m2CamPos = camera->getPosition();
|
||
glm::mat4 m2ViewProj = camera->getProjectionMatrix() * camera->getViewMatrix();
|
||
m2AnimFuture = std::async(std::launch::async,
|
||
[this, m2DeltaTime, m2CamPos, m2ViewProj]() {
|
||
m2Renderer->update(m2DeltaTime, m2CamPos, m2ViewProj);
|
||
});
|
||
m2AnimLaunched = true;
|
||
}
|
||
|
||
// Update character animations (runs in parallel with M2 animation above)
|
||
if (characterRenderer && camera) {
|
||
characterRenderer->update(deltaTime, camera->getPosition());
|
||
}
|
||
|
||
// Update AudioEngine (cleanup finished sounds, etc.)
|
||
audio::AudioEngine::instance().update(deltaTime);
|
||
|
||
// Footsteps: delegated to AnimationController (§4.2)
|
||
if (animationController_) animationController_->updateFootsteps(deltaTime);
|
||
|
||
// Activity SFX + mount ambient sounds: delegated to AnimationController (§4.2)
|
||
if (animationController_) animationController_->updateSfxState(deltaTime);
|
||
|
||
const bool canQueryWmo = (camera && wmoRenderer);
|
||
const glm::vec3 camPos = camera ? camera->getPosition() : glm::vec3(0.0f);
|
||
uint32_t insideWmoId = 0;
|
||
const bool insideWmo = canQueryWmo &&
|
||
wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &insideWmoId);
|
||
playerIndoors_ = insideWmo;
|
||
|
||
// Ambient environmental sounds + zone/music transitions (delegated to AudioCoordinator)
|
||
if (audioCoordinator_) {
|
||
audio::ZoneAudioContext zctx;
|
||
zctx.deltaTime = deltaTime;
|
||
zctx.cameraPosition = camPos;
|
||
zctx.isSwimming = cameraController ? cameraController->isSwimming() : false;
|
||
zctx.insideWmo = insideWmo;
|
||
zctx.insideWmoId = insideWmoId;
|
||
if (weather) {
|
||
auto wt = weather->getWeatherType();
|
||
if (wt == Weather::Type::RAIN) zctx.weatherType = 1;
|
||
else if (wt == Weather::Type::SNOW) zctx.weatherType = 2;
|
||
else if (wt == Weather::Type::STORM) zctx.weatherType = 3;
|
||
zctx.weatherIntensity = weather->getIntensity();
|
||
}
|
||
if (terrainManager) {
|
||
auto tile = terrainManager->getCurrentTile();
|
||
zctx.tileX = tile.x;
|
||
zctx.tileY = tile.y;
|
||
zctx.hasTile = true;
|
||
}
|
||
const auto* gh2 = core::Application::getInstance().getGameHandler();
|
||
zctx.serverZoneId = gh2 ? gh2->getWorldStateZoneId() : 0;
|
||
zctx.zoneManager = zoneManager.get();
|
||
audioCoordinator_->updateZoneAudio(zctx);
|
||
}
|
||
|
||
// Wait for M2 doodad animation to finish (was launched earlier in parallel with character anim)
|
||
if (m2AnimLaunched) {
|
||
try { m2AnimFuture.get(); }
|
||
catch (const std::exception& e) { LOG_ERROR("M2 animation worker: ", e.what()); }
|
||
}
|
||
|
||
// Update performance HUD
|
||
if (performanceHUD) {
|
||
performanceHUD->update(deltaTime);
|
||
}
|
||
|
||
// Periodic cache hygiene: drop model GPU data no longer referenced by active instances.
|
||
static float modelCleanupTimer = 0.0f;
|
||
modelCleanupTimer += deltaTime;
|
||
if (modelCleanupTimer >= 5.0f) {
|
||
if (wmoRenderer) {
|
||
wmoRenderer->cleanupUnusedModels();
|
||
}
|
||
if (m2Renderer) {
|
||
m2Renderer->cleanupUnusedModels();
|
||
}
|
||
modelCleanupTimer = 0.0f;
|
||
}
|
||
|
||
auto updateEnd = std::chrono::steady_clock::now();
|
||
lastUpdateMs = std::chrono::duration<double, std::milli>(updateEnd - updateStart).count();
|
||
}
|
||
|
||
void Renderer::runDeferredWorldInitStep(float deltaTime) {
|
||
if (!deferredWorldInitEnabled_ || !deferredWorldInitPending_ || !cachedAssetManager) return;
|
||
if (deferredWorldInitCooldown_ > 0.0f) {
|
||
deferredWorldInitCooldown_ = std::max(0.0f, deferredWorldInitCooldown_ - deltaTime);
|
||
if (deferredWorldInitCooldown_ > 0.0f) return;
|
||
}
|
||
|
||
switch (deferredWorldInitStage_) {
|
||
case 0:
|
||
if (audioCoordinator_->getAmbientSoundManager()) {
|
||
audioCoordinator_->getAmbientSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (terrainManager && audioCoordinator_->getAmbientSoundManager()) {
|
||
terrainManager->setAmbientSoundManager(audioCoordinator_->getAmbientSoundManager());
|
||
}
|
||
break;
|
||
case 1:
|
||
if (audioCoordinator_->getUiSoundManager()) audioCoordinator_->getUiSoundManager()->initialize(cachedAssetManager);
|
||
break;
|
||
case 2:
|
||
if (audioCoordinator_->getCombatSoundManager()) audioCoordinator_->getCombatSoundManager()->initialize(cachedAssetManager);
|
||
break;
|
||
case 3:
|
||
if (audioCoordinator_->getSpellSoundManager()) audioCoordinator_->getSpellSoundManager()->initialize(cachedAssetManager);
|
||
break;
|
||
case 4:
|
||
if (audioCoordinator_->getMovementSoundManager()) audioCoordinator_->getMovementSoundManager()->initialize(cachedAssetManager);
|
||
break;
|
||
case 5:
|
||
if (questMarkerRenderer && !questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, cachedAssetManager))
|
||
LOG_WARNING("Quest marker renderer re-init failed (non-fatal)");
|
||
break;
|
||
default:
|
||
deferredWorldInitPending_ = false;
|
||
return;
|
||
}
|
||
|
||
deferredWorldInitStage_++;
|
||
deferredWorldInitCooldown_ = 0.12f;
|
||
}
|
||
|
||
void Renderer::setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color) {
|
||
if (overlaySystem_) overlaySystem_->setSelectionCircle(pos, radius, color);
|
||
}
|
||
|
||
void Renderer::clearSelectionCircle() {
|
||
if (overlaySystem_) overlaySystem_->clearSelectionCircle();
|
||
}
|
||
|
||
// ========================= PostProcessPipeline delegation stubs (§4.3) =========================
|
||
|
||
PostProcessPipeline* Renderer::getPostProcessPipeline() const {
|
||
return postProcessPipeline_.get();
|
||
}
|
||
|
||
void Renderer::setFSREnabled(bool enabled) {
|
||
if (!postProcessPipeline_) return;
|
||
auto req = postProcessPipeline_->setFSREnabled(enabled);
|
||
if (req.requested) {
|
||
pendingMsaaSamples_ = req.samples;
|
||
msaaChangePending_ = true;
|
||
}
|
||
}
|
||
void Renderer::setFSR2Enabled(bool enabled) {
|
||
if (!postProcessPipeline_) return;
|
||
auto req = postProcessPipeline_->setFSR2Enabled(enabled, camera.get());
|
||
if (req.requested) {
|
||
pendingMsaaSamples_ = req.samples;
|
||
msaaChangePending_ = true;
|
||
}
|
||
// If enabling FSR2 and there's already a pending MSAA change to >1x
|
||
// (e.g. startup settings loaded MSAA before FSR2), override it to 1x.
|
||
if (enabled && msaaChangePending_ && pendingMsaaSamples_ > VK_SAMPLE_COUNT_1_BIT) {
|
||
pendingMsaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
|
||
}
|
||
}
|
||
void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
|
||
ZoneScopedN("Renderer::renderWorld");
|
||
(void)world;
|
||
|
||
// Guard against null command buffer (e.g. after VK_ERROR_DEVICE_LOST)
|
||
if (currentCmd == VK_NULL_HANDLE) return;
|
||
|
||
// GPU crash diagnostic: skip ALL world rendering to isolate crash source
|
||
static const bool skipAll = (std::getenv("WOWEE_SKIP_ALL_RENDER") != nullptr);
|
||
if (skipAll) return;
|
||
|
||
auto renderStart = std::chrono::steady_clock::now();
|
||
lastTerrainRenderMs = 0.0;
|
||
lastWMORenderMs = 0.0;
|
||
lastM2RenderMs = 0.0;
|
||
|
||
// Cache ghost state for use in overlay and FXAA passes this frame.
|
||
ghostMode_ = (gameHandler && gameHandler->isPlayerGhost());
|
||
|
||
uint32_t frameIdx = vkCtx->getCurrentFrame();
|
||
VkDescriptorSet perFrameSet = perFrameDescSets[frameIdx];
|
||
const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f);
|
||
const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f);
|
||
|
||
// GPU crash diagnostic: skip individual renderers to isolate which one faults
|
||
static const bool skipWMO = (std::getenv("WOWEE_SKIP_WMO") != nullptr);
|
||
static const bool skipChars = (std::getenv("WOWEE_SKIP_CHARS") != nullptr);
|
||
static const bool skipM2 = (std::getenv("WOWEE_SKIP_M2") != nullptr);
|
||
static const bool skipTerrain = (std::getenv("WOWEE_SKIP_TERRAIN") != nullptr);
|
||
static const bool skipSky = (std::getenv("WOWEE_SKIP_SKY") != nullptr);
|
||
|
||
// Get time of day for sky-related rendering
|
||
auto* skybox = skySystem ? skySystem->getSkybox() : nullptr;
|
||
float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f;
|
||
|
||
// ── Multithreaded secondary command buffer recording ──
|
||
// Terrain, WMO, and M2 record on worker threads while main thread handles
|
||
// sky, characters, water, and effects. prepareRender() on main thread first
|
||
// to handle thread-unsafe GPU allocations (descriptor pools, bone SSBOs).
|
||
if (parallelRecordingEnabled_) {
|
||
// --- Pre-compute state + GPU allocations on main thread (not thread-safe) ---
|
||
if (m2Renderer && cameraController) {
|
||
// Use isInsideInteriorWMO (flag 0x2000) — not isInsideWMO which includes
|
||
// outdoor WMO groups like archways/bridges that should receive shadows.
|
||
m2Renderer->setInsideInterior(cameraController->isInsideInteriorWMO());
|
||
m2Renderer->setOnTaxi(cameraController->isOnTaxi());
|
||
}
|
||
if (wmoRenderer) wmoRenderer->prepareRender();
|
||
if (m2Renderer && camera) m2Renderer->prepareRender(frameIdx, *camera);
|
||
if (characterRenderer) characterRenderer->prepareRender(frameIdx);
|
||
|
||
// --- Dispatch worker threads (terrain + WMO + M2) ---
|
||
std::future<double> terrainFuture, wmoFuture, m2Future;
|
||
|
||
if (terrainRenderer && camera && terrainEnabled && !skipTerrain) {
|
||
terrainFuture = std::async(std::launch::async, [&]() -> double {
|
||
auto t0 = std::chrono::steady_clock::now();
|
||
VkCommandBuffer cmd = beginSecondary(SEC_TERRAIN);
|
||
setSecondaryViewportScissor(cmd);
|
||
terrainRenderer->render(cmd, perFrameSet, *camera);
|
||
vkEndCommandBuffer(cmd);
|
||
return std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - t0).count();
|
||
});
|
||
}
|
||
|
||
if (wmoRenderer && camera && !skipWMO) {
|
||
wmoFuture = std::async(std::launch::async, [&]() -> double {
|
||
auto t0 = std::chrono::steady_clock::now();
|
||
VkCommandBuffer cmd = beginSecondary(SEC_WMO);
|
||
setSecondaryViewportScissor(cmd);
|
||
wmoRenderer->render(cmd, perFrameSet, *camera, &characterPosition);
|
||
vkEndCommandBuffer(cmd);
|
||
return std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - t0).count();
|
||
});
|
||
}
|
||
|
||
if (m2Renderer && camera && !skipM2) {
|
||
m2Future = std::async(std::launch::async, [&]() -> double {
|
||
auto t0 = std::chrono::steady_clock::now();
|
||
VkCommandBuffer cmd = beginSecondary(SEC_M2);
|
||
setSecondaryViewportScissor(cmd);
|
||
m2Renderer->render(cmd, perFrameSet, *camera);
|
||
m2Renderer->renderSmokeParticles(cmd, perFrameSet);
|
||
m2Renderer->renderM2Particles(cmd, perFrameSet);
|
||
m2Renderer->renderM2Ribbons(cmd, perFrameSet);
|
||
vkEndCommandBuffer(cmd);
|
||
return std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - t0).count();
|
||
});
|
||
}
|
||
|
||
// --- Main thread: record sky (SEC_SKY) ---
|
||
{
|
||
VkCommandBuffer cmd = beginSecondary(SEC_SKY);
|
||
setSecondaryViewportScissor(cmd);
|
||
if (skySystem && camera && !skipSky) {
|
||
rendering::SkyParams skyParams;
|
||
skyParams.timeOfDay = timeOfDay;
|
||
skyParams.gameTime = gameHandler ? gameHandler->getGameTime() : -1.0f;
|
||
if (lightingManager) {
|
||
const auto& lighting = lightingManager->getLightingParams();
|
||
skyParams.directionalDir = lighting.directionalDir;
|
||
skyParams.sunColor = lighting.diffuseColor;
|
||
skyParams.skyTopColor = lighting.skyTopColor;
|
||
skyParams.skyMiddleColor = lighting.skyMiddleColor;
|
||
skyParams.skyBand1Color = lighting.skyBand1Color;
|
||
skyParams.skyBand2Color = lighting.skyBand2Color;
|
||
skyParams.cloudDensity = lighting.cloudDensity;
|
||
skyParams.fogDensity = lighting.fogDensity;
|
||
skyParams.horizonGlow = lighting.horizonGlow;
|
||
}
|
||
if (gameHandler) skyParams.weatherIntensity = gameHandler->getWeatherIntensity();
|
||
skyParams.skyboxModelId = 0;
|
||
skyParams.skyboxHasStars = false;
|
||
skySystem->render(cmd, perFrameSet, *camera, skyParams);
|
||
}
|
||
vkEndCommandBuffer(cmd);
|
||
}
|
||
|
||
// --- Main thread: record characters + selection circle (SEC_CHARS) ---
|
||
{
|
||
VkCommandBuffer cmd = beginSecondary(SEC_CHARS);
|
||
setSecondaryViewportScissor(cmd);
|
||
if (overlaySystem_) {
|
||
overlaySystem_->renderSelectionCircle(view, projection, cmd,
|
||
terrainManager ? OverlaySystem::HeightQuery2D([&](float x, float y) { return terrainManager->getHeightAt(x, y); }) : OverlaySystem::HeightQuery2D{},
|
||
wmoRenderer ? OverlaySystem::HeightQuery3D([&](float x, float y, float z) { return wmoRenderer->getFloorHeight(x, y, z); }) : OverlaySystem::HeightQuery3D{},
|
||
m2Renderer ? OverlaySystem::HeightQuery3D([&](float x, float y, float z) { return m2Renderer->getFloorHeight(x, y, z); }) : OverlaySystem::HeightQuery3D{});
|
||
}
|
||
if (characterRenderer && camera && !skipChars) {
|
||
characterRenderer->render(cmd, perFrameSet, *camera);
|
||
}
|
||
vkEndCommandBuffer(cmd);
|
||
}
|
||
|
||
// --- Wait for workers ---
|
||
// Guard with try-catch: future::get() re-throws any exception from the
|
||
// async task. Without this, a single bad_alloc in a render worker would
|
||
// propagate as an unhandled exception and terminate the process.
|
||
try { if (terrainFuture.valid()) lastTerrainRenderMs = terrainFuture.get(); }
|
||
catch (const std::exception& e) { LOG_ERROR("Terrain render worker: ", e.what()); }
|
||
try { if (wmoFuture.valid()) lastWMORenderMs = wmoFuture.get(); }
|
||
catch (const std::exception& e) { LOG_ERROR("WMO render worker: ", e.what()); }
|
||
try { if (m2Future.valid()) lastM2RenderMs = m2Future.get(); }
|
||
catch (const std::exception& e) { LOG_ERROR("M2 render worker: ", e.what()); }
|
||
|
||
// --- Main thread: record post-opaque (SEC_POST) ---
|
||
{
|
||
VkCommandBuffer cmd = beginSecondary(SEC_POST);
|
||
setSecondaryViewportScissor(cmd);
|
||
if (waterRenderer && camera)
|
||
waterRenderer->render(cmd, perFrameSet, *camera, globalTime, false, frameIdx);
|
||
if (weather && camera) weather->render(cmd, perFrameSet);
|
||
if (lightning && camera && lightning->isEnabled()) lightning->render(cmd, perFrameSet);
|
||
if (swimEffects && camera) swimEffects->render(cmd, perFrameSet);
|
||
if (mountDust && camera) mountDust->render(cmd, perFrameSet);
|
||
if (chargeEffect && camera) chargeEffect->render(cmd, perFrameSet);
|
||
if (questMarkerRenderer && camera) questMarkerRenderer->render(cmd, perFrameSet, *camera);
|
||
|
||
// Underwater overlay + minimap
|
||
if (overlaySystem_ && waterRenderer && camera) {
|
||
glm::vec3 camPos = camera->getPosition();
|
||
auto waterH = waterRenderer->getNearestWaterHeightAt(camPos.x, camPos.y, camPos.z);
|
||
constexpr float MIN_SUBMERSION_OVERLAY = 1.5f;
|
||
if (waterH && camPos.z < (*waterH - MIN_SUBMERSION_OVERLAY)
|
||
&& !waterRenderer->isWmoWaterAt(camPos.x, camPos.y)) {
|
||
float depth = *waterH - camPos.z - MIN_SUBMERSION_OVERLAY;
|
||
bool canal = false;
|
||
if (auto lt = waterRenderer->getWaterTypeAt(camPos.x, camPos.y))
|
||
canal = (*lt == 5 || *lt == 13 || *lt == 17);
|
||
float fogStrength = 1.0f - std::exp(-depth * (canal ? 0.25f : 0.12f));
|
||
fogStrength = glm::clamp(fogStrength, 0.0f, 0.75f);
|
||
glm::vec4 tint = canal
|
||
? glm::vec4(0.01f, 0.04f, 0.10f, fogStrength)
|
||
: glm::vec4(0.03f, 0.09f, 0.18f, fogStrength);
|
||
if (overlaySystem_) overlaySystem_->renderOverlay(tint, cmd);
|
||
}
|
||
}
|
||
// Ghost mode desaturation: cold blue-grey overlay when dead/ghost
|
||
if (ghostMode_ && overlaySystem_) {
|
||
overlaySystem_->renderOverlay(glm::vec4(0.30f, 0.35f, 0.42f, 0.45f), cmd);
|
||
}
|
||
// Brightness overlay (applied before minimap so it doesn't affect UI)
|
||
if (overlaySystem_) {
|
||
float br = postProcessPipeline_ ? postProcessPipeline_->getBrightness() : 1.0f;
|
||
if (br < 0.99f) {
|
||
overlaySystem_->renderOverlay(glm::vec4(0.0f, 0.0f, 0.0f, 1.0f - br), cmd);
|
||
} else if (br > 1.01f) {
|
||
float alpha = (br - 1.0f) / 1.0f;
|
||
overlaySystem_->renderOverlay(glm::vec4(1.0f, 1.0f, 1.0f, alpha), cmd);
|
||
}
|
||
}
|
||
if (minimap && minimap->isEnabled() && camera && window) {
|
||
glm::vec3 minimapCenter = camera->getPosition();
|
||
if (cameraController && cameraController->isThirdPerson())
|
||
minimapCenter = characterPosition;
|
||
float minimapPlayerOrientation = 0.0f;
|
||
bool hasMinimapPlayerOrientation = false;
|
||
if (cameraController) {
|
||
float facingRad = glm::radians(characterYaw);
|
||
glm::vec3 facingFwd(std::cos(facingRad), std::sin(facingRad), 0.0f);
|
||
// atan2(-x,y) = canonical yaw (0=North); negate for shader convention.
|
||
minimapPlayerOrientation = -std::atan2(-facingFwd.x, facingFwd.y);
|
||
hasMinimapPlayerOrientation = true;
|
||
} else if (gameHandler) {
|
||
// movementInfo.orientation is canonical yaw: 0=North, π/2=East.
|
||
// Minimap shader: arrowRotation=0 points up (North), positive rotates CW
|
||
// (π/2=West, -π/2=East). Correct mapping: arrowRotation = -canonical_yaw.
|
||
minimapPlayerOrientation = -gameHandler->getMovementInfo().orientation;
|
||
hasMinimapPlayerOrientation = true;
|
||
}
|
||
minimap->render(cmd, *camera, minimapCenter,
|
||
window->getWidth(), window->getHeight(),
|
||
minimapPlayerOrientation, hasMinimapPlayerOrientation);
|
||
}
|
||
vkEndCommandBuffer(cmd);
|
||
}
|
||
|
||
// --- Execute all secondary buffers in correct draw order ---
|
||
VkCommandBuffer validCmds[6];
|
||
uint32_t numCmds = 0;
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_SKY][frameIdx];
|
||
if (terrainRenderer && camera && terrainEnabled && !skipTerrain)
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_TERRAIN][frameIdx];
|
||
if (wmoRenderer && camera && !skipWMO)
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_WMO][frameIdx];
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_CHARS][frameIdx];
|
||
if (m2Renderer && camera && !skipM2)
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_M2][frameIdx];
|
||
validCmds[numCmds++] = secondaryCmds_[SEC_POST][frameIdx];
|
||
|
||
vkCmdExecuteCommands(currentCmd, numCmds, validCmds);
|
||
|
||
} else {
|
||
// ── Fallback: single-threaded inline recording (original path) ──
|
||
|
||
if (skySystem && camera && !skipSky) {
|
||
rendering::SkyParams skyParams;
|
||
skyParams.timeOfDay = timeOfDay;
|
||
skyParams.gameTime = gameHandler ? gameHandler->getGameTime() : -1.0f;
|
||
if (lightingManager) {
|
||
const auto& lighting = lightingManager->getLightingParams();
|
||
skyParams.directionalDir = lighting.directionalDir;
|
||
skyParams.sunColor = lighting.diffuseColor;
|
||
skyParams.skyTopColor = lighting.skyTopColor;
|
||
skyParams.skyMiddleColor = lighting.skyMiddleColor;
|
||
skyParams.skyBand1Color = lighting.skyBand1Color;
|
||
skyParams.skyBand2Color = lighting.skyBand2Color;
|
||
skyParams.cloudDensity = lighting.cloudDensity;
|
||
skyParams.fogDensity = lighting.fogDensity;
|
||
skyParams.horizonGlow = lighting.horizonGlow;
|
||
}
|
||
if (gameHandler) skyParams.weatherIntensity = gameHandler->getWeatherIntensity();
|
||
skyParams.skyboxModelId = 0;
|
||
skyParams.skyboxHasStars = false;
|
||
skySystem->render(currentCmd, perFrameSet, *camera, skyParams);
|
||
}
|
||
|
||
if (terrainRenderer && camera && terrainEnabled && !skipTerrain) {
|
||
auto terrainStart = std::chrono::steady_clock::now();
|
||
terrainRenderer->render(currentCmd, perFrameSet, *camera);
|
||
lastTerrainRenderMs = std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - terrainStart).count();
|
||
}
|
||
|
||
if (wmoRenderer && camera && !skipWMO) {
|
||
wmoRenderer->prepareRender();
|
||
auto wmoStart = std::chrono::steady_clock::now();
|
||
wmoRenderer->render(currentCmd, perFrameSet, *camera, &characterPosition);
|
||
lastWMORenderMs = std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - wmoStart).count();
|
||
}
|
||
|
||
if (overlaySystem_) {
|
||
overlaySystem_->renderSelectionCircle(view, projection, currentCmd,
|
||
terrainManager ? OverlaySystem::HeightQuery2D([&](float x, float y) { return terrainManager->getHeightAt(x, y); }) : OverlaySystem::HeightQuery2D{},
|
||
wmoRenderer ? OverlaySystem::HeightQuery3D([&](float x, float y, float z) { return wmoRenderer->getFloorHeight(x, y, z); }) : OverlaySystem::HeightQuery3D{},
|
||
m2Renderer ? OverlaySystem::HeightQuery3D([&](float x, float y, float z) { return m2Renderer->getFloorHeight(x, y, z); }) : OverlaySystem::HeightQuery3D{});
|
||
}
|
||
|
||
if (characterRenderer && camera && !skipChars) {
|
||
characterRenderer->prepareRender(frameIdx);
|
||
characterRenderer->render(currentCmd, perFrameSet, *camera);
|
||
}
|
||
|
||
if (m2Renderer && camera && !skipM2) {
|
||
if (cameraController) {
|
||
// Use isInsideInteriorWMO (flag 0x2000) for correct indoor detection
|
||
m2Renderer->setInsideInterior(cameraController->isInsideInteriorWMO());
|
||
m2Renderer->setOnTaxi(cameraController->isOnTaxi());
|
||
}
|
||
m2Renderer->prepareRender(frameIdx, *camera);
|
||
auto m2Start = std::chrono::steady_clock::now();
|
||
m2Renderer->render(currentCmd, perFrameSet, *camera);
|
||
m2Renderer->renderSmokeParticles(currentCmd, perFrameSet);
|
||
m2Renderer->renderM2Particles(currentCmd, perFrameSet);
|
||
m2Renderer->renderM2Ribbons(currentCmd, perFrameSet);
|
||
lastM2RenderMs = std::chrono::duration<double, std::milli>(
|
||
std::chrono::steady_clock::now() - m2Start).count();
|
||
}
|
||
|
||
if (waterRenderer && camera)
|
||
waterRenderer->render(currentCmd, perFrameSet, *camera, globalTime, false, frameIdx);
|
||
if (weather && camera) weather->render(currentCmd, perFrameSet);
|
||
if (lightning && camera && lightning->isEnabled()) lightning->render(currentCmd, perFrameSet);
|
||
if (swimEffects && camera) swimEffects->render(currentCmd, perFrameSet);
|
||
if (mountDust && camera) mountDust->render(currentCmd, perFrameSet);
|
||
if (chargeEffect && camera) chargeEffect->render(currentCmd, perFrameSet);
|
||
if (questMarkerRenderer && camera) questMarkerRenderer->render(currentCmd, perFrameSet, *camera);
|
||
}
|
||
|
||
// Underwater overlay and minimap — in the fallback path these run inline;
|
||
// in the parallel path they were already recorded into SEC_POST above.
|
||
if (!parallelRecordingEnabled_) {
|
||
if (overlaySystem_ && waterRenderer && camera) {
|
||
glm::vec3 camPos = camera->getPosition();
|
||
auto waterH = waterRenderer->getNearestWaterHeightAt(camPos.x, camPos.y, camPos.z);
|
||
constexpr float MIN_SUBMERSION_OVERLAY = 1.5f;
|
||
if (waterH && camPos.z < (*waterH - MIN_SUBMERSION_OVERLAY)
|
||
&& !waterRenderer->isWmoWaterAt(camPos.x, camPos.y)) {
|
||
float depth = *waterH - camPos.z - MIN_SUBMERSION_OVERLAY;
|
||
bool canal = false;
|
||
if (auto lt = waterRenderer->getWaterTypeAt(camPos.x, camPos.y))
|
||
canal = (*lt == 5 || *lt == 13 || *lt == 17);
|
||
float fogStrength = 1.0f - std::exp(-depth * (canal ? 0.25f : 0.12f));
|
||
fogStrength = glm::clamp(fogStrength, 0.0f, 0.75f);
|
||
glm::vec4 tint = canal
|
||
? glm::vec4(0.01f, 0.04f, 0.10f, fogStrength)
|
||
: glm::vec4(0.03f, 0.09f, 0.18f, fogStrength);
|
||
if (overlaySystem_) overlaySystem_->renderOverlay(tint, currentCmd);
|
||
}
|
||
}
|
||
// Ghost mode desaturation: cold blue-grey overlay when dead/ghost
|
||
if (ghostMode_ && overlaySystem_) {
|
||
overlaySystem_->renderOverlay(glm::vec4(0.30f, 0.35f, 0.42f, 0.45f), currentCmd);
|
||
}
|
||
// Brightness overlay (applied before minimap so it doesn't affect UI)
|
||
if (overlaySystem_) {
|
||
float br = postProcessPipeline_ ? postProcessPipeline_->getBrightness() : 1.0f;
|
||
if (br < 0.99f) {
|
||
overlaySystem_->renderOverlay(glm::vec4(0.0f, 0.0f, 0.0f, 1.0f - br), currentCmd);
|
||
} else if (br > 1.01f) {
|
||
float alpha = (br - 1.0f) / 1.0f;
|
||
overlaySystem_->renderOverlay(glm::vec4(1.0f, 1.0f, 1.0f, alpha), currentCmd);
|
||
}
|
||
}
|
||
if (minimap && minimap->isEnabled() && camera && window) {
|
||
glm::vec3 minimapCenter = camera->getPosition();
|
||
if (cameraController && cameraController->isThirdPerson())
|
||
minimapCenter = characterPosition;
|
||
float minimapPlayerOrientation = 0.0f;
|
||
bool hasMinimapPlayerOrientation = false;
|
||
if (cameraController) {
|
||
float facingRad = glm::radians(characterYaw);
|
||
glm::vec3 facingFwd(std::cos(facingRad), std::sin(facingRad), 0.0f);
|
||
// atan2(-x,y) = canonical yaw (0=North); negate for shader convention.
|
||
minimapPlayerOrientation = -std::atan2(-facingFwd.x, facingFwd.y);
|
||
hasMinimapPlayerOrientation = true;
|
||
} else if (gameHandler) {
|
||
// movementInfo.orientation is canonical yaw: 0=North, π/2=East.
|
||
// Minimap shader: arrowRotation=0 points up (North), positive rotates CW
|
||
// (π/2=West, -π/2=East). Correct mapping: arrowRotation = -canonical_yaw.
|
||
minimapPlayerOrientation = -gameHandler->getMovementInfo().orientation;
|
||
hasMinimapPlayerOrientation = true;
|
||
}
|
||
minimap->render(currentCmd, *camera, minimapCenter,
|
||
window->getWidth(), window->getHeight(),
|
||
minimapPlayerOrientation, hasMinimapPlayerOrientation);
|
||
}
|
||
}
|
||
|
||
auto renderEnd = std::chrono::steady_clock::now();
|
||
lastRenderMs = std::chrono::duration<double, std::milli>(renderEnd - renderStart).count();
|
||
}
|
||
|
||
// initPostProcess(), resizePostProcess(), shutdownPostProcess() removed —
|
||
// post-process pipeline is now handled by Vulkan (Phase 6 cleanup).
|
||
|
||
bool Renderer::initializeRenderers(pipeline::AssetManager* assetManager, const std::string& mapName) {
|
||
if (!assetManager) {
|
||
LOG_ERROR("Asset manager is null");
|
||
return false;
|
||
}
|
||
|
||
LOG_INFO("Initializing renderers for map: ", mapName);
|
||
|
||
// Scan for custom zones on first initialization
|
||
if (customZones_.empty()) {
|
||
customZones_ = pipeline::CustomZoneDiscovery::scan({"custom_zones", "output"});
|
||
if (!customZones_.empty()) {
|
||
LOG_INFO("=== Custom Zones Available ===");
|
||
for (const auto& z : customZones_) {
|
||
LOG_INFO(" ", z.name, " (", z.directory, ")",
|
||
z.hasCreatures ? " [NPCs]" : "",
|
||
z.hasQuests ? " [Quests]" : "");
|
||
}
|
||
LOG_INFO("==============================");
|
||
}
|
||
}
|
||
|
||
// Create terrain renderer if not already created
|
||
if (!terrainRenderer) {
|
||
terrainRenderer = std::make_unique<TerrainRenderer>();
|
||
if (!terrainRenderer->initialize(vkCtx, perFrameSetLayout, assetManager)) {
|
||
LOG_ERROR("Failed to initialize terrain renderer");
|
||
terrainRenderer.reset();
|
||
return false;
|
||
}
|
||
if (shadowRenderPass != VK_NULL_HANDLE) {
|
||
terrainRenderer->initializeShadow(shadowRenderPass);
|
||
}
|
||
} else if (!terrainRenderer->hasShadowPipeline() && shadowRenderPass != VK_NULL_HANDLE) {
|
||
terrainRenderer->initializeShadow(shadowRenderPass);
|
||
}
|
||
|
||
// Create water renderer if not already created
|
||
if (!waterRenderer) {
|
||
waterRenderer = std::make_unique<WaterRenderer>();
|
||
if (!waterRenderer->initialize(vkCtx, perFrameSetLayout)) {
|
||
LOG_ERROR("Failed to initialize water renderer");
|
||
waterRenderer.reset();
|
||
}
|
||
}
|
||
|
||
// Create minimap if not already created
|
||
if (!minimap) {
|
||
minimap = std::make_unique<Minimap>();
|
||
if (!minimap->initialize(vkCtx, perFrameSetLayout)) {
|
||
LOG_ERROR("Failed to initialize minimap");
|
||
minimap.reset();
|
||
}
|
||
}
|
||
|
||
// Create world map if not already created
|
||
if (!worldMap) {
|
||
worldMap = std::make_unique<WorldMap>();
|
||
if (!worldMap->initialize(vkCtx, assetManager)) {
|
||
LOG_ERROR("Failed to initialize world map");
|
||
worldMap.reset();
|
||
}
|
||
}
|
||
|
||
// Create M2, WMO, and Character renderers
|
||
if (!m2Renderer) {
|
||
m2Renderer = std::make_unique<M2Renderer>();
|
||
if (!m2Renderer->initialize(vkCtx, perFrameSetLayout, assetManager))
|
||
LOG_ERROR("M2Renderer initialization failed");
|
||
if (swimEffects) {
|
||
swimEffects->setM2Renderer(m2Renderer.get());
|
||
}
|
||
// Initialize SpellVisualSystem once M2Renderer is available (§4.4)
|
||
if (!spellVisualSystem_) {
|
||
spellVisualSystem_ = std::make_unique<SpellVisualSystem>();
|
||
spellVisualSystem_->initialize(m2Renderer.get(), this);
|
||
}
|
||
}
|
||
|
||
// HiZ occlusion culling disabled — the pyramid build + blocking fence was
|
||
// the main frame-rate bottleneck. GPU frustum culling alone provides good
|
||
// draw-call reduction without the per-frame GPU stall. HiZ can be re-
|
||
// enabled once the pyramid build is moved to an async compute queue.
|
||
if (!wmoRenderer) {
|
||
wmoRenderer = std::make_unique<WMORenderer>();
|
||
if (!wmoRenderer->initialize(vkCtx, perFrameSetLayout, assetManager))
|
||
LOG_ERROR("WMORenderer initialization failed");
|
||
if (shadowRenderPass != VK_NULL_HANDLE) {
|
||
if (!wmoRenderer->initializeShadow(shadowRenderPass))
|
||
LOG_WARNING("WMO shadow pipeline initialization failed");
|
||
}
|
||
}
|
||
|
||
// Initialize shadow pipelines for M2 if not yet done
|
||
if (m2Renderer && shadowRenderPass != VK_NULL_HANDLE && !m2Renderer->hasShadowPipeline()) {
|
||
if (!m2Renderer->initializeShadow(shadowRenderPass))
|
||
LOG_WARNING("M2 shadow pipeline initialization failed");
|
||
}
|
||
if (!characterRenderer) {
|
||
characterRenderer = std::make_unique<CharacterRenderer>();
|
||
if (!characterRenderer->initialize(vkCtx, perFrameSetLayout, assetManager))
|
||
LOG_ERROR("CharacterRenderer initialization failed");
|
||
if (shadowRenderPass != VK_NULL_HANDLE) {
|
||
if (!characterRenderer->initializeShadow(shadowRenderPass))
|
||
LOG_WARNING("Character shadow pipeline initialization failed");
|
||
}
|
||
}
|
||
|
||
// Initialize AnimationController (§4.2)
|
||
if (!animationController_) {
|
||
animationController_ = std::make_unique<AnimationController>();
|
||
animationController_->initialize(this);
|
||
}
|
||
|
||
// Create and initialize terrain manager
|
||
if (!terrainManager) {
|
||
terrainManager = std::make_unique<TerrainManager>();
|
||
if (!terrainManager->initialize(assetManager, terrainRenderer.get())) {
|
||
LOG_ERROR("Failed to initialize terrain manager");
|
||
terrainManager.reset();
|
||
return false;
|
||
}
|
||
// Set water renderer for terrain streaming
|
||
if (waterRenderer) {
|
||
terrainManager->setWaterRenderer(waterRenderer.get());
|
||
}
|
||
// Set M2 renderer for doodad loading during streaming
|
||
if (m2Renderer) {
|
||
terrainManager->setM2Renderer(m2Renderer.get());
|
||
}
|
||
// Set WMO renderer for building loading during streaming
|
||
if (wmoRenderer) {
|
||
terrainManager->setWMORenderer(wmoRenderer.get());
|
||
}
|
||
// Set ambient sound manager for environmental audio emitters
|
||
if (audioCoordinator_->getAmbientSoundManager()) {
|
||
terrainManager->setAmbientSoundManager(audioCoordinator_->getAmbientSoundManager());
|
||
}
|
||
// Pass asset manager to character renderer for texture loading
|
||
if (characterRenderer) {
|
||
characterRenderer->setAssetManager(assetManager);
|
||
}
|
||
// Wire asset manager to minimap for tile texture loading
|
||
if (minimap) {
|
||
minimap->setAssetManager(assetManager);
|
||
}
|
||
// Wire terrain manager, WMO renderer, and water renderer to camera controller
|
||
if (cameraController) {
|
||
cameraController->setTerrainManager(terrainManager.get());
|
||
if (wmoRenderer) {
|
||
cameraController->setWMORenderer(wmoRenderer.get());
|
||
}
|
||
if (m2Renderer) {
|
||
cameraController->setM2Renderer(m2Renderer.get());
|
||
}
|
||
if (waterRenderer) {
|
||
cameraController->setWaterRenderer(waterRenderer.get());
|
||
}
|
||
}
|
||
}
|
||
|
||
// Set map name on sub-renderers
|
||
if (terrainManager) terrainManager->setMapName(mapName);
|
||
if (minimap) minimap->setMapName(mapName);
|
||
if (worldMap) worldMap->setMapName(mapName);
|
||
|
||
// Initialize audio managers
|
||
if (audioCoordinator_->getMusicManager() && assetManager && !cachedAssetManager) {
|
||
audio::AudioEngine::instance().setAssetManager(assetManager);
|
||
audioCoordinator_->getMusicManager()->initialize(assetManager);
|
||
if (audioCoordinator_->getFootstepManager()) {
|
||
audioCoordinator_->getFootstepManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getActivitySoundManager()) {
|
||
audioCoordinator_->getActivitySoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getMountSoundManager()) {
|
||
audioCoordinator_->getMountSoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getNpcVoiceManager()) {
|
||
audioCoordinator_->getNpcVoiceManager()->initialize(assetManager);
|
||
}
|
||
if (!deferredWorldInitEnabled_) {
|
||
if (audioCoordinator_->getAmbientSoundManager()) {
|
||
audioCoordinator_->getAmbientSoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getUiSoundManager()) {
|
||
audioCoordinator_->getUiSoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getCombatSoundManager()) {
|
||
audioCoordinator_->getCombatSoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getSpellSoundManager()) {
|
||
audioCoordinator_->getSpellSoundManager()->initialize(assetManager);
|
||
}
|
||
if (audioCoordinator_->getMovementSoundManager()) {
|
||
audioCoordinator_->getMovementSoundManager()->initialize(assetManager);
|
||
}
|
||
if (questMarkerRenderer) {
|
||
if (!questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, assetManager))
|
||
LOG_WARNING("Quest marker renderer initialization failed (non-fatal)");
|
||
}
|
||
|
||
if (envFlagEnabled("WOWEE_PREWARM_ZONE_MUSIC", false)) {
|
||
if (zoneManager) {
|
||
for (const auto& musicPath : zoneManager->getAllMusicPaths()) {
|
||
audioCoordinator_->getMusicManager()->preloadMusic(musicPath);
|
||
}
|
||
}
|
||
static const std::vector<std::string> tavernTracks = {
|
||
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3",
|
||
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3",
|
||
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3",
|
||
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3",
|
||
};
|
||
for (const auto& musicPath : tavernTracks) {
|
||
audioCoordinator_->getMusicManager()->preloadMusic(musicPath);
|
||
}
|
||
}
|
||
} else {
|
||
deferredWorldInitPending_ = true;
|
||
deferredWorldInitStage_ = 0;
|
||
deferredWorldInitCooldown_ = 0.25f;
|
||
}
|
||
|
||
cachedAssetManager = assetManager;
|
||
|
||
// Enrich zone music from DBC if not already done (e.g. asset manager was null at init).
|
||
if (zoneManager && assetManager) {
|
||
zoneManager->enrichFromDBC(assetManager);
|
||
}
|
||
}
|
||
|
||
// Snap camera to ground
|
||
if (cameraController) {
|
||
cameraController->reset();
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath) {
|
||
if (!assetManager) {
|
||
LOG_ERROR("Asset manager is null");
|
||
return false;
|
||
}
|
||
|
||
LOG_INFO("Loading test terrain: ", adtPath);
|
||
|
||
// Extract map name from ADT path for renderer initialization
|
||
std::string mapName;
|
||
{
|
||
size_t lastSep = adtPath.find_last_of("\\/");
|
||
if (lastSep != std::string::npos) {
|
||
std::string filename = adtPath.substr(lastSep + 1);
|
||
size_t firstUnderscore = filename.find('_');
|
||
mapName = filename.substr(0, firstUnderscore != std::string::npos ? firstUnderscore : filename.size());
|
||
}
|
||
}
|
||
|
||
// Initialize all sub-renderers
|
||
if (!initializeRenderers(assetManager, mapName)) {
|
||
return false;
|
||
}
|
||
|
||
// Parse tile coordinates from ADT path
|
||
// Format: World\Maps\{MapName}\{MapName}_{X}_{Y}.adt
|
||
int tileX = 32, tileY = 49; // defaults
|
||
{
|
||
size_t lastSep = adtPath.find_last_of("\\/");
|
||
if (lastSep != std::string::npos) {
|
||
std::string filename = adtPath.substr(lastSep + 1);
|
||
size_t firstUnderscore = filename.find('_');
|
||
if (firstUnderscore != std::string::npos) {
|
||
size_t secondUnderscore = filename.find('_', firstUnderscore + 1);
|
||
if (secondUnderscore != std::string::npos) {
|
||
size_t dot = filename.find('.', secondUnderscore);
|
||
if (dot != std::string::npos) {
|
||
try {
|
||
tileX = std::stoi(filename.substr(firstUnderscore + 1, secondUnderscore - firstUnderscore - 1));
|
||
tileY = std::stoi(filename.substr(secondUnderscore + 1, dot - secondUnderscore - 1));
|
||
} catch (...) {
|
||
LOG_WARNING("Failed to parse tile coords from: ", filename);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
LOG_INFO("Enqueuing initial tile [", tileX, ",", tileY, "] via terrain manager");
|
||
|
||
// Enqueue the initial tile for async loading (avoids long sync stalls)
|
||
if (!terrainManager->enqueueTile(tileX, tileY)) {
|
||
LOG_ERROR("Failed to enqueue initial tile [", tileX, ",", tileY, "]");
|
||
return false;
|
||
}
|
||
|
||
terrainLoaded = true;
|
||
|
||
LOG_INFO("Test terrain loaded successfully!");
|
||
LOG_INFO(" Chunks: ", terrainRenderer->getChunkCount());
|
||
LOG_INFO(" Triangles: ", terrainRenderer->getTriangleCount());
|
||
|
||
return true;
|
||
}
|
||
|
||
void Renderer::setWireframeMode(bool enabled) {
|
||
if (terrainRenderer) {
|
||
terrainRenderer->setWireframe(enabled);
|
||
}
|
||
}
|
||
|
||
bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius) {
|
||
// Create terrain renderer if not already created
|
||
if (!terrainRenderer) {
|
||
LOG_ERROR("Terrain renderer not initialized");
|
||
return false;
|
||
}
|
||
|
||
// Create terrain manager if not already created
|
||
if (!terrainManager) {
|
||
terrainManager = std::make_unique<TerrainManager>();
|
||
// Wire terrain manager to camera controller for grounding
|
||
if (cameraController) {
|
||
cameraController->setTerrainManager(terrainManager.get());
|
||
}
|
||
}
|
||
|
||
LOG_INFO("Loading terrain area: ", mapName, " [", centerX, ",", centerY, "] radius=", radius);
|
||
|
||
terrainManager->setMapName(mapName);
|
||
terrainManager->setLoadRadius(radius);
|
||
terrainManager->setUnloadRadius(radius + 1);
|
||
|
||
// Load tiles in radius
|
||
for (int dy = -radius; dy <= radius; dy++) {
|
||
for (int dx = -radius; dx <= radius; dx++) {
|
||
int tileX = centerX + dx;
|
||
int tileY = centerY + dy;
|
||
|
||
if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) {
|
||
terrainManager->loadTile(tileX, tileY);
|
||
}
|
||
}
|
||
}
|
||
|
||
terrainLoaded = true;
|
||
|
||
// Get asset manager from Application if not cached yet
|
||
if (!cachedAssetManager) {
|
||
cachedAssetManager = core::Application::getInstance().getAssetManager();
|
||
}
|
||
|
||
// Initialize music manager with asset manager
|
||
if (audioCoordinator_->getMusicManager() && cachedAssetManager) {
|
||
if (!audioCoordinator_->getMusicManager()->isInitialized()) {
|
||
audioCoordinator_->getMusicManager()->initialize(cachedAssetManager);
|
||
}
|
||
}
|
||
if (audioCoordinator_->getFootstepManager() && cachedAssetManager) {
|
||
if (!audioCoordinator_->getFootstepManager()->isInitialized()) {
|
||
audioCoordinator_->getFootstepManager()->initialize(cachedAssetManager);
|
||
}
|
||
}
|
||
if (audioCoordinator_->getActivitySoundManager() && cachedAssetManager) {
|
||
if (!audioCoordinator_->getActivitySoundManager()->isInitialized()) {
|
||
audioCoordinator_->getActivitySoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
}
|
||
if (audioCoordinator_->getMountSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getMountSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (audioCoordinator_->getNpcVoiceManager() && cachedAssetManager) {
|
||
audioCoordinator_->getNpcVoiceManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (!deferredWorldInitEnabled_) {
|
||
if (audioCoordinator_->getAmbientSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getAmbientSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (audioCoordinator_->getUiSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getUiSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (audioCoordinator_->getCombatSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getCombatSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (audioCoordinator_->getSpellSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getSpellSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (audioCoordinator_->getMovementSoundManager() && cachedAssetManager) {
|
||
audioCoordinator_->getMovementSoundManager()->initialize(cachedAssetManager);
|
||
}
|
||
if (questMarkerRenderer && cachedAssetManager) {
|
||
if (!questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, cachedAssetManager))
|
||
LOG_WARNING("Quest marker renderer re-init failed (non-fatal)");
|
||
}
|
||
} else {
|
||
deferredWorldInitPending_ = true;
|
||
deferredWorldInitStage_ = 0;
|
||
deferredWorldInitCooldown_ = 0.1f;
|
||
}
|
||
|
||
// Wire ambient sound manager to terrain manager for emitter registration
|
||
if (terrainManager && audioCoordinator_->getAmbientSoundManager()) {
|
||
terrainManager->setAmbientSoundManager(audioCoordinator_->getAmbientSoundManager());
|
||
}
|
||
|
||
// Wire WMO, M2, and water renderer to camera controller
|
||
if (cameraController && wmoRenderer) {
|
||
cameraController->setWMORenderer(wmoRenderer.get());
|
||
}
|
||
if (cameraController && m2Renderer) {
|
||
cameraController->setM2Renderer(m2Renderer.get());
|
||
}
|
||
if (cameraController && waterRenderer) {
|
||
cameraController->setWaterRenderer(waterRenderer.get());
|
||
}
|
||
|
||
// Snap camera to ground now that terrain is loaded
|
||
if (cameraController) {
|
||
cameraController->reset();
|
||
}
|
||
|
||
LOG_INFO("Terrain area loaded: ", terrainManager->getLoadedTileCount(), " tiles");
|
||
|
||
return true;
|
||
}
|
||
|
||
void Renderer::setTerrainStreaming(bool enabled) {
|
||
if (terrainManager) {
|
||
terrainManager->setStreamingEnabled(enabled);
|
||
LOG_INFO("Terrain streaming: ", enabled ? "ON" : "OFF");
|
||
}
|
||
}
|
||
|
||
void Renderer::renderHUD() {
|
||
if (currentCmd == VK_NULL_HANDLE) return;
|
||
if (performanceHUD && camera) {
|
||
performanceHUD->render(this, camera.get());
|
||
}
|
||
}
|
||
|
||
// ──────────────────────────────────────────────────────
|
||
// Shadow mapping helpers
|
||
// ──────────────────────────────────────────────────────
|
||
|
||
// initShadowMap() and compileShadowShader() removed — shadow resources now created
|
||
// in createPerFrameResources() as part of the Vulkan shadow infrastructure.
|
||
|
||
glm::mat4 Renderer::computeLightSpaceMatrix() {
|
||
const float kShadowHalfExtent = shadowDistance_;
|
||
const float kShadowLightDistance = shadowDistance_ * 3.0f;
|
||
constexpr float kShadowNearPlane = 1.0f;
|
||
const float kShadowFarPlane = shadowDistance_ * 6.5f;
|
||
|
||
// Use active lighting direction so shadow projection matches main shading.
|
||
// Fragment shaders derive lighting with `ldir = normalize(-lightDir.xyz)`,
|
||
// therefore shadow rays must use -directionalDir to stay aligned.
|
||
glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
|
||
if (lightingManager) {
|
||
const auto& lighting = lightingManager->getLightingParams();
|
||
float ldirLenSq = glm::dot(lighting.directionalDir, lighting.directionalDir);
|
||
if (ldirLenSq > 1e-6f) {
|
||
sunDir = -lighting.directionalDir * glm::inversesqrt(ldirLenSq);
|
||
}
|
||
}
|
||
// Shadow camera expects light rays pointing downward in render space (Z up).
|
||
// Some profiles/opcode paths provide the opposite convention; normalize here.
|
||
if (sunDir.z > 0.0f) {
|
||
sunDir = -sunDir;
|
||
}
|
||
// Keep a minimum downward component so the frustum doesn't collapse at grazing angles.
|
||
if (sunDir.z > -0.15f) {
|
||
sunDir.z = -0.15f;
|
||
sunDir = glm::normalize(sunDir);
|
||
}
|
||
|
||
// Shadow center follows the player directly; texel snapping below
|
||
// prevents shimmer without needing to freeze the projection.
|
||
glm::vec3 desiredCenter = characterPosition;
|
||
if (!shadowCenterInitialized) {
|
||
if (glm::dot(desiredCenter, desiredCenter) < 1.0f) {
|
||
return glm::mat4(0.0f);
|
||
}
|
||
shadowCenterInitialized = true;
|
||
}
|
||
shadowCenter = desiredCenter;
|
||
glm::vec3 center = shadowCenter;
|
||
|
||
// Snap shadow frustum to texel grid so the projection is perfectly stable
|
||
// while moving. We compute the light's right/up axes from the sun direction
|
||
// (these are constant per frame regardless of center) and snap center along
|
||
// them before building the view matrix.
|
||
float halfExtent = kShadowHalfExtent;
|
||
float texelWorld = (2.0f * halfExtent) / static_cast<float>(SHADOW_MAP_SIZE);
|
||
|
||
// Stable light-space axes (independent of center position)
|
||
glm::vec3 up(0.0f, 0.0f, 1.0f);
|
||
if (std::abs(glm::dot(sunDir, up)) > 0.99f) {
|
||
up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||
}
|
||
glm::vec3 lightRight = glm::normalize(glm::cross(sunDir, up));
|
||
glm::vec3 lightUp = glm::normalize(glm::cross(lightRight, sunDir));
|
||
|
||
// Snap center along light's right and up axes to align with texel grid.
|
||
// This eliminates sub-texel shifts that cause shadow shimmer.
|
||
float dotR = glm::dot(center, lightRight);
|
||
float dotU = glm::dot(center, lightUp);
|
||
dotR = std::floor(dotR / texelWorld) * texelWorld;
|
||
dotU = std::floor(dotU / texelWorld) * texelWorld;
|
||
float dotD = glm::dot(center, sunDir); // depth axis unchanged
|
||
center = lightRight * dotR + lightUp * dotU + sunDir * dotD;
|
||
shadowCenter = center;
|
||
|
||
glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
||
glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent,
|
||
kShadowNearPlane, kShadowFarPlane);
|
||
lightProj[1][1] *= -1.0f; // Vulkan Y-flip for shadow pass
|
||
|
||
return lightProj * lightView;
|
||
}
|
||
|
||
void Renderer::setupWater1xPass() {
|
||
if (!waterRenderer || !vkCtx) return;
|
||
VkImageView depthView = vkCtx->getDepthResolveImageView();
|
||
if (!depthView) {
|
||
LOG_WARNING("No depth resolve image available - cannot create 1x water pass");
|
||
return;
|
||
}
|
||
|
||
waterRenderer->createWater1xPass(vkCtx->getSwapchainFormat(), vkCtx->getDepthFormat());
|
||
waterRenderer->createWater1xFramebuffers(
|
||
vkCtx->getSwapchainImageViews(), depthView, vkCtx->getSwapchainExtent());
|
||
}
|
||
|
||
// ========================= Multithreaded Secondary Command Buffers =========================
|
||
|
||
bool Renderer::createSecondaryCommandResources() {
|
||
if (!vkCtx) return false;
|
||
VkDevice device = vkCtx->getDevice();
|
||
uint32_t queueFamily = vkCtx->getGraphicsQueueFamily();
|
||
|
||
VkCommandPoolCreateInfo poolCI{};
|
||
poolCI.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||
poolCI.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||
poolCI.queueFamilyIndex = queueFamily;
|
||
|
||
// Create worker command pools (one per worker thread)
|
||
for (uint32_t w = 0; w < NUM_WORKERS; ++w) {
|
||
if (vkCreateCommandPool(device, &poolCI, nullptr, &workerCmdPools_[w]) != VK_SUCCESS) {
|
||
LOG_ERROR("Failed to create worker command pool ", w);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// Create main-thread secondary command pool
|
||
if (vkCreateCommandPool(device, &poolCI, nullptr, &mainSecondaryCmdPool_) != VK_SUCCESS) {
|
||
LOG_ERROR("Failed to create main secondary command pool");
|
||
return false;
|
||
}
|
||
|
||
// Allocate secondary command buffers
|
||
VkCommandBufferAllocateInfo allocInfo{};
|
||
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_SECONDARY;
|
||
allocInfo.commandBufferCount = 1;
|
||
|
||
// Worker secondaries: SEC_TERRAIN=1, SEC_WMO=2, SEC_M2=4 → worker pools 0,1,2
|
||
const uint32_t workerSecondaries[] = { SEC_TERRAIN, SEC_WMO, SEC_M2 };
|
||
for (uint32_t w = 0; w < NUM_WORKERS; ++w) {
|
||
allocInfo.commandPool = workerCmdPools_[w];
|
||
for (uint32_t f = 0; f < MAX_FRAMES; ++f) {
|
||
if (vkAllocateCommandBuffers(device, &allocInfo, &secondaryCmds_[workerSecondaries[w]][f]) != VK_SUCCESS) {
|
||
LOG_ERROR("Failed to allocate worker secondary buffer w=", w, " f=", f);
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Main-thread secondaries: SEC_SKY=0, SEC_CHARS=3, SEC_POST=5, SEC_IMGUI=6
|
||
const uint32_t mainSecondaries[] = { SEC_SKY, SEC_CHARS, SEC_POST, SEC_IMGUI };
|
||
for (uint32_t idx : mainSecondaries) {
|
||
allocInfo.commandPool = mainSecondaryCmdPool_;
|
||
for (uint32_t f = 0; f < MAX_FRAMES; ++f) {
|
||
if (vkAllocateCommandBuffers(device, &allocInfo, &secondaryCmds_[idx][f]) != VK_SUCCESS) {
|
||
LOG_ERROR("Failed to allocate main secondary buffer idx=", idx, " f=", f);
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
parallelRecordingEnabled_ = true;
|
||
LOG_INFO("Multithreaded rendering: ", NUM_WORKERS, " worker threads, ",
|
||
NUM_SECONDARIES, " secondary buffers [ENABLED]");
|
||
return true;
|
||
}
|
||
|
||
void Renderer::destroySecondaryCommandResources() {
|
||
if (!vkCtx) return;
|
||
VkDevice device = vkCtx->getDevice();
|
||
vkDeviceWaitIdle(device);
|
||
|
||
// Secondary buffers are freed when their pool is destroyed
|
||
for (uint32_t w = 0; w < NUM_WORKERS; ++w) {
|
||
if (workerCmdPools_[w]) {
|
||
vkDestroyCommandPool(device, workerCmdPools_[w], nullptr);
|
||
workerCmdPools_[w] = VK_NULL_HANDLE;
|
||
}
|
||
}
|
||
if (mainSecondaryCmdPool_) {
|
||
vkDestroyCommandPool(device, mainSecondaryCmdPool_, nullptr);
|
||
mainSecondaryCmdPool_ = VK_NULL_HANDLE;
|
||
}
|
||
|
||
for (auto& arr : secondaryCmds_)
|
||
for (auto& cmd : arr)
|
||
cmd = VK_NULL_HANDLE;
|
||
|
||
parallelRecordingEnabled_ = false;
|
||
}
|
||
|
||
VkCommandBuffer Renderer::beginSecondary(uint32_t secondaryIndex) {
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
VkCommandBuffer cmd = secondaryCmds_[secondaryIndex][frame];
|
||
|
||
VkCommandBufferInheritanceInfo inheritInfo{};
|
||
inheritInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO;
|
||
inheritInfo.renderPass = activeRenderPass_;
|
||
inheritInfo.subpass = 0;
|
||
inheritInfo.framebuffer = activeFramebuffer_;
|
||
|
||
VkCommandBufferBeginInfo beginInfo{};
|
||
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
|
||
| VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
|
||
beginInfo.pInheritanceInfo = &inheritInfo;
|
||
|
||
VkResult result = vkBeginCommandBuffer(cmd, &beginInfo);
|
||
if (result != VK_SUCCESS) {
|
||
LOG_ERROR("vkBeginCommandBuffer failed for secondary ", secondaryIndex,
|
||
" frame ", frame, " result=", static_cast<int>(result));
|
||
}
|
||
return cmd;
|
||
}
|
||
|
||
void Renderer::setSecondaryViewportScissor(VkCommandBuffer cmd) {
|
||
VkViewport vp{};
|
||
vp.width = static_cast<float>(activeRenderExtent_.width);
|
||
vp.height = static_cast<float>(activeRenderExtent_.height);
|
||
vp.maxDepth = 1.0f;
|
||
vkCmdSetViewport(cmd, 0, 1, &vp);
|
||
|
||
VkRect2D sc{};
|
||
sc.extent = activeRenderExtent_;
|
||
vkCmdSetScissor(cmd, 0, 1, &sc);
|
||
}
|
||
|
||
void Renderer::renderReflectionPass() {
|
||
if (!waterRenderer || !camera || !waterRenderer->hasReflectionPass() || !waterRenderer->hasSurfaces()) return;
|
||
if (currentCmd == VK_NULL_HANDLE || !reflPerFrameUBOMapped) return;
|
||
|
||
// Select the current frame's pre-bound reflection descriptor set
|
||
// (each frame's set was bound to its own shadow depth view at init).
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
VkDescriptorSet reflDescSet = reflPerFrameDescSet[frame];
|
||
|
||
// Reflection pass uses 1x MSAA. Scene pipelines must be render-pass-compatible,
|
||
// which requires matching sample counts. Only render scene into reflection when MSAA is off.
|
||
bool canRenderScene = (vkCtx->getMsaaSamples() == VK_SAMPLE_COUNT_1_BIT);
|
||
|
||
// Find dominant water height near camera
|
||
const glm::vec3 camPos = camera->getPosition();
|
||
auto waterH = waterRenderer->getDominantWaterHeight(camPos);
|
||
if (!waterH) return;
|
||
|
||
float waterHeight = *waterH;
|
||
|
||
// Skip reflection if camera is underwater (Z is up)
|
||
if (camPos.z < waterHeight + 0.5f) return;
|
||
|
||
// Compute reflected view and oblique projection
|
||
glm::mat4 reflView = WaterRenderer::computeReflectedView(*camera, waterHeight);
|
||
glm::mat4 reflProj = WaterRenderer::computeObliqueProjection(
|
||
camera->getProjectionMatrix(), reflView, waterHeight);
|
||
|
||
// Update water renderer's reflection UBO with the reflected viewProj
|
||
waterRenderer->updateReflectionUBO(reflProj * reflView);
|
||
|
||
// Fill the reflection per-frame UBO (same as normal but with reflected matrices)
|
||
GPUPerFrameData reflData = currentFrameData;
|
||
reflData.view = reflView;
|
||
reflData.projection = reflProj;
|
||
// Reflected camera position (Z is up)
|
||
glm::vec3 reflPos = camPos;
|
||
reflPos.z = 2.0f * waterHeight - reflPos.z;
|
||
reflData.viewPos = glm::vec4(reflPos, 1.0f);
|
||
std::memcpy(reflPerFrameUBOMapped, &reflData, sizeof(GPUPerFrameData));
|
||
|
||
// Begin reflection render pass (clears to black; scene rendered if pipeline-compatible)
|
||
if (!waterRenderer->beginReflectionPass(currentCmd)) return;
|
||
|
||
if (canRenderScene) {
|
||
// Render scene into reflection texture (sky + terrain + WMO only for perf)
|
||
if (skySystem) {
|
||
rendering::SkyParams skyParams;
|
||
auto* reflSkybox = skySystem->getSkybox();
|
||
skyParams.timeOfDay = reflSkybox ? reflSkybox->getTimeOfDay() : 12.0f;
|
||
if (lightingManager) {
|
||
const auto& lp = lightingManager->getLightingParams();
|
||
skyParams.directionalDir = lp.directionalDir;
|
||
skyParams.sunColor = lp.diffuseColor;
|
||
skyParams.skyTopColor = lp.skyTopColor;
|
||
skyParams.skyMiddleColor = lp.skyMiddleColor;
|
||
skyParams.skyBand1Color = lp.skyBand1Color;
|
||
skyParams.skyBand2Color = lp.skyBand2Color;
|
||
skyParams.cloudDensity = lp.cloudDensity;
|
||
skyParams.fogDensity = lp.fogDensity;
|
||
skyParams.horizonGlow = lp.horizonGlow;
|
||
}
|
||
// weatherIntensity left at default 0 for reflection pass (no game handler in scope)
|
||
skySystem->render(currentCmd, reflDescSet, *camera, skyParams);
|
||
}
|
||
if (terrainRenderer && terrainEnabled) {
|
||
terrainRenderer->render(currentCmd, reflDescSet, *camera);
|
||
}
|
||
if (wmoRenderer) {
|
||
wmoRenderer->render(currentCmd, reflDescSet, *camera);
|
||
}
|
||
}
|
||
|
||
waterRenderer->endReflectionPass(currentCmd);
|
||
}
|
||
|
||
void Renderer::renderShadowPass() {
|
||
ZoneScopedN("Renderer::renderShadowPass");
|
||
static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr);
|
||
if (skipShadows) return;
|
||
if (!shadowsEnabled || shadowDepthImage[0] == VK_NULL_HANDLE) return;
|
||
if (currentCmd == VK_NULL_HANDLE) return;
|
||
|
||
// Shadows render every frame — throttling causes visible flicker on player/NPCs
|
||
|
||
// lightSpaceMatrix was already computed at frame start (before updatePerFrameUBO).
|
||
// Zero matrix means character position isn't set yet — skip shadow pass entirely.
|
||
if (lightSpaceMatrix == glm::mat4(0.0f)) return;
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
|
||
// Barrier 1: transition this frame's shadow map into writable depth layout.
|
||
VkImageMemoryBarrier b1{};
|
||
b1.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||
b1.oldLayout = shadowDepthLayout_[frame];
|
||
b1.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||
b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||
b1.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||
b1.srcAccessMask = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||
? VK_ACCESS_SHADER_READ_BIT
|
||
: 0;
|
||
b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
|
||
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||
b1.image = shadowDepthImage[frame];
|
||
b1.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
|
||
VkPipelineStageFlags srcStage = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||
? VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
|
||
: VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
|
||
vkCmdPipelineBarrier(currentCmd,
|
||
srcStage, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
|
||
0, 0, nullptr, 0, nullptr, 1, &b1);
|
||
|
||
// Begin shadow render pass
|
||
VkRenderPassBeginInfo rpInfo{};
|
||
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||
rpInfo.renderPass = shadowRenderPass;
|
||
rpInfo.framebuffer = shadowFramebuffer[frame];
|
||
rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
|
||
VkClearValue clear{};
|
||
clear.depthStencil = {1.0f, 0};
|
||
rpInfo.clearValueCount = 1;
|
||
rpInfo.pClearValues = &clear;
|
||
vkCmdBeginRenderPass(currentCmd, &rpInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||
|
||
VkViewport vp{0, 0, static_cast<float>(SHADOW_MAP_SIZE), static_cast<float>(SHADOW_MAP_SIZE), 0.0f, 1.0f};
|
||
vkCmdSetViewport(currentCmd, 0, 1, &vp);
|
||
VkRect2D sc{{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
|
||
vkCmdSetScissor(currentCmd, 0, 1, &sc);
|
||
|
||
// Phase 7/8: render shadow casters
|
||
const float shadowCullRadius = shadowDistance_ * 1.35f;
|
||
if (terrainRenderer) {
|
||
terrainRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, shadowCullRadius);
|
||
}
|
||
if (wmoRenderer) {
|
||
wmoRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, shadowCullRadius);
|
||
}
|
||
if (m2Renderer) {
|
||
m2Renderer->renderShadow(currentCmd, lightSpaceMatrix, globalTime, shadowCenter, shadowCullRadius);
|
||
}
|
||
if (characterRenderer) {
|
||
characterRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, shadowCullRadius);
|
||
}
|
||
|
||
vkCmdEndRenderPass(currentCmd);
|
||
|
||
// Barrier 2: DEPTH_STENCIL_ATTACHMENT_OPTIMAL → SHADER_READ_ONLY_OPTIMAL
|
||
VkImageMemoryBarrier b2{};
|
||
b2.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||
b2.oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||
b2.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||
b2.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||
b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||
b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||
b2.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||
b2.image = shadowDepthImage[frame];
|
||
b2.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
|
||
vkCmdPipelineBarrier(currentCmd,
|
||
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
||
0, 0, nullptr, 0, nullptr, 1, &b2);
|
||
shadowDepthLayout_[frame] = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||
}
|
||
|
||
// Build the per-frame render graph for off-screen pre-passes.
|
||
// Declares passes as graph nodes with input/output dependencies.
|
||
// compile() performs topological sort; execute() runs them with auto barriers.
|
||
void Renderer::buildFrameGraph(game::GameHandler* gameHandler) {
|
||
(void)gameHandler;
|
||
if (!renderGraph_) return;
|
||
|
||
renderGraph_->reset();
|
||
|
||
auto shadowDepth = renderGraph_->findResource("shadow_depth");
|
||
auto reflTex = renderGraph_->findResource("reflection_texture");
|
||
|
||
// Minimap composites (no dependencies — standalone off-screen render target)
|
||
renderGraph_->addPass("minimap_composite", {}, {},
|
||
[this](VkCommandBuffer cmd) {
|
||
if (minimap && minimap->isEnabled() && camera) {
|
||
glm::vec3 minimapCenter = camera->getPosition();
|
||
if (cameraController && cameraController->isThirdPerson())
|
||
minimapCenter = characterPosition;
|
||
minimap->compositePass(cmd, minimapCenter);
|
||
}
|
||
});
|
||
|
||
// World map composite (standalone)
|
||
renderGraph_->addPass("worldmap_composite", {}, {},
|
||
[this](VkCommandBuffer cmd) {
|
||
if (worldMap) worldMap->compositePass(cmd);
|
||
});
|
||
|
||
// Character preview composites (standalone)
|
||
renderGraph_->addPass("preview_composite", {}, {},
|
||
[this](VkCommandBuffer cmd) {
|
||
uint32_t frame = vkCtx->getCurrentFrame();
|
||
for (auto* preview : activePreviews_) {
|
||
if (preview && preview->isModelLoaded())
|
||
preview->compositePass(cmd, frame);
|
||
}
|
||
});
|
||
|
||
// Shadow pre-pass → outputs shadow_depth
|
||
renderGraph_->addPass("shadow_pass", {}, {shadowDepth},
|
||
[this](VkCommandBuffer) {
|
||
if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE)
|
||
renderShadowPass();
|
||
});
|
||
renderGraph_->setPassEnabled("shadow_pass", shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE);
|
||
|
||
// Reflection pre-pass → outputs reflection_texture (reads scene, so after shadow)
|
||
renderGraph_->addPass("reflection_pass", {shadowDepth}, {reflTex},
|
||
[this](VkCommandBuffer) {
|
||
renderReflectionPass();
|
||
});
|
||
|
||
renderGraph_->compile();
|
||
}
|
||
|
||
} // namespace rendering
|
||
} // namespace wowee
|