Kelsidavis-WoWee/include/rendering/mount_dust.hpp
Kelsi e12141a673 Add configurable MSAA anti-aliasing, update auth screen and terrain shader
- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
2026-02-22 02:59:24 -08:00

58 lines
1.4 KiB
C++

#pragma once
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <glm/glm.hpp>
#include <vector>
namespace wowee {
namespace rendering {
class Camera;
class VkContext;
class MountDust {
public:
MountDust();
~MountDust();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();
// Spawn dust particles at mount feet when moving on ground
void spawnDust(const glm::vec3& position, const glm::vec3& velocity, bool isMoving);
void update(float deltaTime);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
private:
struct Particle {
glm::vec3 position;
glm::vec3 velocity;
float lifetime;
float maxLifetime;
float size;
float alpha;
};
static constexpr int MAX_DUST_PARTICLES = 300;
std::vector<Particle> particles;
// Vulkan objects
VkContext* vkCtx = nullptr;
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
// Dynamic mapped buffer for particle vertex data (updated every frame)
::VkBuffer dynamicVB = VK_NULL_HANDLE;
VmaAllocation dynamicVBAlloc = VK_NULL_HANDLE;
VmaAllocationInfo dynamicVBAllocInfo{};
VkDeviceSize dynamicVBSize = 0;
std::vector<float> vertexData;
float spawnAccum = 0.0f;
};
} // namespace rendering
} // namespace wowee