Kelsidavis-WoWee/include/rendering/renderer.hpp

570 lines
24 KiB
C++

#pragma once
#include <memory>
#include <string>
#include <cstdint>
#include <vector>
#include <future>
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "rendering/sky_system.hpp"
namespace wowee {
namespace core { class Window; }
namespace rendering { class VkContext; }
namespace game { class World; class ZoneManager; class GameHandler; }
namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; class AmbientSoundManager; class UiSoundManager; class CombatSoundManager; class SpellSoundManager; class MovementSoundManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
namespace pipeline { class AssetManager; }
namespace rendering {
class Camera;
class CameraController;
class Scene;
class TerrainRenderer;
class TerrainManager;
class PerformanceHUD;
class WaterRenderer;
class Skybox;
class Celestial;
class StarField;
class Clouds;
class LensFlare;
class Weather;
class LightingManager;
class SwimEffects;
class MountDust;
class LevelUpEffect;
class ChargeEffect;
class CharacterRenderer;
class WMORenderer;
class M2Renderer;
class Minimap;
class WorldMap;
class QuestMarkerRenderer;
class CharacterPreview;
class Shader;
class Renderer {
public:
Renderer();
~Renderer();
bool initialize(core::Window* window);
void shutdown();
void beginFrame();
void endFrame();
void renderWorld(game::World* world, game::GameHandler* gameHandler = nullptr);
/**
* Update renderer (camera, etc.)
*/
void update(float deltaTime);
/**
* Load test terrain for debugging
* @param assetManager Asset manager to load terrain data
* @param adtPath Path to ADT file (e.g., "World\\Maps\\Azeroth\\Azeroth_32_49.adt")
*/
bool loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath);
/**
* Initialize all sub-renderers (WMO, M2, Character, terrain, water, minimap, etc.)
* without loading any ADT tile. Used by WMO-only maps (dungeons/raids/BGs).
*/
bool initializeRenderers(pipeline::AssetManager* assetManager, const std::string& mapName);
/**
* Enable/disable terrain rendering
*/
void setTerrainEnabled(bool enabled) { terrainEnabled = enabled; }
/**
* Enable/disable wireframe mode
*/
void setWireframeMode(bool enabled);
/**
* Load terrain tiles around position
* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
* @param centerX Center tile X coordinate
* @param centerY Center tile Y coordinate
* @param radius Load radius in tiles
*/
bool loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius = 1);
/**
* Enable/disable terrain streaming
*/
void setTerrainStreaming(bool enabled);
/**
* Render performance HUD
*/
void renderHUD();
Camera* getCamera() { return camera.get(); }
CameraController* getCameraController() { return cameraController.get(); }
Scene* getScene() { return scene.get(); }
TerrainRenderer* getTerrainRenderer() const { return terrainRenderer.get(); }
TerrainManager* getTerrainManager() const { return terrainManager.get(); }
PerformanceHUD* getPerformanceHUD() { return performanceHUD.get(); }
WaterRenderer* getWaterRenderer() const { return waterRenderer.get(); }
Skybox* getSkybox() const { return skySystem ? skySystem->getSkybox() : nullptr; }
Celestial* getCelestial() const { return skySystem ? skySystem->getCelestial() : nullptr; }
StarField* getStarField() const { return skySystem ? skySystem->getStarField() : nullptr; }
Clouds* getClouds() const { return skySystem ? skySystem->getClouds() : nullptr; }
LensFlare* getLensFlare() const { return skySystem ? skySystem->getLensFlare() : nullptr; }
Weather* getWeather() const { return weather.get(); }
CharacterRenderer* getCharacterRenderer() const { return characterRenderer.get(); }
WMORenderer* getWMORenderer() const { return wmoRenderer.get(); }
M2Renderer* getM2Renderer() const { return m2Renderer.get(); }
Minimap* getMinimap() const { return minimap.get(); }
WorldMap* getWorldMap() const { return worldMap.get(); }
QuestMarkerRenderer* getQuestMarkerRenderer() const { return questMarkerRenderer.get(); }
SkySystem* getSkySystem() const { return skySystem.get(); }
const std::string& getCurrentZoneName() const { return currentZoneName; }
VkContext* getVkContext() const { return vkCtx; }
VkDescriptorSetLayout getPerFrameSetLayout() const { return perFrameSetLayout; }
VkRenderPass getShadowRenderPass() const { return shadowRenderPass; }
// Third-person character follow
void setCharacterFollow(uint32_t instanceId);
glm::vec3& getCharacterPosition() { return characterPosition; }
uint32_t getCharacterInstanceId() const { return characterInstanceId; }
float getCharacterYaw() const { return characterYaw; }
void setCharacterYaw(float yawDeg) { characterYaw = yawDeg; }
// Emote support
void playEmote(const std::string& emoteName);
void triggerLevelUpEffect(const glm::vec3& position);
void cancelEmote();
bool isEmoteActive() const { return emoteActive; }
static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
static uint32_t getEmoteDbcId(const std::string& emoteName);
static std::string getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName, const std::string* targetName = nullptr);
static uint32_t getEmoteAnimByDbcId(uint32_t dbcId);
// Targeting support
void setTargetPosition(const glm::vec3* pos);
void setInCombat(bool combat) { inCombat_ = combat; }
bool isMoving() const;
void triggerMeleeSwing();
void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
void setCharging(bool charging) { charging_ = charging; }
bool isCharging() const { return charging_; }
void startChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void emitChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void stopChargeEffect();
// Mount rendering
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
void setTaxiFlight(bool onTaxi) { taxiFlight_ = onTaxi; }
void setMountPitchRoll(float pitch, float roll) { mountPitch_ = pitch; mountRoll_ = roll; }
void clearMount();
bool isMounted() const { return mountInstanceId_ != 0; }
// Selection circle for targeted entity
void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
void clearSelectionCircle();
// CPU timing stats (milliseconds, last frame).
double getLastUpdateMs() const { return lastUpdateMs; }
double getLastRenderMs() const { return lastRenderMs; }
double getLastCameraUpdateMs() const { return lastCameraUpdateMs; }
double getLastTerrainRenderMs() const { return lastTerrainRenderMs; }
double getLastWMORenderMs() const { return lastWMORenderMs; }
double getLastM2RenderMs() const { return lastM2RenderMs; }
audio::MusicManager* getMusicManager() { return musicManager.get(); }
game::ZoneManager* getZoneManager() { return zoneManager.get(); }
audio::FootstepManager* getFootstepManager() { return footstepManager.get(); }
audio::ActivitySoundManager* getActivitySoundManager() { return activitySoundManager.get(); }
audio::MountSoundManager* getMountSoundManager() { return mountSoundManager.get(); }
audio::NpcVoiceManager* getNpcVoiceManager() { return npcVoiceManager.get(); }
audio::AmbientSoundManager* getAmbientSoundManager() { return ambientSoundManager.get(); }
audio::UiSoundManager* getUiSoundManager() { return uiSoundManager.get(); }
audio::CombatSoundManager* getCombatSoundManager() { return combatSoundManager.get(); }
audio::SpellSoundManager* getSpellSoundManager() { return spellSoundManager.get(); }
audio::MovementSoundManager* getMovementSoundManager() { return movementSoundManager.get(); }
LightingManager* getLightingManager() { return lightingManager.get(); }
private:
void runDeferredWorldInitStep(float deltaTime);
core::Window* window = nullptr;
std::unique_ptr<Camera> camera;
std::unique_ptr<CameraController> cameraController;
std::unique_ptr<Scene> scene;
std::unique_ptr<TerrainRenderer> terrainRenderer;
std::unique_ptr<TerrainManager> terrainManager;
std::unique_ptr<PerformanceHUD> performanceHUD;
std::unique_ptr<WaterRenderer> waterRenderer;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Celestial> celestial;
std::unique_ptr<StarField> starField;
std::unique_ptr<Clouds> clouds;
std::unique_ptr<LensFlare> lensFlare;
std::unique_ptr<Weather> weather;
std::unique_ptr<LightingManager> lightingManager;
std::unique_ptr<SkySystem> skySystem; // Coordinator for sky rendering
std::unique_ptr<SwimEffects> swimEffects;
std::unique_ptr<MountDust> mountDust;
std::unique_ptr<LevelUpEffect> levelUpEffect;
std::unique_ptr<ChargeEffect> chargeEffect;
std::unique_ptr<CharacterRenderer> characterRenderer;
std::unique_ptr<WMORenderer> wmoRenderer;
std::unique_ptr<M2Renderer> m2Renderer;
std::unique_ptr<Minimap> minimap;
std::unique_ptr<WorldMap> worldMap;
std::unique_ptr<QuestMarkerRenderer> questMarkerRenderer;
std::unique_ptr<audio::MusicManager> musicManager;
std::unique_ptr<audio::FootstepManager> footstepManager;
std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
std::unique_ptr<audio::MountSoundManager> mountSoundManager;
std::unique_ptr<audio::NpcVoiceManager> npcVoiceManager;
std::unique_ptr<audio::AmbientSoundManager> ambientSoundManager;
std::unique_ptr<audio::UiSoundManager> uiSoundManager;
std::unique_ptr<audio::CombatSoundManager> combatSoundManager;
std::unique_ptr<audio::SpellSoundManager> spellSoundManager;
std::unique_ptr<audio::MovementSoundManager> movementSoundManager;
std::unique_ptr<game::ZoneManager> zoneManager;
// Shadow mapping (Vulkan)
static constexpr uint32_t SHADOW_MAP_SIZE = 4096;
VkImage shadowDepthImage = VK_NULL_HANDLE;
VmaAllocation shadowDepthAlloc = VK_NULL_HANDLE;
VkImageView shadowDepthView = VK_NULL_HANDLE;
VkSampler shadowSampler = VK_NULL_HANDLE;
VkRenderPass shadowRenderPass = VK_NULL_HANDLE;
VkFramebuffer shadowFramebuffer = VK_NULL_HANDLE;
VkImageLayout shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
glm::vec3 shadowCenter = glm::vec3(0.0f);
bool shadowCenterInitialized = false;
bool shadowsEnabled = true;
float shadowDistance_ = 300.0f; // Shadow frustum half-extent (default: 300 units)
uint32_t shadowFrameCounter_ = 0;
public:
// Character preview registration (for off-screen composite pass)
void registerPreview(CharacterPreview* preview);
void unregisterPreview(CharacterPreview* preview);
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
bool areShadowsEnabled() const { return shadowsEnabled; }
void setShadowDistance(float dist) { shadowDistance_ = glm::clamp(dist, 40.0f, 500.0f); }
float getShadowDistance() const { return shadowDistance_; }
void setMsaaSamples(VkSampleCountFlagBits samples);
// FSR (FidelityFX Super Resolution) upscaling
void setFSREnabled(bool enabled);
bool isFSREnabled() const { return fsr_.enabled; }
void setFSRQuality(float scaleFactor); // 0.50=Perf, 0.59=Balanced, 0.67=Quality, 0.77=UltraQuality
void setFSRSharpness(float sharpness); // 0.0 - 2.0
float getFSRScaleFactor() const { return fsr_.scaleFactor; }
float getFSRSharpness() const { return fsr_.sharpness; }
void setFSR2Enabled(bool enabled);
bool isFSR2Enabled() const { return fsr2_.enabled; }
#if WOWEE_HAS_AMD_FSR2
bool isAmdFsr2SdkAvailable() const { return true; }
#else
bool isAmdFsr2SdkAvailable() const { return false; }
#endif
void setWaterRefractionEnabled(bool enabled);
bool isWaterRefractionEnabled() const;
private:
void applyMsaaChange();
VkSampleCountFlagBits pendingMsaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
bool msaaChangePending_ = false;
void renderShadowPass();
glm::mat4 computeLightSpaceMatrix();
pipeline::AssetManager* cachedAssetManager = nullptr;
uint32_t currentZoneId = 0;
std::string currentZoneName;
bool inTavern_ = false;
bool inBlacksmith_ = false;
float musicSwitchCooldown_ = 0.0f;
bool deferredWorldInitEnabled_ = true;
bool deferredWorldInitPending_ = false;
uint8_t deferredWorldInitStage_ = 0;
float deferredWorldInitCooldown_ = 0.0f;
// Third-person character state
glm::vec3 characterPosition = glm::vec3(0.0f);
uint32_t characterInstanceId = 0;
float characterYaw = 0.0f;
// Character animation state
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE };
CharAnimState charAnimState = CharAnimState::IDLE;
void updateCharacterAnimation();
bool isFootstepAnimationState() const;
bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);
audio::FootstepSurface resolveFootstepSurface() const;
uint32_t resolveMeleeAnimId();
// Emote state
bool emoteActive = false;
uint32_t emoteAnimId = 0;
bool emoteLoop = false;
// Target facing
const glm::vec3* targetPosition = nullptr;
bool inCombat_ = false;
// Selection circle rendering (Vulkan)
VkPipeline selCirclePipeline = VK_NULL_HANDLE;
VkPipelineLayout selCirclePipelineLayout = VK_NULL_HANDLE;
::VkBuffer selCircleVertBuf = VK_NULL_HANDLE;
VmaAllocation selCircleVertAlloc = VK_NULL_HANDLE;
::VkBuffer selCircleIdxBuf = VK_NULL_HANDLE;
VmaAllocation selCircleIdxAlloc = VK_NULL_HANDLE;
int selCircleVertCount = 0;
void initSelectionCircle();
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
glm::vec3 selCirclePos{0.0f};
glm::vec3 selCircleColor{1.0f, 0.0f, 0.0f};
float selCircleRadius = 1.5f;
bool selCircleVisible = false;
// Fullscreen color overlay (underwater tint)
VkPipeline overlayPipeline = VK_NULL_HANDLE;
VkPipelineLayout overlayPipelineLayout = VK_NULL_HANDLE;
void initOverlayPipeline();
void renderOverlay(const glm::vec4& color, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
// FSR 1.0 upscaling state
struct FSRState {
bool enabled = false;
bool needsRecreate = false;
float scaleFactor = 0.77f; // Ultra Quality default
float sharpness = 0.5f;
uint32_t internalWidth = 0;
uint32_t internalHeight = 0;
// Off-screen scene target (reduced resolution)
AllocatedImage sceneColor{}; // 1x color (non-MSAA render target / MSAA resolve target)
AllocatedImage sceneDepth{}; // Depth (matches current MSAA sample count)
AllocatedImage sceneMsaaColor{}; // MSAA color target (only when MSAA > 1x)
AllocatedImage sceneDepthResolve{}; // Depth resolve (only when MSAA + depth resolve)
VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
VkSampler sceneSampler = VK_NULL_HANDLE;
// Upscale pipeline
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
VkDescriptorPool descPool = VK_NULL_HANDLE;
VkDescriptorSet descSet = VK_NULL_HANDLE;
};
FSRState fsr_;
bool initFSRResources();
void destroyFSRResources();
void renderFSRUpscale();
// FSR 2.2 temporal upscaling state
struct FSR2State {
bool enabled = false;
bool needsRecreate = false;
float scaleFactor = 0.77f;
float sharpness = 3.0f; // Very strong RCAS to counteract upscale softness
uint32_t internalWidth = 0;
uint32_t internalHeight = 0;
// Off-screen scene targets (internal resolution, no MSAA — FSR2 replaces AA)
AllocatedImage sceneColor{};
AllocatedImage sceneDepth{};
VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
// Samplers
VkSampler linearSampler = VK_NULL_HANDLE; // For color
VkSampler nearestSampler = VK_NULL_HANDLE; // For depth / motion vectors
// Motion vector buffer (internal resolution)
AllocatedImage motionVectors{};
// History buffers (display resolution, ping-pong)
AllocatedImage history[2]{};
uint32_t currentHistory = 0; // Output index (0 or 1)
// Compute pipelines
VkPipeline motionVecPipeline = VK_NULL_HANDLE;
VkPipelineLayout motionVecPipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout motionVecDescSetLayout = VK_NULL_HANDLE;
VkDescriptorPool motionVecDescPool = VK_NULL_HANDLE;
VkDescriptorSet motionVecDescSet = VK_NULL_HANDLE;
VkPipeline accumulatePipeline = VK_NULL_HANDLE;
VkPipelineLayout accumulatePipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout accumulateDescSetLayout = VK_NULL_HANDLE;
VkDescriptorPool accumulateDescPool = VK_NULL_HANDLE;
VkDescriptorSet accumulateDescSets[2] = {}; // Per ping-pong
// RCAS sharpening pass (display resolution)
VkPipeline sharpenPipeline = VK_NULL_HANDLE;
VkPipelineLayout sharpenPipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout sharpenDescSetLayout = VK_NULL_HANDLE;
VkDescriptorPool sharpenDescPool = VK_NULL_HANDLE;
VkDescriptorSet sharpenDescSets[2] = {};
// Previous frame state for motion vector reprojection
glm::mat4 prevViewProjection = glm::mat4(1.0f);
glm::vec2 prevJitter = glm::vec2(0.0f);
uint32_t frameIndex = 0;
bool needsHistoryReset = true;
// Convergent accumulation: jitter for N frames then freeze
int convergenceFrame = 0;
static constexpr int convergenceMaxFrames = 8;
glm::mat4 lastStableVP = glm::mat4(1.0f);
};
FSR2State fsr2_;
bool initFSR2Resources();
void destroyFSR2Resources();
void dispatchMotionVectors();
void dispatchTemporalAccumulate();
void renderFSR2Sharpen();
static float halton(uint32_t index, uint32_t base);
// Footstep event tracking (animation-driven)
uint32_t footstepLastAnimationId = 0;
float footstepLastNormTime = 0.0f;
bool footstepNormInitialized = false;
// Footstep surface cache (avoid expensive queries every step)
mutable audio::FootstepSurface cachedFootstepSurface{};
mutable glm::vec3 cachedFootstepPosition{0.0f, 0.0f, 0.0f};
mutable float cachedFootstepUpdateTimer{999.0f}; // Force initial query
// Mount footstep tracking (separate from player's)
uint32_t mountFootstepLastAnimId = 0;
float mountFootstepLastNormTime = 0.0f;
bool mountFootstepNormInitialized = false;
bool sfxStateInitialized = false;
bool sfxPrevGrounded = true;
bool sfxPrevJumping = false;
bool sfxPrevFalling = false;
bool sfxPrevSwimming = false;
bool charging_ = false;
float meleeSwingTimer = 0.0f;
float meleeSwingCooldown = 0.0f;
float meleeAnimDurationMs = 0.0f;
uint32_t meleeAnimId = 0;
uint32_t equippedWeaponInvType_ = 0;
// Mount state
// Mount animation capabilities (discovered at mount time, varies per model)
struct MountAnimSet {
uint32_t jumpStart = 0; // Jump start animation
uint32_t jumpLoop = 0; // Jump airborne loop
uint32_t jumpEnd = 0; // Jump landing
uint32_t rearUp = 0; // Rear-up / special flourish
uint32_t run = 0; // Run animation (discovered, don't assume)
uint32_t stand = 0; // Stand animation (discovered)
std::vector<uint32_t> fidgets; // Idle fidget animations (head turn, tail swish, etc.)
};
enum class MountAction { None, Jump, RearUp };
uint32_t mountInstanceId_ = 0;
float mountHeightOffset_ = 0.0f;
float mountPitch_ = 0.0f; // Up/down tilt (radians)
float mountRoll_ = 0.0f; // Left/right banking (radians)
int mountSeatAttachmentId_ = -1; // -1 unknown, -2 unavailable
glm::vec3 smoothedMountSeatPos_ = glm::vec3(0.0f);
bool mountSeatSmoothingInit_ = false;
float prevMountYaw_ = 0.0f; // Previous yaw for turn rate calculation (procedural lean)
float lastDeltaTime_ = 0.0f; // Cached for use in updateCharacterAnimation()
MountAction mountAction_ = MountAction::None; // Current mount action (jump/rear-up)
uint32_t mountActionPhase_ = 0; // 0=start, 1=loop, 2=end (for jump chaining)
MountAnimSet mountAnims_; // Cached animation IDs for current mount
float mountIdleFidgetTimer_ = 0.0f; // Timer for random idle fidgets
float mountIdleSoundTimer_ = 0.0f; // Timer for ambient idle sounds
uint32_t mountActiveFidget_ = 0; // Currently playing fidget animation ID (0 = none)
bool taxiFlight_ = false;
bool taxiAnimsLogged_ = false;
// Vulkan frame state
VkContext* vkCtx = nullptr;
VkCommandBuffer currentCmd = VK_NULL_HANDLE;
uint32_t currentImageIndex = 0;
// Per-frame UBO + descriptors (set 0)
static constexpr uint32_t MAX_FRAMES = 2;
VkDescriptorSetLayout perFrameSetLayout = VK_NULL_HANDLE;
VkDescriptorPool sceneDescriptorPool = VK_NULL_HANDLE;
VkDescriptorSet perFrameDescSets[MAX_FRAMES] = {};
VkBuffer perFrameUBOs[MAX_FRAMES] = {};
VmaAllocation perFrameUBOAllocs[MAX_FRAMES] = {};
void* perFrameUBOMapped[MAX_FRAMES] = {};
GPUPerFrameData currentFrameData{};
float globalTime = 0.0f;
// Per-frame reflection UBO (mirrors camera for planar reflections)
VkBuffer reflPerFrameUBO = VK_NULL_HANDLE;
VmaAllocation reflPerFrameUBOAlloc = VK_NULL_HANDLE;
void* reflPerFrameUBOMapped = nullptr;
VkDescriptorSet reflPerFrameDescSet = VK_NULL_HANDLE;
bool createPerFrameResources();
void destroyPerFrameResources();
void updatePerFrameUBO();
void setupWater1xPass();
void renderReflectionPass();
// ── Multithreaded secondary command buffer recording ──
// Indices into secondaryCmds_ arrays
static constexpr uint32_t SEC_SKY = 0; // sky (main thread)
static constexpr uint32_t SEC_TERRAIN = 1; // terrain (worker 0)
static constexpr uint32_t SEC_WMO = 2; // WMO (worker 1)
static constexpr uint32_t SEC_CHARS = 3; // selection circle + characters (main thread)
static constexpr uint32_t SEC_M2 = 4; // M2 + particles + glow (worker 2)
static constexpr uint32_t SEC_POST = 5; // water + weather + effects (main thread)
static constexpr uint32_t SEC_IMGUI = 6; // ImGui (main thread, non-FSR only)
static constexpr uint32_t NUM_SECONDARIES = 7;
static constexpr uint32_t NUM_WORKERS = 3; // terrain, WMO, M2
// Per-worker command pools (thread-safe: one pool per thread)
VkCommandPool workerCmdPools_[NUM_WORKERS] = {};
// Main-thread command pool for its secondary buffers
VkCommandPool mainSecondaryCmdPool_ = VK_NULL_HANDLE;
// Pre-allocated secondary command buffers [secondaryIndex][frameInFlight]
VkCommandBuffer secondaryCmds_[NUM_SECONDARIES][MAX_FRAMES] = {};
bool parallelRecordingEnabled_ = false; // set true after pools/buffers created
bool createSecondaryCommandResources();
void destroySecondaryCommandResources();
VkCommandBuffer beginSecondary(uint32_t secondaryIndex);
void setSecondaryViewportScissor(VkCommandBuffer cmd);
// Cached render pass state for secondary buffer inheritance
VkRenderPass activeRenderPass_ = VK_NULL_HANDLE;
VkFramebuffer activeFramebuffer_ = VK_NULL_HANDLE;
VkExtent2D activeRenderExtent_ = {0, 0};
// Active character previews for off-screen rendering
std::vector<CharacterPreview*> activePreviews_;
bool terrainEnabled = true;
bool terrainLoaded = false;
// CPU timing stats (last frame/update).
double lastUpdateMs = 0.0;
double lastRenderMs = 0.0;
double lastCameraUpdateMs = 0.0;
double lastTerrainRenderMs = 0.0;
double lastWMORenderMs = 0.0;
double lastM2RenderMs = 0.0;
};
} // namespace rendering
} // namespace wowee