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M2 GPU instancing - M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max) - Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group - boneBase field indexes into mega bone SSBO via gl_InstanceIndex Indirect terrain drawing - 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer - CPU builds VkDrawIndexedIndirectCommand per visible chunk - Single VB/IB bind per frame; shadow pass reuses mega buffers - Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix host-mapped buffer race condition that caused terrain flickering GPU frustum culling (compute shader) - m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull - CullInstanceGPU SSBO input, uint visibility[] output, double-buffered - dispatchCullCompute() runs before main pass via render graph node Consolidated bone matrix SSBOs - 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones) - Eliminated per-instance descriptor sets; one megaBoneSet_ per frame - prepareRender() packs bone matrices consecutively into current frame slot Render graph / frame graph - RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort - Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes - Passes: minimap_composite, worldmap_composite, preview_composite, shadow_pass, reflection_pass, compute_cull - beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd) Pipeline derivatives - PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT - M2 opaque = base; alphaTest/alpha/additive are derivatives - Applied to terrain (wireframe) and WMO (alpha-test) renderers Rendering bug fixes: - fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate one-frame lag that caused shadow trails and flicker on moving objects - fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f to prevent acne at close range and gaps at far range - fix(visibility): WMO group distance threshold 500u → 1200u to match terrain view distance; buildings were disappearing on the horizon - fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1), eliminating Z-fighting and improving frustum plane extraction stability - fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed M2 render distance (2800u) and eliminate pop-in when camera turns; unload radius 7 → 9; spawn radius 3 → 4 - fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce early pop of grass and debris |
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| .. | ||
| amd_fsr3_runtime.hpp | ||
| animation_controller.hpp | ||
| camera.hpp | ||
| camera_controller.hpp | ||
| celestial.hpp | ||
| character_preview.hpp | ||
| character_renderer.hpp | ||
| charge_effect.hpp | ||
| clouds.hpp | ||
| frustum.hpp | ||
| lens_flare.hpp | ||
| levelup_effect.hpp | ||
| lighting_manager.hpp | ||
| lightning.hpp | ||
| loading_screen.hpp | ||
| m2_model_classifier.hpp | ||
| m2_renderer.hpp | ||
| material.hpp | ||
| minimap.hpp | ||
| mount_dust.hpp | ||
| performance_hud.hpp | ||
| post_process_pipeline.hpp | ||
| quest_marker_renderer.hpp | ||
| render_graph.hpp | ||
| renderer.hpp | ||
| sky_system.hpp | ||
| skybox.hpp | ||
| spell_visual_system.hpp | ||
| starfield.hpp | ||
| swim_effects.hpp | ||
| terrain_manager.hpp | ||
| terrain_renderer.hpp | ||
| vk_buffer.hpp | ||
| vk_context.hpp | ||
| vk_frame_data.hpp | ||
| vk_pipeline.hpp | ||
| vk_render_target.hpp | ||
| vk_shader.hpp | ||
| vk_texture.hpp | ||
| vk_utils.hpp | ||
| water_renderer.hpp | ||
| weather.hpp | ||
| wmo_renderer.hpp | ||
| world_map.hpp | ||