Kelsidavis-WoWee/src/rendering/lightning.cpp
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

595 lines
20 KiB
C++

#include "rendering/lightning.hpp"
#include "rendering/camera.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp"
#include <random>
#include <cmath>
#include <cstring>
namespace wowee {
namespace rendering {
namespace {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> dist(0.0f, 1.0f);
float randomRange(float min, float max) {
return min + dist(gen) * (max - min);
}
}
Lightning::Lightning() {
flash.active = false;
flash.intensity = 0.0f;
flash.lifetime = 0.0f;
flash.maxLifetime = FLASH_LIFETIME;
bolts.resize(MAX_BOLTS);
for (auto& bolt : bolts) {
bolt.active = false;
bolt.lifetime = 0.0f;
bolt.maxLifetime = BOLT_LIFETIME;
bolt.brightness = 1.0f;
}
// Random initial strike time
nextStrikeTime = randomRange(MIN_STRIKE_INTERVAL, MAX_STRIKE_INTERVAL);
}
Lightning::~Lightning() {
shutdown();
}
bool Lightning::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
core::Logger::getInstance().info("Initializing lightning system...");
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Bolt pipeline (LINE_STRIP) ----
{
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/lightning_bolt.vert.spv")) {
core::Logger::getInstance().error("Failed to load lightning_bolt vertex shader");
return false;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/lightning_bolt.frag.spv")) {
core::Logger::getInstance().error("Failed to load lightning_bolt fragment shader");
return false;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Push constant: { float brightness; } = 4 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(float);
boltPipelineLayout = createPipelineLayout(device, {perFrameLayout}, {pushRange});
if (boltPipelineLayout == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create bolt pipeline layout");
return false;
}
// Vertex input: position only (vec3)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = sizeof(glm::vec3);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
boltPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest() // Always visible (like the GL version)
.setColorBlendAttachment(PipelineBuilder::blendAdditive()) // Additive for electric glow
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(boltPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (boltPipeline == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create bolt pipeline");
return false;
}
}
// ---- Flash pipeline (fullscreen quad, TRIANGLE_STRIP) ----
{
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/lightning_flash.vert.spv")) {
core::Logger::getInstance().error("Failed to load lightning_flash vertex shader");
return false;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/lightning_flash.frag.spv")) {
core::Logger::getInstance().error("Failed to load lightning_flash fragment shader");
return false;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Push constant: { float intensity; } = 4 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(float);
flashPipelineLayout = createPipelineLayout(device, {}, {pushRange});
if (flashPipelineLayout == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create flash pipeline layout");
return false;
}
// Vertex input: position only (vec2)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 2 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
flashPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(flashPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (flashPipeline == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create flash pipeline");
return false;
}
}
// ---- Create dynamic mapped vertex buffer for bolt segments ----
// Each bolt can have up to MAX_SEGMENTS * 2 vec3 entries (segments + branches)
boltDynamicVBSize = MAX_SEGMENTS * 4 * sizeof(glm::vec3); // generous capacity
{
AllocatedBuffer buf = createBuffer(vkCtx->getAllocator(), boltDynamicVBSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
boltDynamicVB = buf.buffer;
boltDynamicVBAlloc = buf.allocation;
boltDynamicVBAllocInfo = buf.info;
if (boltDynamicVB == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create bolt dynamic vertex buffer");
return false;
}
}
// ---- Create static flash quad vertex buffer ----
{
float flashQuad[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
AllocatedBuffer buf = uploadBuffer(*vkCtx, flashQuad, sizeof(flashQuad),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
flashQuadVB = buf.buffer;
flashQuadVBAlloc = buf.allocation;
if (flashQuadVB == VK_NULL_HANDLE) {
core::Logger::getInstance().error("Failed to create flash quad vertex buffer");
return false;
}
}
core::Logger::getInstance().info("Lightning system initialized");
return true;
}
void Lightning::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
if (boltPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, boltPipeline, nullptr);
boltPipeline = VK_NULL_HANDLE;
}
if (boltPipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, boltPipelineLayout, nullptr);
boltPipelineLayout = VK_NULL_HANDLE;
}
if (boltDynamicVB != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, boltDynamicVB, boltDynamicVBAlloc);
boltDynamicVB = VK_NULL_HANDLE;
boltDynamicVBAlloc = VK_NULL_HANDLE;
}
if (flashPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, flashPipeline, nullptr);
flashPipeline = VK_NULL_HANDLE;
}
if (flashPipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, flashPipelineLayout, nullptr);
flashPipelineLayout = VK_NULL_HANDLE;
}
if (flashQuadVB != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, flashQuadVB, flashQuadVBAlloc);
flashQuadVB = VK_NULL_HANDLE;
flashQuadVBAlloc = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
}
void Lightning::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipelines (NOT layouts)
if (boltPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, boltPipeline, nullptr);
boltPipeline = VK_NULL_HANDLE;
}
if (flashPipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, flashPipeline, nullptr);
flashPipeline = VK_NULL_HANDLE;
}
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Rebuild bolt pipeline (LINE_STRIP) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/lightning_bolt.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/lightning_bolt.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = sizeof(glm::vec3);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
boltPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(boltPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
// ---- Rebuild flash pipeline (TRIANGLE_STRIP) ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/lightning_flash.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/lightning_flash.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 2 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32_SFLOAT;
posAttr.offset = 0;
flashPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setNoDepthTest()
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(flashPipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
}
void Lightning::update(float deltaTime, const Camera& camera) {
if (!enabled) {
return;
}
// Update strike timer
strikeTimer += deltaTime;
// Spawn random strikes based on intensity
if (strikeTimer >= nextStrikeTime) {
spawnRandomStrike(camera.getPosition());
strikeTimer = 0.0f;
// Calculate next strike time (higher intensity = more frequent)
float intervalRange = MAX_STRIKE_INTERVAL - MIN_STRIKE_INTERVAL;
float adjustedInterval = MIN_STRIKE_INTERVAL + intervalRange * (1.0f - intensity);
nextStrikeTime = randomRange(adjustedInterval * 0.8f, adjustedInterval * 1.2f);
}
updateBolts(deltaTime);
updateFlash(deltaTime);
}
void Lightning::updateBolts(float deltaTime) {
for (auto& bolt : bolts) {
if (!bolt.active) {
continue;
}
bolt.lifetime += deltaTime;
if (bolt.lifetime >= bolt.maxLifetime) {
bolt.active = false;
continue;
}
// Fade out
float t = bolt.lifetime / bolt.maxLifetime;
bolt.brightness = 1.0f - t;
}
}
void Lightning::updateFlash(float deltaTime) {
if (!flash.active) {
return;
}
flash.lifetime += deltaTime;
if (flash.lifetime >= flash.maxLifetime) {
flash.active = false;
flash.intensity = 0.0f;
return;
}
// Quick fade
float t = flash.lifetime / flash.maxLifetime;
flash.intensity = 1.0f - (t * t); // Quadratic fade
}
void Lightning::spawnRandomStrike(const glm::vec3& cameraPos) {
// Find inactive bolt
LightningBolt* bolt = nullptr;
for (auto& b : bolts) {
if (!b.active) {
bolt = &b;
break;
}
}
if (!bolt) {
return; // All bolts active
}
// Random position around camera
float angle = randomRange(0.0f, 2.0f * 3.14159f);
float distance = randomRange(50.0f, STRIKE_DISTANCE);
glm::vec3 strikePos;
strikePos.x = cameraPos.x + std::cos(angle) * distance;
strikePos.z = cameraPos.z + std::sin(angle) * distance;
strikePos.y = cameraPos.y + randomRange(80.0f, 150.0f); // High in sky
triggerStrike(strikePos);
}
void Lightning::triggerStrike(const glm::vec3& position) {
// Find inactive bolt
LightningBolt* bolt = nullptr;
for (auto& b : bolts) {
if (!b.active) {
bolt = &b;
break;
}
}
if (!bolt) {
return;
}
// Setup bolt
bolt->active = true;
bolt->lifetime = 0.0f;
bolt->brightness = 1.0f;
bolt->startPos = position;
bolt->endPos = position;
bolt->endPos.y = position.y - randomRange(100.0f, 200.0f); // Strike downward
// Generate segments
bolt->segments.clear();
bolt->branches.clear();
generateLightningBolt(*bolt);
// Trigger screen flash
flash.active = true;
flash.lifetime = 0.0f;
flash.intensity = 1.0f;
}
void Lightning::generateLightningBolt(LightningBolt& bolt) {
generateBoltSegments(bolt.startPos, bolt.endPos, bolt.segments, 0);
}
void Lightning::generateBoltSegments(const glm::vec3& start, const glm::vec3& end,
std::vector<glm::vec3>& segments, int depth) {
if (depth > 4) { // Max recursion depth
return;
}
int numSegments = 8 + static_cast<int>(randomRange(0.0f, 8.0f));
glm::vec3 direction = end - start;
float length = glm::length(direction);
direction = glm::normalize(direction);
glm::vec3 current = start;
segments.push_back(current);
for (int i = 1; i < numSegments; i++) {
float t = static_cast<float>(i) / static_cast<float>(numSegments);
glm::vec3 target = start + direction * (length * t);
// Add random offset perpendicular to direction
float offsetAmount = (1.0f - t) * 8.0f; // More offset at start
glm::vec3 perpendicular1 = glm::normalize(glm::cross(direction, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 perpendicular2 = glm::normalize(glm::cross(direction, perpendicular1));
glm::vec3 offset = perpendicular1 * randomRange(-offsetAmount, offsetAmount) +
perpendicular2 * randomRange(-offsetAmount, offsetAmount);
current = target + offset;
segments.push_back(current);
// Random branches
if (dist(gen) < BRANCH_PROBABILITY && depth < 3) {
glm::vec3 branchEnd = current;
branchEnd += glm::vec3(randomRange(-20.0f, 20.0f),
randomRange(-30.0f, -10.0f),
randomRange(-20.0f, 20.0f));
generateBoltSegments(current, branchEnd, segments, depth + 1);
}
}
segments.push_back(end);
}
void Lightning::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!enabled) {
return;
}
renderBolts(cmd, perFrameSet);
renderFlash(cmd);
}
void Lightning::renderBolts(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (boltPipeline == VK_NULL_HANDLE) return;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, boltPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, boltPipelineLayout,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &boltDynamicVB, &offset);
for (const auto& bolt : bolts) {
if (!bolt.active || bolt.segments.empty()) {
continue;
}
// Upload bolt segments to mapped buffer
VkDeviceSize uploadSize = bolt.segments.size() * sizeof(glm::vec3);
if (uploadSize > boltDynamicVBSize) {
// Clamp to buffer size
uploadSize = boltDynamicVBSize;
}
if (boltDynamicVBAllocInfo.pMappedData) {
std::memcpy(boltDynamicVBAllocInfo.pMappedData, bolt.segments.data(), uploadSize);
}
// Push brightness
vkCmdPushConstants(cmd, boltPipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(float), &bolt.brightness);
uint32_t vertexCount = static_cast<uint32_t>(uploadSize / sizeof(glm::vec3));
vkCmdDraw(cmd, vertexCount, 1, 0, 0);
}
}
void Lightning::renderFlash(VkCommandBuffer cmd) {
if (!flash.active || flash.intensity <= 0.01f || flashPipeline == VK_NULL_HANDLE) {
return;
}
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, flashPipeline);
// Push flash intensity
vkCmdPushConstants(cmd, flashPipelineLayout,
VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(float), &flash.intensity);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &flashQuadVB, &offset);
vkCmdDraw(cmd, 4, 1, 0, 0);
}
void Lightning::setEnabled(bool enabled) {
this->enabled = enabled;
if (!enabled) {
// Clear active effects
for (auto& bolt : bolts) {
bolt.active = false;
}
flash.active = false;
}
}
void Lightning::setIntensity(float intensity) {
this->intensity = glm::clamp(intensity, 0.0f, 1.0f);
}
} // namespace rendering
} // namespace wowee