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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
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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namespace wowee {
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namespace rendering {
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struct Ray {
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glm::vec3 origin;
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glm::vec3 direction;
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};
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class Camera {
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public:
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Camera();
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void setPosition(const glm::vec3& pos) { position = pos; updateViewMatrix(); }
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void setRotation(float yaw, float pitch) { this->yaw = yaw; this->pitch = pitch; updateViewMatrix(); }
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void setAspectRatio(float aspect) { aspectRatio = aspect; updateProjectionMatrix(); }
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void setFov(float fov) { this->fov = fov; updateProjectionMatrix(); }
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const glm::vec3& getPosition() const { return position; }
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const glm::mat4& getViewMatrix() const { return viewMatrix; }
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const glm::mat4& getProjectionMatrix() const { return projectionMatrix; }
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const glm::mat4& getUnjitteredProjectionMatrix() const { return unjitteredProjectionMatrix; }
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glm::mat4 getViewProjectionMatrix() const { return projectionMatrix * viewMatrix; }
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glm::mat4 getUnjitteredViewProjectionMatrix() const { return unjitteredProjectionMatrix * viewMatrix; }
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float getAspectRatio() const { return aspectRatio; }
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float getFovDegrees() const { return fov; }
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float getNearPlane() const { return nearPlane; }
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float getFarPlane() const { return farPlane; }
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// Sub-pixel jitter for temporal upscaling (FSR 2)
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void setJitter(float jx, float jy);
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void clearJitter();
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glm::vec2 getJitter() const { return jitterOffset; }
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glm::vec3 getForward() const;
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glm::vec3 getRight() const;
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glm::vec3 getUp() const;
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Ray screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const;
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private:
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void updateViewMatrix();
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void updateProjectionMatrix();
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glm::vec3 position = glm::vec3(0.0f);
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float yaw = 0.0f;
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float pitch = 0.0f;
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float fov = 45.0f;
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float aspectRatio = 16.0f / 9.0f;
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float nearPlane = 0.5f;
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float farPlane = 30000.0f; // Improves depth precision vs extremely large far clip
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glm::mat4 viewMatrix = glm::mat4(1.0f);
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glm::mat4 projectionMatrix = glm::mat4(1.0f);
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glm::mat4 unjitteredProjectionMatrix = glm::mat4(1.0f);
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glm::vec2 jitterOffset = glm::vec2(0.0f); // NDC jitter (applied to projection)
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};
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} // namespace rendering
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} // namespace wowee
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