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https://github.com/Kelsidavis/WoWee.git
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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
127 lines
4.7 KiB
C++
127 lines
4.7 KiB
C++
#pragma once
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#include <vulkan/vulkan.h>
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#include <vector>
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#include <string>
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namespace wowee {
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namespace rendering {
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// Builder pattern for VkGraphicsPipeline creation.
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// Usage:
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// auto pipeline = PipelineBuilder()
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// .setShaders(vertStage, fragStage)
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// .setVertexInput(bindings, attributes)
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// .setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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// .setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT)
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// .setDepthTest(true, true, VK_COMPARE_OP_LESS)
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// .setColorBlendAttachment(PipelineBuilder::blendAlpha())
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// .setLayout(pipelineLayout)
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// .setRenderPass(renderPass)
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// .build(device);
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class PipelineBuilder {
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public:
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PipelineBuilder();
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// Shader stages
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PipelineBuilder& setShaders(VkPipelineShaderStageCreateInfo vert,
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VkPipelineShaderStageCreateInfo frag);
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// Vertex input
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PipelineBuilder& setVertexInput(
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const std::vector<VkVertexInputBindingDescription>& bindings,
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const std::vector<VkVertexInputAttributeDescription>& attributes);
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// No vertex input (fullscreen quad generated in vertex shader)
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PipelineBuilder& setNoVertexInput();
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// Input assembly
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PipelineBuilder& setTopology(VkPrimitiveTopology topology,
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VkBool32 primitiveRestart = VK_FALSE);
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// Rasterization
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PipelineBuilder& setRasterization(VkPolygonMode polygonMode,
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VkCullModeFlags cullMode,
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VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE);
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// Depth test/write
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PipelineBuilder& setDepthTest(bool enable, bool writeEnable,
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VkCompareOp compareOp = VK_COMPARE_OP_LESS);
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// No depth test (default)
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PipelineBuilder& setNoDepthTest();
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// Depth bias (for shadow maps)
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PipelineBuilder& setDepthBias(float constantFactor, float slopeFactor);
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// Color blend attachment
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PipelineBuilder& setColorBlendAttachment(
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VkPipelineColorBlendAttachmentState blendState);
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// No color attachment (depth-only pass)
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PipelineBuilder& setNoColorAttachment();
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// Multisampling
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PipelineBuilder& setMultisample(VkSampleCountFlagBits samples);
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PipelineBuilder& setAlphaToCoverage(bool enable);
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// Pipeline layout
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PipelineBuilder& setLayout(VkPipelineLayout layout);
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// Render pass
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PipelineBuilder& setRenderPass(VkRenderPass renderPass, uint32_t subpass = 0);
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// Dynamic state
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PipelineBuilder& setDynamicStates(const std::vector<VkDynamicState>& states);
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// Pipeline derivatives — hint driver to share compiled state between similar pipelines
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PipelineBuilder& setFlags(VkPipelineCreateFlags flags);
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PipelineBuilder& setBasePipeline(VkPipeline basePipeline);
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// Build the pipeline (pass a VkPipelineCache for faster creation)
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VkPipeline build(VkDevice device, VkPipelineCache cache = VK_NULL_HANDLE) const;
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// Common blend states
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static VkPipelineColorBlendAttachmentState blendDisabled();
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static VkPipelineColorBlendAttachmentState blendAlpha();
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static VkPipelineColorBlendAttachmentState blendPremultiplied();
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static VkPipelineColorBlendAttachmentState blendAdditive();
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private:
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages_;
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std::vector<VkVertexInputBindingDescription> vertexBindings_;
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std::vector<VkVertexInputAttributeDescription> vertexAttributes_;
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VkPrimitiveTopology topology_ = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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VkBool32 primitiveRestart_ = VK_FALSE;
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VkPolygonMode polygonMode_ = VK_POLYGON_MODE_FILL;
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VkCullModeFlags cullMode_ = VK_CULL_MODE_NONE;
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VkFrontFace frontFace_ = VK_FRONT_FACE_CLOCKWISE;
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bool depthTestEnable_ = false;
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bool depthWriteEnable_ = false;
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VkCompareOp depthCompareOp_ = VK_COMPARE_OP_LESS;
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bool depthBiasEnable_ = false;
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float depthBiasConstant_ = 0.0f;
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float depthBiasSlope_ = 0.0f;
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VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
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bool alphaToCoverage_ = false;
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std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments_;
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VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
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VkRenderPass renderPass_ = VK_NULL_HANDLE;
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uint32_t subpass_ = 0;
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std::vector<VkDynamicState> dynamicStates_;
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VkPipelineCreateFlags flags_ = 0;
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VkPipeline basePipelineHandle_ = VK_NULL_HANDLE;
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};
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// Helper to create a pipeline layout from descriptor set layouts and push constant ranges
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VkPipelineLayout createPipelineLayout(VkDevice device,
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const std::vector<VkDescriptorSetLayout>& setLayouts,
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const std::vector<VkPushConstantRange>& pushConstants = {});
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// Helper to create a descriptor set layout from bindings
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VkDescriptorSetLayout createDescriptorSetLayout(VkDevice device,
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const std::vector<VkDescriptorSetLayoutBinding>& bindings);
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} // namespace rendering
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} // namespace wowee
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