Kelsidavis-WoWee/src/rendering/camera.cpp
Kelsi 52317d1edd Implement FSR 2.2 temporal upscaling
Full FSR 2.2 pipeline with depth-based motion vector reprojection,
temporal accumulation with YCoCg neighborhood clamping, and RCAS
contrast-adaptive sharpening.

Architecture (designed for FSR 3.x frame generation readiness):
- Camera: Halton(2,3) sub-pixel jitter with unjittered projection
  stored separately for motion vector computation
- Motion vectors: compute shader reconstructs world position from
  depth + inverse VP, reprojects with previous frame's VP
- Temporal accumulation: compute shader blends 5-10% current frame
  with 90-95% clamped history, adaptive blend for disocclusion
- History: ping-pong R16G16B16A16 buffers at display resolution
- Sharpening: RCAS fragment pass with contrast-adaptive weights

Integration:
- FSR2 replaces both FSR1 and MSAA when enabled
- Scene renders to internal resolution framebuffer (no MSAA)
- Compute passes run between scene and swapchain render passes
- Camera cut detection resets history on teleport
- Quality presets shared with FSR1 (0.50-0.77 scale factors)
- UI: "Upscaling" combo with Off/FSR 1.0/FSR 2.2 options
2026-03-07 23:13:01 -08:00

83 lines
2.7 KiB
C++

#include "rendering/camera.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
namespace wowee {
namespace rendering {
Camera::Camera() {
updateViewMatrix();
updateProjectionMatrix();
}
void Camera::updateViewMatrix() {
glm::vec3 front = getForward();
// Use Z-up for WoW coordinate system
viewMatrix = glm::lookAt(position, position + front, glm::vec3(0.0f, 0.0f, 1.0f));
}
void Camera::updateProjectionMatrix() {
projectionMatrix = glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane);
// Vulkan clip-space has Y pointing down; flip the projection's Y axis.
projectionMatrix[1][1] *= -1.0f;
unjitteredProjectionMatrix = projectionMatrix;
// Re-apply jitter if active
if (jitterOffset.x != 0.0f || jitterOffset.y != 0.0f) {
projectionMatrix[2][0] += jitterOffset.x;
projectionMatrix[2][1] += jitterOffset.y;
}
}
glm::vec3 Camera::getForward() const {
// WoW coordinate system: X/Y horizontal, Z vertical
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front.z = sin(glm::radians(pitch));
return glm::normalize(front);
}
glm::vec3 Camera::getRight() const {
// Use Z-up for WoW coordinate system
return glm::normalize(glm::cross(getForward(), glm::vec3(0.0f, 0.0f, 1.0f)));
}
glm::vec3 Camera::getUp() const {
return glm::normalize(glm::cross(getRight(), getForward()));
}
void Camera::setJitter(float jx, float jy) {
// Remove old jitter, apply new
projectionMatrix[2][0] -= jitterOffset.x;
projectionMatrix[2][1] -= jitterOffset.y;
jitterOffset = glm::vec2(jx, jy);
projectionMatrix[2][0] += jitterOffset.x;
projectionMatrix[2][1] += jitterOffset.y;
}
void Camera::clearJitter() {
projectionMatrix[2][0] -= jitterOffset.x;
projectionMatrix[2][1] -= jitterOffset.y;
jitterOffset = glm::vec2(0.0f);
}
Ray Camera::screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const {
float ndcX = (2.0f * screenX / screenW) - 1.0f;
// Vulkan Y-flip is baked into projectionMatrix, so NDC Y maps directly:
// screen top (y=0) → NDC -1, screen bottom (y=H) → NDC +1
float ndcY = (2.0f * screenY / screenH) - 1.0f;
glm::mat4 invVP = glm::inverse(projectionMatrix * viewMatrix);
// Vulkan / GLM_FORCE_DEPTH_ZERO_TO_ONE: NDC z ∈ [0, 1]
glm::vec4 nearPt = invVP * glm::vec4(ndcX, ndcY, 0.0f, 1.0f);
glm::vec4 farPt = invVP * glm::vec4(ndcX, ndcY, 1.0f, 1.0f);
nearPt /= nearPt.w;
farPt /= farPt.w;
return { glm::vec3(nearPt), glm::normalize(glm::vec3(farPt - nearPt)) };
}
} // namespace rendering
} // namespace wowee