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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
61 lines
2.1 KiB
C++
61 lines
2.1 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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// 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 = 0.05f;
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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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