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Crossing the surface was a step change. The underwater tint did not start until the eye was 1.5 units down, and when it did it covered the whole screen at once — so there was a dead zone at the surface, then a pop, and never a waterline. What the camera showed in between was the water plane seen edge-on: a razor-straight horizontal cut. The overlay now takes a boundary rather than covering everything. It runs from off the bottom of the screen to off the top as the eye moves through a band around the surface, so the waterline rises past the lens instead of switching, and the edge carries a small ripple so it does not read as a straight cut. Fully submerged puts the line past the top, which is the previous behaviour exactly. The tint also builds from the surface now rather than from 1.5 down, with a floor held through the crossing so the submerged half reads as water rather than clear air.
96 lines
3.7 KiB
C++
96 lines
3.7 KiB
C++
#pragma once
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include <functional>
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#include <optional>
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namespace wowee {
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namespace rendering {
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class VkContext;
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/// Manages selection circle and fullscreen overlay Vulkan pipelines.
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/// Extracted from Renderer to isolate overlay rendering resources.
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class OverlaySystem {
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public:
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/// Height query callable: returns floor height at (x, y) or (x, y, probeZ).
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using HeightQuery2D = std::function<std::optional<float>(float x, float y)>;
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using HeightQuery3D = std::function<std::optional<float>(float x, float y, float probeZ)>;
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explicit OverlaySystem(VkContext* ctx);
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~OverlaySystem();
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OverlaySystem(const OverlaySystem&) = delete;
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OverlaySystem& operator=(const OverlaySystem&) = delete;
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// Selection circle
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void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
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void clearSelectionCircle();
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void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection,
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VkCommandBuffer cmd,
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HeightQuery2D terrainHeight,
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HeightQuery3D wmoHeight,
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HeightQuery3D m2Height);
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// Fullscreen color overlay (underwater tint, etc.)
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void renderOverlay(const glm::vec4& color, VkCommandBuffer cmd);
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/// Underwater tint bounded by a waterline that sweeps across the view as the
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/// camera crosses the surface. lineNdc runs from +1 (line off the bottom, so
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/// nothing is tinted) to -1 (off the top, so everything is), softness spans
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/// the meniscus and rippleAmp bends the edge.
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void renderWaterline(const glm::vec4& color, float lineNdc, float softness,
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float rippleAmp, float time, VkCommandBuffer cmd);
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// Fullscreen multiplicative brightness scale (scene.rgb *= scale). Uses a
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// dst-color blend so brightness > 1 truly scales luminance instead of
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// lerping toward white (which washed everything out). scale > 1 only.
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void renderBrightnessScale(float scale, VkCommandBuffer cmd);
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/// Destroy all Vulkan resources (called before VkContext teardown).
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void cleanup();
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/// Recreate pipelines after swapchain resize / MSAA change.
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void recreatePipelines();
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private:
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void initSelectionCircle();
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void initOverlayPipeline();
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void initBrightnessPipeline();
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VkContext* vkCtx_ = nullptr;
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// Selection circle resources
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VkPipeline selCirclePipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout selCirclePipelineLayout_ = VK_NULL_HANDLE;
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::VkBuffer selCircleVertBuf_ = VK_NULL_HANDLE;
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VmaAllocation selCircleVertAlloc_ = VK_NULL_HANDLE;
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::VkBuffer selCircleIdxBuf_ = VK_NULL_HANDLE;
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VmaAllocation selCircleIdxAlloc_ = VK_NULL_HANDLE;
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int selCircleVertCount_ = 0;
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glm::vec3 selCirclePos_{0.0f};
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glm::vec3 selCircleColor_{1.0f, 0.0f, 0.0f};
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float selCircleRadius_ = 1.5f;
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bool selCircleVisible_ = false;
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// Floor-snap cache: the terrain/WMO/M2 floor queries are collision
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// raycasts, so reuse the result while the target stands still. Refreshed
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// periodically in case world geometry streams in around the target.
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glm::vec3 selCircleFloorCachePos_{0.0f};
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float selCircleFloorCacheZ_ = 0.0f;
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int selCircleFloorCacheAge_ = -1; // -1 = invalid; counts frames since query
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// Fullscreen overlay resources
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VkPipeline overlayPipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout overlayPipelineLayout_ = VK_NULL_HANDLE;
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// Multiplicative brightness pipeline (shares overlayPipelineLayout_).
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VkPipeline brightnessPipeline_ = VK_NULL_HANDLE;
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};
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} // namespace rendering
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} // namespace wowee
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