Commit Graph
1 Commits
Author SHA1 Message Date
西风逍遥游 5771b193b7 feat(graphics): x-ray occluded-character shader (vulkan + webgpu)
Show only the part of a marked character that is hidden behind a building,
as a filled highlight silhouette (Overwatch-style). Visible parts render
normally.

- Shader: xray_mesh.frag samples G-buffer hardware depth (binding 7) and
  compares it against its own fragment depth: occluded (behind) pixels emit
  the highlight, visible pixels discard. Drawn as a second pass over the
  scene with depth test/write off + alpha blend.
- RenderSystem3D: MeshRenderer gains xrayShader + xrayHighlight. X-ray
  targets are skipped in the G-buffer (their pixels record occluder depth),
  then redrawn with the X-ray shader; scene depth is bound via
  Graphics::setMesh3DSceneDepth.
- Graphics: new setMesh3DSceneDepth + Shader::setXray. Vulkan adds binding 7
  to the mesh3d set layout and a dedicated X-ray pipeline variant.
- WebGPU: new newMeshShaderFromWgsl (WGSL custom mesh shaders), scene-depth
  binding 9, X-ray pipeline variant, xray params packed into the Frame UBO,
  and the G-buffer hardware depth is exposed/sampleable (getHwDepthTexture).
  AO (SPIR-V) is skipped on WebGPU via supportsGBufferPost.
- stylize: 'xray' style registered (createMeshShader dispatches SPIR-V on
  Vulkan / WGSL on WebGPU) with push-constant params.
- Tests: test/Xray.cpp (shader/flags + occluded-silhouette render smoke).
2026-08-16 04:08:55 +08:00