- Added functionality to enable hardware MSAA (2x, 4x, 8x) for the 3D scene color pass, enhancing edge quality for 3D models and voxels.
- Introduced `setMsaaSamples` and `getMsaaSamples` methods in the Graphics API to control MSAA sample count.
- Updated RenderControl to include MSAA as a feature, with default settings for enabling/disabling.
- Modified the rendering pipeline to accommodate MSAA, including adjustments to render passes and framebuffers.
- Enhanced documentation and tests to cover new MSAA functionality and ensure stability across various scenarios.
- Added a new 3D rendering pipeline section in the documentation, detailing initialization, VKBuilder, and asynchronous frame handling.
- Updated the Ambient Occlusion module to support depth-based sampling, allowing for improved visual fidelity in 3D scenes.
- Introduced new shader functionalities for ambient occlusion and global illumination, enhancing the overall rendering quality.
- Updated GBuffer to include hardware depth texture for more accurate depth sampling in 3D rendering.
- Enhanced the RenderControl to manage new features for ambient occlusion and global illumination, ensuring they are enabled by default.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Introduce a compilable render feature control (shadow/gbuffer/forward/hair),
package shading into Material+ModelPart attachable to Renderable3D, and fill
sampleable linear-depth/normal (optional albedo) G-buffer targets while
keeping forward HW z-testing and CSM shadows.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>