2026-02-02 12:24:50 -08:00
|
|
|
#include "rendering/renderer.hpp"
|
|
|
|
|
#include "rendering/camera.hpp"
|
|
|
|
|
#include "rendering/camera_controller.hpp"
|
|
|
|
|
#include "rendering/scene.hpp"
|
|
|
|
|
#include "rendering/terrain_renderer.hpp"
|
|
|
|
|
#include "rendering/terrain_manager.hpp"
|
|
|
|
|
#include "rendering/performance_hud.hpp"
|
|
|
|
|
#include "rendering/water_renderer.hpp"
|
|
|
|
|
#include "rendering/skybox.hpp"
|
|
|
|
|
#include "rendering/celestial.hpp"
|
|
|
|
|
#include "rendering/starfield.hpp"
|
|
|
|
|
#include "rendering/clouds.hpp"
|
|
|
|
|
#include "rendering/lens_flare.hpp"
|
|
|
|
|
#include "rendering/weather.hpp"
|
|
|
|
|
#include "rendering/swim_effects.hpp"
|
|
|
|
|
#include "rendering/character_renderer.hpp"
|
|
|
|
|
#include "rendering/wmo_renderer.hpp"
|
|
|
|
|
#include "rendering/m2_renderer.hpp"
|
|
|
|
|
#include "rendering/minimap.hpp"
|
|
|
|
|
#include "pipeline/asset_manager.hpp"
|
|
|
|
|
#include "pipeline/m2_loader.hpp"
|
|
|
|
|
#include "pipeline/wmo_loader.hpp"
|
|
|
|
|
#include "pipeline/adt_loader.hpp"
|
|
|
|
|
#include "pipeline/terrain_mesh.hpp"
|
|
|
|
|
#include "core/window.hpp"
|
|
|
|
|
#include "core/logger.hpp"
|
|
|
|
|
#include "game/world.hpp"
|
|
|
|
|
#include "game/zone_manager.hpp"
|
|
|
|
|
#include "audio/music_manager.hpp"
|
|
|
|
|
#include <GL/glew.h>
|
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
#include <glm/gtx/euler_angles.hpp>
|
|
|
|
|
#include <glm/gtc/quaternion.hpp>
|
|
|
|
|
#include <cctype>
|
|
|
|
|
#include <unordered_map>
|
|
|
|
|
#include <unordered_set>
|
|
|
|
|
|
|
|
|
|
namespace wowee {
|
|
|
|
|
namespace rendering {
|
|
|
|
|
|
|
|
|
|
struct EmoteInfo {
|
|
|
|
|
uint32_t animId;
|
|
|
|
|
bool loop;
|
|
|
|
|
std::string text;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// AnimationData.dbc IDs for WotLK HumanMale emotes
|
|
|
|
|
// Reference: https://wowdev.wiki/M2/AnimationList
|
|
|
|
|
static const std::unordered_map<std::string, EmoteInfo> EMOTE_TABLE = {
|
|
|
|
|
{"wave", {67, false, "waves."}},
|
|
|
|
|
{"bow", {66, false, "bows down graciously."}},
|
|
|
|
|
{"laugh", {70, false, "laughs."}},
|
|
|
|
|
{"point", {84, false, "points over there."}},
|
|
|
|
|
{"cheer", {68, false, "cheers!"}},
|
|
|
|
|
{"dance", {69, true, "begins to dance."}},
|
|
|
|
|
{"kneel", {75, false, "kneels down."}},
|
|
|
|
|
{"applaud", {80, false, "applauds."}},
|
|
|
|
|
{"shout", {81, false, "shouts."}},
|
|
|
|
|
{"chicken", {78, false, "clucks like a chicken."}},
|
|
|
|
|
{"cry", {77, false, "cries."}},
|
|
|
|
|
{"kiss", {76, false, "blows a kiss."}},
|
|
|
|
|
{"roar", {74, false, "roars with bestial vigor."}},
|
|
|
|
|
{"salute", {113, false, "salutes."}},
|
|
|
|
|
{"rude", {73, false, "makes a rude gesture."}},
|
|
|
|
|
{"flex", {82, false, "flexes muscles."}},
|
|
|
|
|
{"shy", {83, false, "acts shy."}},
|
|
|
|
|
{"beg", {79, false, "begs everyone around."}},
|
|
|
|
|
{"eat", {61, false, "begins to eat."}},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Renderer::Renderer() = default;
|
|
|
|
|
Renderer::~Renderer() = default;
|
|
|
|
|
|
|
|
|
|
bool Renderer::initialize(core::Window* win) {
|
|
|
|
|
window = win;
|
|
|
|
|
LOG_INFO("Initializing renderer");
|
|
|
|
|
|
|
|
|
|
// Create camera (in front of Stormwind gate, looking north)
|
|
|
|
|
camera = std::make_unique<Camera>();
|
|
|
|
|
camera->setPosition(glm::vec3(-8900.0f, -170.0f, 150.0f));
|
|
|
|
|
camera->setRotation(0.0f, -5.0f);
|
|
|
|
|
camera->setAspectRatio(window->getAspectRatio());
|
|
|
|
|
camera->setFov(60.0f);
|
|
|
|
|
|
|
|
|
|
// Create camera controller
|
|
|
|
|
cameraController = std::make_unique<CameraController>(camera.get());
|
2026-02-02 23:03:45 -08:00
|
|
|
cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed
|
2026-02-02 12:24:50 -08:00
|
|
|
cameraController->setMouseSensitivity(0.15f);
|
|
|
|
|
|
|
|
|
|
// Create scene
|
|
|
|
|
scene = std::make_unique<Scene>();
|
|
|
|
|
|
|
|
|
|
// Create performance HUD
|
|
|
|
|
performanceHUD = std::make_unique<PerformanceHUD>();
|
|
|
|
|
performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT);
|
|
|
|
|
|
|
|
|
|
// Create water renderer
|
|
|
|
|
waterRenderer = std::make_unique<WaterRenderer>();
|
|
|
|
|
if (!waterRenderer->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize water renderer");
|
|
|
|
|
waterRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create skybox
|
|
|
|
|
skybox = std::make_unique<Skybox>();
|
|
|
|
|
if (!skybox->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize skybox");
|
|
|
|
|
skybox.reset();
|
|
|
|
|
} else {
|
|
|
|
|
skybox->setTimeOfDay(12.0f); // Start at noon
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create celestial renderer (sun and moon)
|
|
|
|
|
celestial = std::make_unique<Celestial>();
|
|
|
|
|
if (!celestial->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize celestial renderer");
|
|
|
|
|
celestial.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create star field
|
|
|
|
|
starField = std::make_unique<StarField>();
|
|
|
|
|
if (!starField->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize star field");
|
|
|
|
|
starField.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create clouds
|
|
|
|
|
clouds = std::make_unique<Clouds>();
|
|
|
|
|
if (!clouds->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize clouds");
|
|
|
|
|
clouds.reset();
|
|
|
|
|
} else {
|
|
|
|
|
clouds->setDensity(0.5f); // Medium cloud coverage
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create lens flare
|
|
|
|
|
lensFlare = std::make_unique<LensFlare>();
|
|
|
|
|
if (!lensFlare->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize lens flare");
|
|
|
|
|
lensFlare.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create weather system
|
|
|
|
|
weather = std::make_unique<Weather>();
|
|
|
|
|
if (!weather->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize weather");
|
|
|
|
|
weather.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create swim effects
|
|
|
|
|
swimEffects = std::make_unique<SwimEffects>();
|
|
|
|
|
if (!swimEffects->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize swim effects");
|
|
|
|
|
swimEffects.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create character renderer
|
|
|
|
|
characterRenderer = std::make_unique<CharacterRenderer>();
|
|
|
|
|
if (!characterRenderer->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize character renderer");
|
|
|
|
|
characterRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create WMO renderer
|
|
|
|
|
wmoRenderer = std::make_unique<WMORenderer>();
|
|
|
|
|
if (!wmoRenderer->initialize()) {
|
|
|
|
|
LOG_WARNING("Failed to initialize WMO renderer");
|
|
|
|
|
wmoRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create minimap
|
|
|
|
|
minimap = std::make_unique<Minimap>();
|
|
|
|
|
if (!minimap->initialize(200)) {
|
|
|
|
|
LOG_WARNING("Failed to initialize minimap");
|
|
|
|
|
minimap.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create M2 renderer (for doodads)
|
|
|
|
|
m2Renderer = std::make_unique<M2Renderer>();
|
|
|
|
|
// Note: M2 renderer needs asset manager, will be initialized when terrain loads
|
|
|
|
|
|
|
|
|
|
// Create zone manager
|
|
|
|
|
zoneManager = std::make_unique<game::ZoneManager>();
|
|
|
|
|
zoneManager->initialize();
|
|
|
|
|
|
|
|
|
|
// Create music manager (initialized later with asset manager)
|
|
|
|
|
musicManager = std::make_unique<audio::MusicManager>();
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Renderer initialized");
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::shutdown() {
|
|
|
|
|
if (terrainManager) {
|
|
|
|
|
terrainManager->unloadAll();
|
|
|
|
|
terrainManager.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (terrainRenderer) {
|
|
|
|
|
terrainRenderer->shutdown();
|
|
|
|
|
terrainRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (waterRenderer) {
|
|
|
|
|
waterRenderer->shutdown();
|
|
|
|
|
waterRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (skybox) {
|
|
|
|
|
skybox->shutdown();
|
|
|
|
|
skybox.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (celestial) {
|
|
|
|
|
celestial->shutdown();
|
|
|
|
|
celestial.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (starField) {
|
|
|
|
|
starField->shutdown();
|
|
|
|
|
starField.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (clouds) {
|
|
|
|
|
clouds.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (lensFlare) {
|
|
|
|
|
lensFlare.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (weather) {
|
|
|
|
|
weather.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (swimEffects) {
|
|
|
|
|
swimEffects->shutdown();
|
|
|
|
|
swimEffects.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (characterRenderer) {
|
|
|
|
|
characterRenderer->shutdown();
|
|
|
|
|
characterRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
wmoRenderer->shutdown();
|
|
|
|
|
wmoRenderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (m2Renderer) {
|
|
|
|
|
m2Renderer->shutdown();
|
|
|
|
|
m2Renderer.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (musicManager) {
|
|
|
|
|
musicManager->shutdown();
|
|
|
|
|
musicManager.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
zoneManager.reset();
|
|
|
|
|
|
|
|
|
|
performanceHUD.reset();
|
|
|
|
|
scene.reset();
|
|
|
|
|
cameraController.reset();
|
|
|
|
|
camera.reset();
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Renderer shutdown");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::beginFrame() {
|
|
|
|
|
// Black background (skybox will render over it)
|
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::endFrame() {
|
|
|
|
|
// Nothing needed here for now
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setCharacterFollow(uint32_t instanceId) {
|
|
|
|
|
characterInstanceId = instanceId;
|
|
|
|
|
if (cameraController && instanceId > 0) {
|
|
|
|
|
cameraController->setFollowTarget(&characterPosition);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::updateCharacterAnimation() {
|
|
|
|
|
// WoW WotLK AnimationData.dbc IDs
|
|
|
|
|
constexpr uint32_t ANIM_STAND = 0;
|
|
|
|
|
constexpr uint32_t ANIM_WALK = 4;
|
|
|
|
|
constexpr uint32_t ANIM_RUN = 5;
|
|
|
|
|
constexpr uint32_t ANIM_JUMP_START = 37;
|
|
|
|
|
constexpr uint32_t ANIM_JUMP_MID = 38;
|
|
|
|
|
constexpr uint32_t ANIM_JUMP_END = 39;
|
|
|
|
|
constexpr uint32_t ANIM_SIT_DOWN = 97; // SitGround — transition to sitting
|
|
|
|
|
constexpr uint32_t ANIM_SITTING = 97; // Hold on same animation (no separate idle)
|
|
|
|
|
constexpr uint32_t ANIM_SWIM_IDLE = 41; // Treading water (SwimIdle)
|
|
|
|
|
constexpr uint32_t ANIM_SWIM = 42; // Swimming forward (Swim)
|
|
|
|
|
|
|
|
|
|
CharAnimState newState = charAnimState;
|
|
|
|
|
|
|
|
|
|
bool moving = cameraController->isMoving();
|
|
|
|
|
bool grounded = cameraController->isGrounded();
|
|
|
|
|
bool jumping = cameraController->isJumping();
|
|
|
|
|
bool sprinting = cameraController->isSprinting();
|
|
|
|
|
bool sitting = cameraController->isSitting();
|
|
|
|
|
bool swim = cameraController->isSwimming();
|
|
|
|
|
|
|
|
|
|
switch (charAnimState) {
|
|
|
|
|
case CharAnimState::IDLE:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (sitting && grounded) {
|
|
|
|
|
newState = CharAnimState::SIT_DOWN;
|
|
|
|
|
} else if (!grounded && jumping) {
|
|
|
|
|
newState = CharAnimState::JUMP_START;
|
|
|
|
|
} else if (!grounded) {
|
|
|
|
|
newState = CharAnimState::JUMP_MID;
|
|
|
|
|
} else if (moving && sprinting) {
|
|
|
|
|
newState = CharAnimState::RUN;
|
|
|
|
|
} else if (moving) {
|
|
|
|
|
newState = CharAnimState::WALK;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::WALK:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (!grounded && jumping) {
|
|
|
|
|
newState = CharAnimState::JUMP_START;
|
|
|
|
|
} else if (!grounded) {
|
|
|
|
|
newState = CharAnimState::JUMP_MID;
|
|
|
|
|
} else if (!moving) {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
} else if (sprinting) {
|
|
|
|
|
newState = CharAnimState::RUN;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::RUN:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (!grounded && jumping) {
|
|
|
|
|
newState = CharAnimState::JUMP_START;
|
|
|
|
|
} else if (!grounded) {
|
|
|
|
|
newState = CharAnimState::JUMP_MID;
|
|
|
|
|
} else if (!moving) {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
} else if (!sprinting) {
|
|
|
|
|
newState = CharAnimState::WALK;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::JUMP_START:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (grounded) {
|
|
|
|
|
newState = CharAnimState::JUMP_END;
|
|
|
|
|
} else {
|
|
|
|
|
newState = CharAnimState::JUMP_MID;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::JUMP_MID:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (grounded) {
|
|
|
|
|
newState = CharAnimState::JUMP_END;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::JUMP_END:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (moving && sprinting) {
|
|
|
|
|
newState = CharAnimState::RUN;
|
|
|
|
|
} else if (moving) {
|
|
|
|
|
newState = CharAnimState::WALK;
|
|
|
|
|
} else {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::SIT_DOWN:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (!sitting) {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::SITTING:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (!sitting) {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::EMOTE:
|
|
|
|
|
if (swim) {
|
|
|
|
|
cancelEmote();
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} else if (jumping || !grounded) {
|
|
|
|
|
cancelEmote();
|
|
|
|
|
newState = CharAnimState::JUMP_START;
|
|
|
|
|
} else if (moving) {
|
|
|
|
|
cancelEmote();
|
|
|
|
|
newState = sprinting ? CharAnimState::RUN : CharAnimState::WALK;
|
|
|
|
|
} else if (sitting) {
|
|
|
|
|
cancelEmote();
|
|
|
|
|
newState = CharAnimState::SIT_DOWN;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::SWIM_IDLE:
|
|
|
|
|
if (!swim) {
|
|
|
|
|
newState = moving ? CharAnimState::WALK : CharAnimState::IDLE;
|
|
|
|
|
} else if (moving) {
|
|
|
|
|
newState = CharAnimState::SWIM;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CharAnimState::SWIM:
|
|
|
|
|
if (!swim) {
|
|
|
|
|
newState = moving ? CharAnimState::WALK : CharAnimState::IDLE;
|
|
|
|
|
} else if (!moving) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (newState != charAnimState) {
|
|
|
|
|
charAnimState = newState;
|
|
|
|
|
|
|
|
|
|
uint32_t animId = ANIM_STAND;
|
|
|
|
|
bool loop = true;
|
|
|
|
|
|
|
|
|
|
switch (charAnimState) {
|
|
|
|
|
case CharAnimState::IDLE: animId = ANIM_STAND; loop = true; break;
|
|
|
|
|
case CharAnimState::WALK: animId = ANIM_WALK; loop = true; break;
|
|
|
|
|
case CharAnimState::RUN: animId = ANIM_RUN; loop = true; break;
|
|
|
|
|
case CharAnimState::JUMP_START: animId = ANIM_JUMP_START; loop = false; break;
|
|
|
|
|
case CharAnimState::JUMP_MID: animId = ANIM_JUMP_MID; loop = false; break;
|
|
|
|
|
case CharAnimState::JUMP_END: animId = ANIM_JUMP_END; loop = false; break;
|
|
|
|
|
case CharAnimState::SIT_DOWN: animId = ANIM_SIT_DOWN; loop = false; break;
|
|
|
|
|
case CharAnimState::SITTING: animId = ANIM_SITTING; loop = true; break;
|
|
|
|
|
case CharAnimState::EMOTE: animId = emoteAnimId; loop = emoteLoop; break;
|
|
|
|
|
case CharAnimState::SWIM_IDLE: animId = ANIM_SWIM_IDLE; loop = true; break;
|
|
|
|
|
case CharAnimState::SWIM: animId = ANIM_SWIM; loop = true; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
characterRenderer->playAnimation(characterInstanceId, animId, loop);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::playEmote(const std::string& emoteName) {
|
|
|
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
|
|
|
if (it == EMOTE_TABLE.end()) return;
|
|
|
|
|
|
|
|
|
|
const auto& info = it->second;
|
|
|
|
|
emoteActive = true;
|
|
|
|
|
emoteAnimId = info.animId;
|
|
|
|
|
emoteLoop = info.loop;
|
|
|
|
|
charAnimState = CharAnimState::EMOTE;
|
|
|
|
|
|
|
|
|
|
if (characterRenderer && characterInstanceId > 0) {
|
|
|
|
|
characterRenderer->playAnimation(characterInstanceId, emoteAnimId, emoteLoop);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::cancelEmote() {
|
|
|
|
|
emoteActive = false;
|
|
|
|
|
emoteAnimId = 0;
|
|
|
|
|
emoteLoop = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string Renderer::getEmoteText(const std::string& emoteName) {
|
|
|
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
|
|
|
if (it != EMOTE_TABLE.end()) {
|
|
|
|
|
return it->second.text;
|
|
|
|
|
}
|
|
|
|
|
return "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setTargetPosition(const glm::vec3* pos) {
|
|
|
|
|
targetPosition = pos;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Renderer::isMoving() const {
|
|
|
|
|
return cameraController && cameraController->isMoving();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::update(float deltaTime) {
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sync character model position/rotation and animation with follow target
|
|
|
|
|
if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
|
|
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
|
|
|
|
|
|
|
|
|
|
// Only rotate character to face camera direction when right-click is held
|
|
|
|
|
// Left-click orbits camera without turning the character
|
|
|
|
|
if (cameraController->isRightMouseHeld() || cameraController->isMoving()) {
|
|
|
|
|
characterYaw = cameraController->getYaw();
|
|
|
|
|
} else if (targetPosition && !emoteActive && !cameraController->isMoving()) {
|
|
|
|
|
// Face target when idle
|
|
|
|
|
glm::vec3 toTarget = *targetPosition - characterPosition;
|
|
|
|
|
if (glm::length(glm::vec2(toTarget.x, toTarget.y)) > 0.1f) {
|
|
|
|
|
float targetYaw = glm::degrees(std::atan2(toTarget.y, toTarget.x));
|
|
|
|
|
// Smooth rotation toward target
|
|
|
|
|
float diff = targetYaw - characterYaw;
|
|
|
|
|
while (diff > 180.0f) diff -= 360.0f;
|
|
|
|
|
while (diff < -180.0f) diff += 360.0f;
|
|
|
|
|
float rotSpeed = 360.0f * deltaTime;
|
|
|
|
|
if (std::abs(diff) < rotSpeed) {
|
|
|
|
|
characterYaw = targetYaw;
|
|
|
|
|
} else {
|
|
|
|
|
characterYaw += (diff > 0 ? rotSpeed : -rotSpeed);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
float yawRad = glm::radians(characterYaw);
|
|
|
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad));
|
|
|
|
|
|
|
|
|
|
// Update animation based on movement state
|
|
|
|
|
updateCharacterAnimation();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update terrain streaming
|
|
|
|
|
if (terrainManager && camera) {
|
|
|
|
|
terrainManager->update(*camera, deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update skybox time progression
|
|
|
|
|
if (skybox) {
|
|
|
|
|
skybox->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update star field twinkle
|
|
|
|
|
if (starField) {
|
|
|
|
|
starField->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update clouds animation
|
|
|
|
|
if (clouds) {
|
|
|
|
|
clouds->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update celestial (moon phase cycling)
|
|
|
|
|
if (celestial) {
|
|
|
|
|
celestial->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update weather particles
|
|
|
|
|
if (weather && camera) {
|
|
|
|
|
weather->update(*camera, deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update swim effects
|
|
|
|
|
if (swimEffects && camera && cameraController && waterRenderer) {
|
|
|
|
|
swimEffects->update(*camera, *cameraController, *waterRenderer, deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update character animations
|
|
|
|
|
if (characterRenderer) {
|
|
|
|
|
characterRenderer->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update zone detection and music
|
|
|
|
|
if (zoneManager && musicManager && terrainManager && camera) {
|
|
|
|
|
// First check tile-based zone
|
|
|
|
|
auto tile = terrainManager->getCurrentTile();
|
|
|
|
|
uint32_t zoneId = zoneManager->getZoneId(tile.x, tile.y);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Override with WMO-based detection (e.g., inside Stormwind)
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
glm::vec3 camPos = camera->getPosition();
|
|
|
|
|
uint32_t wmoModelId = 0;
|
|
|
|
|
if (wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &wmoModelId)) {
|
|
|
|
|
// Check if inside Stormwind WMO (model ID 10047)
|
|
|
|
|
if (wmoModelId == 10047) {
|
|
|
|
|
zoneId = 1519; // Stormwind City
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (zoneId != currentZoneId && zoneId != 0) {
|
|
|
|
|
currentZoneId = zoneId;
|
|
|
|
|
auto* info = zoneManager->getZoneInfo(zoneId);
|
|
|
|
|
if (info) {
|
|
|
|
|
currentZoneName = info->name;
|
|
|
|
|
LOG_INFO("Entered zone: ", info->name);
|
|
|
|
|
std::string music = zoneManager->getRandomMusic(zoneId);
|
|
|
|
|
if (!music.empty()) {
|
|
|
|
|
musicManager->crossfadeTo(music);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
musicManager->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update performance HUD
|
|
|
|
|
if (performanceHUD) {
|
|
|
|
|
performanceHUD->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::renderWorld(game::World* world) {
|
|
|
|
|
(void)world; // Unused for now
|
|
|
|
|
|
|
|
|
|
// Get time of day for sky-related rendering
|
|
|
|
|
float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f;
|
|
|
|
|
|
|
|
|
|
// Render skybox first (furthest back)
|
|
|
|
|
if (skybox && camera) {
|
|
|
|
|
skybox->render(*camera, timeOfDay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render stars after skybox
|
|
|
|
|
if (starField && camera) {
|
|
|
|
|
starField->render(*camera, timeOfDay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render celestial bodies (sun/moon) after stars
|
|
|
|
|
if (celestial && camera) {
|
|
|
|
|
celestial->render(*camera, timeOfDay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render clouds after celestial bodies
|
|
|
|
|
if (clouds && camera) {
|
|
|
|
|
clouds->render(*camera, timeOfDay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render lens flare (screen-space effect, render after celestial bodies)
|
|
|
|
|
if (lensFlare && camera && celestial) {
|
|
|
|
|
glm::vec3 sunPosition = celestial->getSunPosition(timeOfDay);
|
|
|
|
|
lensFlare->render(*camera, sunPosition, timeOfDay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render terrain if loaded and enabled
|
|
|
|
|
if (terrainEnabled && terrainLoaded && terrainRenderer && camera) {
|
|
|
|
|
// Check if camera is underwater for fog override
|
|
|
|
|
bool underwater = false;
|
|
|
|
|
if (waterRenderer && camera) {
|
|
|
|
|
glm::vec3 camPos = camera->getPosition();
|
|
|
|
|
auto waterH = waterRenderer->getWaterHeightAt(camPos.x, camPos.y);
|
|
|
|
|
if (waterH && camPos.z < *waterH) {
|
|
|
|
|
underwater = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (underwater) {
|
|
|
|
|
float fogColor[3] = {0.05f, 0.15f, 0.25f};
|
|
|
|
|
terrainRenderer->setFog(fogColor, 10.0f, 200.0f);
|
|
|
|
|
glClearColor(0.05f, 0.15f, 0.25f, 1.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT); // Re-clear with underwater color
|
|
|
|
|
} else if (skybox) {
|
|
|
|
|
// Update terrain fog based on time of day (match sky color)
|
|
|
|
|
glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay);
|
|
|
|
|
float fogColorArray[3] = {horizonColor.r, horizonColor.g, horizonColor.b};
|
|
|
|
|
terrainRenderer->setFog(fogColorArray, 400.0f, 1200.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
terrainRenderer->render(*camera);
|
|
|
|
|
|
|
|
|
|
// Render water after terrain (transparency requires back-to-front rendering)
|
|
|
|
|
if (waterRenderer) {
|
|
|
|
|
// Use accumulated time for water animation
|
|
|
|
|
static float time = 0.0f;
|
|
|
|
|
time += 0.016f; // Approximate frame time
|
|
|
|
|
waterRenderer->render(*camera, time);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render weather particles (after terrain/water, before characters)
|
|
|
|
|
if (weather && camera) {
|
|
|
|
|
weather->render(*camera);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render swim effects (ripples and bubbles)
|
|
|
|
|
if (swimEffects && camera) {
|
|
|
|
|
swimEffects->render(*camera);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render characters (after weather)
|
|
|
|
|
if (characterRenderer && camera) {
|
|
|
|
|
glm::mat4 view = camera->getViewMatrix();
|
|
|
|
|
glm::mat4 projection = camera->getProjectionMatrix();
|
|
|
|
|
characterRenderer->render(*camera, view, projection);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render WMO buildings (after characters, before UI)
|
|
|
|
|
if (wmoRenderer && camera) {
|
|
|
|
|
glm::mat4 view = camera->getViewMatrix();
|
|
|
|
|
glm::mat4 projection = camera->getProjectionMatrix();
|
|
|
|
|
wmoRenderer->render(*camera, view, projection);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render M2 doodads (trees, rocks, etc.)
|
|
|
|
|
if (m2Renderer && camera) {
|
|
|
|
|
glm::mat4 view = camera->getViewMatrix();
|
|
|
|
|
glm::mat4 projection = camera->getProjectionMatrix();
|
|
|
|
|
m2Renderer->render(*camera, view, projection);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render minimap overlay
|
|
|
|
|
if (minimap && camera && window) {
|
|
|
|
|
minimap->render(*camera, window->getWidth(), window->getHeight());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath) {
|
|
|
|
|
if (!assetManager) {
|
|
|
|
|
LOG_ERROR("Asset manager is null");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Loading test terrain: ", adtPath);
|
|
|
|
|
|
|
|
|
|
// Create terrain renderer if not already created
|
|
|
|
|
if (!terrainRenderer) {
|
|
|
|
|
terrainRenderer = std::make_unique<TerrainRenderer>();
|
|
|
|
|
if (!terrainRenderer->initialize(assetManager)) {
|
|
|
|
|
LOG_ERROR("Failed to initialize terrain renderer");
|
|
|
|
|
terrainRenderer.reset();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create and initialize terrain manager
|
|
|
|
|
if (!terrainManager) {
|
|
|
|
|
terrainManager = std::make_unique<TerrainManager>();
|
|
|
|
|
if (!terrainManager->initialize(assetManager, terrainRenderer.get())) {
|
|
|
|
|
LOG_ERROR("Failed to initialize terrain manager");
|
|
|
|
|
terrainManager.reset();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
// Set water renderer for terrain streaming
|
|
|
|
|
if (waterRenderer) {
|
|
|
|
|
terrainManager->setWaterRenderer(waterRenderer.get());
|
|
|
|
|
}
|
|
|
|
|
// Set M2 renderer for doodad loading during streaming
|
|
|
|
|
if (m2Renderer) {
|
|
|
|
|
terrainManager->setM2Renderer(m2Renderer.get());
|
|
|
|
|
}
|
|
|
|
|
// Set WMO renderer for building loading during streaming
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
terrainManager->setWMORenderer(wmoRenderer.get());
|
|
|
|
|
}
|
|
|
|
|
// Pass asset manager to character renderer for texture loading
|
|
|
|
|
if (characterRenderer) {
|
|
|
|
|
characterRenderer->setAssetManager(assetManager);
|
|
|
|
|
}
|
|
|
|
|
// Wire terrain renderer to minimap
|
|
|
|
|
if (minimap) {
|
|
|
|
|
minimap->setTerrainRenderer(terrainRenderer.get());
|
|
|
|
|
}
|
|
|
|
|
// Wire terrain manager, WMO renderer, and water renderer to camera controller
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->setTerrainManager(terrainManager.get());
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
cameraController->setWMORenderer(wmoRenderer.get());
|
|
|
|
|
}
|
2026-02-02 23:03:45 -08:00
|
|
|
if (m2Renderer) {
|
|
|
|
|
cameraController->setM2Renderer(m2Renderer.get());
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
if (waterRenderer) {
|
|
|
|
|
cameraController->setWaterRenderer(waterRenderer.get());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Parse tile coordinates from ADT path
|
|
|
|
|
// Format: World\Maps\{MapName}\{MapName}_{X}_{Y}.adt
|
|
|
|
|
int tileX = 32, tileY = 49; // defaults
|
|
|
|
|
{
|
|
|
|
|
// Find last path separator
|
|
|
|
|
size_t lastSep = adtPath.find_last_of("\\/");
|
|
|
|
|
if (lastSep != std::string::npos) {
|
|
|
|
|
std::string filename = adtPath.substr(lastSep + 1);
|
|
|
|
|
// Find first underscore after map name
|
|
|
|
|
size_t firstUnderscore = filename.find('_');
|
|
|
|
|
if (firstUnderscore != std::string::npos) {
|
|
|
|
|
size_t secondUnderscore = filename.find('_', firstUnderscore + 1);
|
|
|
|
|
if (secondUnderscore != std::string::npos) {
|
|
|
|
|
size_t dot = filename.find('.', secondUnderscore);
|
|
|
|
|
if (dot != std::string::npos) {
|
|
|
|
|
tileX = std::stoi(filename.substr(firstUnderscore + 1, secondUnderscore - firstUnderscore - 1));
|
|
|
|
|
tileY = std::stoi(filename.substr(secondUnderscore + 1, dot - secondUnderscore - 1));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Extract map name
|
|
|
|
|
std::string mapName = filename.substr(0, firstUnderscore != std::string::npos ? firstUnderscore : filename.size());
|
|
|
|
|
terrainManager->setMapName(mapName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Loading initial tile [", tileX, ",", tileY, "] via terrain manager");
|
|
|
|
|
|
|
|
|
|
// Load the initial tile through TerrainManager (properly tracked for streaming)
|
|
|
|
|
if (!terrainManager->loadTile(tileX, tileY)) {
|
|
|
|
|
LOG_ERROR("Failed to load initial tile [", tileX, ",", tileY, "]");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
terrainLoaded = true;
|
|
|
|
|
|
|
|
|
|
// Initialize music manager with asset manager
|
|
|
|
|
if (musicManager && assetManager && !cachedAssetManager) {
|
|
|
|
|
musicManager->initialize(assetManager);
|
|
|
|
|
cachedAssetManager = assetManager;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Snap camera to ground now that terrain is loaded
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Test terrain loaded successfully!");
|
|
|
|
|
LOG_INFO(" Chunks: ", terrainRenderer->getChunkCount());
|
|
|
|
|
LOG_INFO(" Triangles: ", terrainRenderer->getTriangleCount());
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setWireframeMode(bool enabled) {
|
|
|
|
|
if (terrainRenderer) {
|
|
|
|
|
terrainRenderer->setWireframe(enabled);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius) {
|
|
|
|
|
// Create terrain renderer if not already created
|
|
|
|
|
if (!terrainRenderer) {
|
|
|
|
|
LOG_ERROR("Terrain renderer not initialized");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create terrain manager if not already created
|
|
|
|
|
if (!terrainManager) {
|
|
|
|
|
terrainManager = std::make_unique<TerrainManager>();
|
|
|
|
|
// Wire terrain manager to camera controller for grounding
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->setTerrainManager(terrainManager.get());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Loading terrain area: ", mapName, " [", centerX, ",", centerY, "] radius=", radius);
|
|
|
|
|
|
|
|
|
|
terrainManager->setMapName(mapName);
|
|
|
|
|
terrainManager->setLoadRadius(radius);
|
|
|
|
|
terrainManager->setUnloadRadius(radius + 1);
|
|
|
|
|
|
|
|
|
|
// Load tiles in radius
|
|
|
|
|
for (int dy = -radius; dy <= radius; dy++) {
|
|
|
|
|
for (int dx = -radius; dx <= radius; dx++) {
|
|
|
|
|
int tileX = centerX + dx;
|
|
|
|
|
int tileY = centerY + dy;
|
|
|
|
|
|
|
|
|
|
if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) {
|
|
|
|
|
terrainManager->loadTile(tileX, tileY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
terrainLoaded = true;
|
|
|
|
|
|
|
|
|
|
// Initialize music manager with asset manager (if available from loadTestTerrain)
|
|
|
|
|
if (musicManager && cachedAssetManager) {
|
|
|
|
|
if (!musicManager->isInitialized()) {
|
|
|
|
|
musicManager->initialize(cachedAssetManager);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 23:03:45 -08:00
|
|
|
// Wire WMO, M2, and water renderer to camera controller
|
2026-02-02 12:24:50 -08:00
|
|
|
if (cameraController && wmoRenderer) {
|
|
|
|
|
cameraController->setWMORenderer(wmoRenderer.get());
|
|
|
|
|
}
|
2026-02-02 23:03:45 -08:00
|
|
|
if (cameraController && m2Renderer) {
|
|
|
|
|
cameraController->setM2Renderer(m2Renderer.get());
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
if (cameraController && waterRenderer) {
|
|
|
|
|
cameraController->setWaterRenderer(waterRenderer.get());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Snap camera to ground now that terrain is loaded
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Terrain area loaded: ", terrainManager->getLoadedTileCount(), " tiles");
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setTerrainStreaming(bool enabled) {
|
|
|
|
|
if (terrainManager) {
|
|
|
|
|
terrainManager->setStreamingEnabled(enabled);
|
|
|
|
|
LOG_INFO("Terrain streaming: ", enabled ? "ON" : "OFF");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::renderHUD() {
|
|
|
|
|
if (performanceHUD && camera) {
|
|
|
|
|
performanceHUD->render(this, camera.get());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace rendering
|
|
|
|
|
} // namespace wowee
|