Kelsidavis-WoWee/src/rendering/wmo_renderer.cpp

925 lines
34 KiB
C++
Raw Normal View History

#include "rendering/wmo_renderer.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "rendering/frustum.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <algorithm>
#include <unordered_set>
namespace wowee {
namespace rendering {
WMORenderer::WMORenderer() {
}
WMORenderer::~WMORenderer() {
shutdown();
}
bool WMORenderer::initialize(pipeline::AssetManager* assets) {
core::Logger::getInstance().info("Initializing WMO renderer...");
assetManager = assets;
// Create WMO shader with texture support
const char* vertexSrc = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec4 aColor;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 VertexColor;
void main() {
vec4 worldPos = uModel * vec4(aPos, 1.0);
FragPos = worldPos.xyz;
// Use mat3(uModel) directly - avoids expensive inverse() per vertex
// This works correctly for uniform scale transforms
Normal = mat3(uModel) * aNormal;
TexCoord = aTexCoord;
VertexColor = aColor;
gl_Position = uProjection * uView * worldPos;
}
)";
const char* fragmentSrc = R"(
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 VertexColor;
uniform vec3 uLightDir;
uniform vec3 uViewPos;
uniform vec3 uAmbientColor;
uniform sampler2D uTexture;
uniform bool uHasTexture;
uniform bool uAlphaTest;
out vec4 FragColor;
void main() {
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(uLightDir);
// Diffuse lighting
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0);
// Ambient
vec3 ambient = uAmbientColor;
// Sample texture or use vertex color
vec4 texColor;
if (uHasTexture) {
texColor = texture(uTexture, TexCoord);
// Alpha test only for cutout materials (lattice, grating, etc.)
if (uAlphaTest && texColor.a < 0.5) discard;
} else {
// MOCV vertex color alpha is a lighting blend factor, not transparency
texColor = vec4(VertexColor.rgb, 1.0);
}
// Combine lighting with texture
vec3 result = (ambient + diffuse) * texColor.rgb;
FragColor = vec4(result, 1.0);
}
)";
shader = std::make_unique<Shader>();
if (!shader->loadFromSource(vertexSrc, fragmentSrc)) {
core::Logger::getInstance().error("Failed to create WMO shader");
return false;
}
// Create default white texture for fallback
uint8_t whitePixel[4] = {255, 255, 255, 255};
glGenTextures(1, &whiteTexture);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
core::Logger::getInstance().info("WMO renderer initialized");
return true;
}
void WMORenderer::shutdown() {
core::Logger::getInstance().info("Shutting down WMO renderer...");
// Free all GPU resources
for (auto& [id, model] : loadedModels) {
for (auto& group : model.groups) {
if (group.vao != 0) glDeleteVertexArrays(1, &group.vao);
if (group.vbo != 0) glDeleteBuffers(1, &group.vbo);
if (group.ebo != 0) glDeleteBuffers(1, &group.ebo);
}
}
// Free cached textures
for (auto& [path, texId] : textureCache) {
if (texId != 0 && texId != whiteTexture) {
glDeleteTextures(1, &texId);
}
}
textureCache.clear();
// Free white texture
if (whiteTexture != 0) {
glDeleteTextures(1, &whiteTexture);
whiteTexture = 0;
}
loadedModels.clear();
instances.clear();
shader.reset();
}
bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
if (!model.isValid()) {
core::Logger::getInstance().error("Cannot load invalid WMO model");
return false;
}
// Check if already loaded
if (loadedModels.find(id) != loadedModels.end()) {
core::Logger::getInstance().warning("WMO model ", id, " already loaded");
return true;
}
core::Logger::getInstance().info("Loading WMO model ", id, " with ", model.groups.size(), " groups, ",
model.textures.size(), " textures...");
ModelData modelData;
modelData.id = id;
modelData.boundingBoxMin = model.boundingBoxMin;
modelData.boundingBoxMax = model.boundingBoxMax;
core::Logger::getInstance().info(" WMO bounds: min=(", model.boundingBoxMin.x, ", ", model.boundingBoxMin.y, ", ", model.boundingBoxMin.z,
") max=(", model.boundingBoxMax.x, ", ", model.boundingBoxMax.y, ", ", model.boundingBoxMax.z, ")");
// Load textures for this model
core::Logger::getInstance().info(" WMO has ", model.textures.size(), " texture paths, ", model.materials.size(), " materials");
if (assetManager && !model.textures.empty()) {
for (size_t i = 0; i < model.textures.size(); i++) {
const auto& texPath = model.textures[i];
core::Logger::getInstance().debug(" Loading texture ", i, ": ", texPath);
GLuint texId = loadTexture(texPath);
modelData.textures.push_back(texId);
}
core::Logger::getInstance().info(" Loaded ", modelData.textures.size(), " textures for WMO");
}
// Store material -> texture index mapping
// IMPORTANT: mat.texture1 is a byte offset into MOTX, not an array index!
// We need to convert it using the textureOffsetToIndex map
core::Logger::getInstance().info(" textureOffsetToIndex map has ", model.textureOffsetToIndex.size(), " entries");
static int matLogCount = 0;
for (size_t i = 0; i < model.materials.size(); i++) {
const auto& mat = model.materials[i];
uint32_t texIndex = 0; // Default to first texture
auto it = model.textureOffsetToIndex.find(mat.texture1);
if (it != model.textureOffsetToIndex.end()) {
texIndex = it->second;
if (matLogCount < 20) {
core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " -> texture index ", texIndex);
matLogCount++;
}
} else if (mat.texture1 < model.textures.size()) {
// Fallback: maybe it IS an index in some files?
texIndex = mat.texture1;
if (matLogCount < 20) {
core::Logger::getInstance().info(" Material ", i, ": using texture1 as direct index: ", texIndex);
matLogCount++;
}
} else {
if (matLogCount < 20) {
core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " NOT FOUND, using default");
matLogCount++;
}
}
modelData.materialTextureIndices.push_back(texIndex);
modelData.materialBlendModes.push_back(mat.blendMode);
}
// Create GPU resources for each group
uint32_t loadedGroups = 0;
for (const auto& wmoGroup : model.groups) {
// Skip empty groups
if (wmoGroup.vertices.empty() || wmoGroup.indices.empty()) {
continue;
}
GroupResources resources;
if (createGroupResources(wmoGroup, resources)) {
modelData.groups.push_back(resources);
loadedGroups++;
}
}
if (loadedGroups == 0) {
core::Logger::getInstance().warning("No valid groups loaded for WMO ", id);
return false;
}
loadedModels[id] = std::move(modelData);
core::Logger::getInstance().info("WMO model ", id, " loaded successfully (", loadedGroups, " groups)");
return true;
}
void WMORenderer::unloadModel(uint32_t id) {
auto it = loadedModels.find(id);
if (it == loadedModels.end()) {
return;
}
// Free GPU resources
for (auto& group : it->second.groups) {
if (group.vao != 0) glDeleteVertexArrays(1, &group.vao);
if (group.vbo != 0) glDeleteBuffers(1, &group.vbo);
if (group.ebo != 0) glDeleteBuffers(1, &group.ebo);
}
loadedModels.erase(it);
core::Logger::getInstance().info("WMO model ", id, " unloaded");
}
void WMORenderer::cleanupUnusedModels() {
// Build set of model IDs that are still referenced by instances
std::unordered_set<uint32_t> usedModelIds;
for (const auto& instance : instances) {
usedModelIds.insert(instance.modelId);
}
// Find and remove models with no instances
std::vector<uint32_t> toRemove;
for (const auto& [id, model] : loadedModels) {
if (usedModelIds.find(id) == usedModelIds.end()) {
toRemove.push_back(id);
}
}
// Delete GPU resources and remove from map
for (uint32_t id : toRemove) {
unloadModel(id);
}
if (!toRemove.empty()) {
core::Logger::getInstance().info("WMO cleanup: removed ", toRemove.size(), " unused models, ", loadedModels.size(), " remaining");
}
}
uint32_t WMORenderer::createInstance(uint32_t modelId, const glm::vec3& position,
const glm::vec3& rotation, float scale) {
// Check if model is loaded
if (loadedModels.find(modelId) == loadedModels.end()) {
core::Logger::getInstance().error("Cannot create instance of unloaded WMO model ", modelId);
return 0;
}
WMOInstance instance;
instance.id = nextInstanceId++;
instance.modelId = modelId;
instance.position = position;
instance.rotation = rotation;
instance.scale = scale;
instance.updateModelMatrix();
instances.push_back(instance);
core::Logger::getInstance().info("Created WMO instance ", instance.id, " (model ", modelId, ")");
return instance.id;
}
void WMORenderer::removeInstance(uint32_t instanceId) {
auto it = std::find_if(instances.begin(), instances.end(),
[instanceId](const WMOInstance& inst) { return inst.id == instanceId; });
if (it != instances.end()) {
instances.erase(it);
core::Logger::getInstance().info("Removed WMO instance ", instanceId);
}
}
void WMORenderer::clearInstances() {
instances.clear();
core::Logger::getInstance().info("Cleared all WMO instances");
}
void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection) {
if (!shader || instances.empty()) {
lastDrawCalls = 0;
return;
}
lastDrawCalls = 0;
// Set shader uniforms
shader->use();
shader->setUniform("uView", view);
shader->setUniform("uProjection", projection);
shader->setUniform("uViewPos", camera.getPosition());
shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction
shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f));
// Enable wireframe if requested
if (wireframeMode) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
// WMOs are opaque — ensure blending is off (alpha test via discard in shader)
glDisable(GL_BLEND);
// Disable backface culling for WMOs (some faces may have wrong winding)
glDisable(GL_CULL_FACE);
// Extract frustum planes for proper culling
Frustum frustum;
frustum.extractFromMatrix(projection * view);
// Render all instances with instance-level culling
const glm::vec3 camPos = camera.getPosition();
const float maxRenderDistance = 3000.0f; // Don't render WMOs beyond this distance
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
for (const auto& instance : instances) {
// Instance-level distance culling
glm::vec3 toCam = instance.position - camPos;
float distSq = glm::dot(toCam, toCam);
if (distSq > maxRenderDistanceSq) {
continue; // Skip instances that are too far
}
auto modelIt = loadedModels.find(instance.modelId);
if (modelIt == loadedModels.end()) {
continue;
}
const ModelData& model = modelIt->second;
shader->setUniform("uModel", instance.modelMatrix);
// Render all groups
for (const auto& group : model.groups) {
// Proper frustum culling using AABB test
if (frustumCulling) {
// Transform group bounding box to world space
glm::vec3 worldMin = glm::vec3(instance.modelMatrix * glm::vec4(group.boundingBoxMin, 1.0f));
glm::vec3 worldMax = glm::vec3(instance.modelMatrix * glm::vec4(group.boundingBoxMax, 1.0f));
// Ensure min/max are correct after transform (rotation can swap them)
glm::vec3 actualMin = glm::min(worldMin, worldMax);
glm::vec3 actualMax = glm::max(worldMin, worldMax);
if (!frustum.intersectsAABB(actualMin, actualMax)) {
continue;
}
}
renderGroup(group, model, instance.modelMatrix, view, projection);
}
}
// Restore polygon mode
if (wireframeMode) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Re-enable backface culling
glEnable(GL_CULL_FACE);
}
uint32_t WMORenderer::getTotalTriangleCount() const {
uint32_t total = 0;
for (const auto& instance : instances) {
auto modelIt = loadedModels.find(instance.modelId);
if (modelIt != loadedModels.end()) {
total += modelIt->second.getTotalTriangles();
}
}
return total;
}
bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources) {
if (group.vertices.empty() || group.indices.empty()) {
return false;
}
resources.vertexCount = group.vertices.size();
resources.indexCount = group.indices.size();
resources.boundingBoxMin = group.boundingBoxMin;
resources.boundingBoxMax = group.boundingBoxMax;
// Create vertex data (position, normal, texcoord, color)
struct VertexData {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
glm::vec4 color;
};
std::vector<VertexData> vertices;
vertices.reserve(group.vertices.size());
for (const auto& v : group.vertices) {
VertexData vd;
vd.position = v.position;
vd.normal = v.normal;
vd.texCoord = v.texCoord;
vd.color = v.color;
vertices.push_back(vd);
}
// Create VAO/VBO/EBO
glGenVertexArrays(1, &resources.vao);
glGenBuffers(1, &resources.vbo);
glGenBuffers(1, &resources.ebo);
glBindVertexArray(resources.vao);
// Upload vertex data
glBindBuffer(GL_ARRAY_BUFFER, resources.vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(VertexData),
vertices.data(), GL_STATIC_DRAW);
// Upload index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, resources.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, group.indices.size() * sizeof(uint16_t),
group.indices.data(), GL_STATIC_DRAW);
// Vertex attributes
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData),
(void*)offsetof(VertexData, position));
// Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData),
(void*)offsetof(VertexData, normal));
// TexCoord
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData),
(void*)offsetof(VertexData, texCoord));
// Color
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(VertexData),
(void*)offsetof(VertexData, color));
glBindVertexArray(0);
// Store collision geometry for floor raycasting
resources.collisionVertices.reserve(group.vertices.size());
for (const auto& v : group.vertices) {
resources.collisionVertices.push_back(v.position);
}
resources.collisionIndices = group.indices;
// Compute actual bounding box from vertices (WMO header bboxes can be unreliable)
if (!resources.collisionVertices.empty()) {
resources.boundingBoxMin = resources.collisionVertices[0];
resources.boundingBoxMax = resources.collisionVertices[0];
for (const auto& v : resources.collisionVertices) {
resources.boundingBoxMin = glm::min(resources.boundingBoxMin, v);
resources.boundingBoxMax = glm::max(resources.boundingBoxMax, v);
}
}
// Create batches
if (!group.batches.empty()) {
for (const auto& batch : group.batches) {
GroupResources::Batch resBatch;
resBatch.startIndex = batch.startIndex;
resBatch.indexCount = batch.indexCount;
resBatch.materialId = batch.materialId;
resources.batches.push_back(resBatch);
}
} else {
// No batches defined - render entire group as one batch
GroupResources::Batch batch;
batch.startIndex = 0;
batch.indexCount = resources.indexCount;
batch.materialId = 0;
resources.batches.push_back(batch);
}
return true;
}
void WMORenderer::renderGroup(const GroupResources& group, const ModelData& model,
[[maybe_unused]] const glm::mat4& modelMatrix,
[[maybe_unused]] const glm::mat4& view,
[[maybe_unused]] const glm::mat4& projection) {
glBindVertexArray(group.vao);
static int debugLogCount = 0;
// Render each batch
for (const auto& batch : group.batches) {
// Bind texture for this batch's material
// materialId -> materialTextureIndices[materialId] -> textures[texIndex]
GLuint texId = whiteTexture;
bool hasTexture = false;
if (batch.materialId < model.materialTextureIndices.size()) {
uint32_t texIndex = model.materialTextureIndices[batch.materialId];
if (texIndex < model.textures.size()) {
texId = model.textures[texIndex];
hasTexture = (texId != 0 && texId != whiteTexture);
if (debugLogCount < 10) {
core::Logger::getInstance().debug(" Batch: materialId=", (int)batch.materialId,
" -> texIndex=", texIndex, " -> texId=", texId, " hasTexture=", hasTexture);
debugLogCount++;
}
}
}
// Determine if this material uses alpha-test cutout (blendMode 1)
bool alphaTest = false;
if (batch.materialId < model.materialBlendModes.size()) {
alphaTest = (model.materialBlendModes[batch.materialId] == 1);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texId);
shader->setUniform("uTexture", 0);
shader->setUniform("uHasTexture", hasTexture);
shader->setUniform("uAlphaTest", alphaTest);
glDrawElements(GL_TRIANGLES, batch.indexCount, GL_UNSIGNED_SHORT,
(void*)(batch.startIndex * sizeof(uint16_t)));
lastDrawCalls++;
}
glBindVertexArray(0);
}
bool WMORenderer::isGroupVisible(const GroupResources& group, const glm::mat4& modelMatrix,
const Camera& camera) const {
// Simple frustum culling using bounding box
// Transform bounding box corners to world space
glm::vec3 corners[8] = {
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMin.z),
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMin.z),
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMin.z),
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMin.z),
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMax.z),
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMax.z),
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMax.z),
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMax.z)
};
// Transform corners to world space
for (int i = 0; i < 8; i++) {
glm::vec4 worldPos = modelMatrix * glm::vec4(corners[i], 1.0f);
corners[i] = glm::vec3(worldPos);
}
// Simple check: if all corners are behind camera, cull
// (This is a very basic culling implementation - a full frustum test would be better)
glm::vec3 forward = camera.getForward();
glm::vec3 camPos = camera.getPosition();
int behindCount = 0;
for (int i = 0; i < 8; i++) {
glm::vec3 toCorner = corners[i] - camPos;
if (glm::dot(toCorner, forward) < 0.0f) {
behindCount++;
}
}
// If all corners are behind camera, cull
return behindCount < 8;
}
void WMORenderer::WMOInstance::updateModelMatrix() {
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
// Apply MODF placement rotation (WoW-to-GL coordinate transform)
// WoW Ry(B)*Rx(A)*Rz(C) becomes GL Rz(B)*Ry(-A)*Rx(-C)
// rotation stored as (-C, -A, B) in radians by caller
// Apply in Z, Y, X order to get Rz(B) * Ry(-A) * Rx(-C)
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::scale(modelMatrix, glm::vec3(scale));
}
GLuint WMORenderer::loadTexture(const std::string& path) {
if (!assetManager) {
return whiteTexture;
}
// Check cache first
auto it = textureCache.find(path);
if (it != textureCache.end()) {
return it->second;
}
// Load BLP texture
pipeline::BLPImage blp = assetManager->loadTexture(path);
if (!blp.isValid()) {
core::Logger::getInstance().warning("WMO: Failed to load texture: ", path);
textureCache[path] = whiteTexture;
return whiteTexture;
}
core::Logger::getInstance().debug("WMO texture: ", path, " size=", blp.width, "x", blp.height);
// Create OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
// Upload texture data (BLP loader outputs RGBA8)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
blp.width, blp.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data());
// Set texture parameters with mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
// Cache it
textureCache[path] = textureID;
core::Logger::getInstance().debug("WMO: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
return textureID;
}
// Ray-AABB intersection (slab method)
// Returns true if the ray intersects the axis-aligned bounding box
static bool rayIntersectsAABB(const glm::vec3& origin, const glm::vec3& dir,
const glm::vec3& bmin, const glm::vec3& bmax) {
float tmin = -1e30f, tmax = 1e30f;
for (int i = 0; i < 3; i++) {
if (std::abs(dir[i]) < 1e-8f) {
// Ray is parallel to this slab — check if origin is inside
if (origin[i] < bmin[i] || origin[i] > bmax[i]) return false;
} else {
float invD = 1.0f / dir[i];
float t0 = (bmin[i] - origin[i]) * invD;
float t1 = (bmax[i] - origin[i]) * invD;
if (t0 > t1) std::swap(t0, t1);
tmin = std::max(tmin, t0);
tmax = std::min(tmax, t1);
if (tmin > tmax) return false;
}
}
return tmax >= 0.0f; // At least part of the ray is forward
}
// MöllerTrumbore ray-triangle intersection
// Returns distance along ray if hit, or negative if miss
static float rayTriangleIntersect(const glm::vec3& origin, const glm::vec3& dir,
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2) {
const float EPSILON = 1e-6f;
glm::vec3 e1 = v1 - v0;
glm::vec3 e2 = v2 - v0;
glm::vec3 h = glm::cross(dir, e2);
float a = glm::dot(e1, h);
if (a > -EPSILON && a < EPSILON) return -1.0f;
float f = 1.0f / a;
glm::vec3 s = origin - v0;
float u = f * glm::dot(s, h);
if (u < 0.0f || u > 1.0f) return -1.0f;
glm::vec3 q = glm::cross(s, e1);
float v = f * glm::dot(dir, q);
if (v < 0.0f || u + v > 1.0f) return -1.0f;
float t = f * glm::dot(e2, q);
return t > EPSILON ? t : -1.0f;
}
std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ) const {
std::optional<float> bestFloor;
// World-space ray: from high above, pointing straight down
glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
// Transform ray into model-local space
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localOrigin = glm::vec3(invModel * glm::vec4(worldOrigin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(invModel * glm::vec4(worldDir, 0.0f)));
for (const auto& group : model.groups) {
// Quick bounding box check: does the ray intersect this group's AABB?
// Use proper ray-AABB intersection (slab method) which handles rotated rays
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
continue;
}
// Raycast against triangles
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
const glm::vec3& v0 = verts[indices[i]];
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
if (t > 0.0f) {
// Hit point in local space -> world space
glm::vec3 hitLocal = localOrigin + localDir * t;
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
// Only use floors below or near the query point
if (hitWorld.z <= glZ + 2.0f) {
if (!bestFloor || hitWorld.z > *bestFloor) {
bestFloor = hitWorld.z;
}
}
}
}
}
}
return bestFloor;
}
bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos) const {
adjustedPos = to;
bool blocked = false;
glm::vec3 moveDir = to - from;
float moveDistXY = glm::length(glm::vec2(moveDir.x, moveDir.y));
if (moveDistXY < 0.001f) return false;
// Player collision radius (WoW character is about 0.5 yards wide)
const float PLAYER_RADIUS = 0.5f;
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
// Transform positions into local space
glm::vec3 localTo = glm::vec3(invModel * glm::vec4(to, 1.0f));
for (const auto& group : model.groups) {
// Quick bounding box check
float margin = PLAYER_RADIUS + 5.0f;
if (localTo.x < group.boundingBoxMin.x - margin || localTo.x > group.boundingBoxMax.x + margin ||
localTo.y < group.boundingBoxMin.y - margin || localTo.y > group.boundingBoxMax.y + margin ||
localTo.z < group.boundingBoxMin.z - margin || localTo.z > group.boundingBoxMax.z + margin) {
continue;
}
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
const glm::vec3& v0 = verts[indices[i]];
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
// Get triangle normal
glm::vec3 edge1 = v1 - v0;
glm::vec3 edge2 = v2 - v0;
glm::vec3 normal = glm::cross(edge1, edge2);
float normalLen = glm::length(normal);
if (normalLen < 0.001f) continue;
normal /= normalLen;
// Skip mostly-horizontal triangles (floors/ceilings)
if (std::abs(normal.z) > 0.7f) continue;
// Signed distance from player to triangle plane
float planeDist = glm::dot(localTo - v0, normal);
float absPlaneDist = std::abs(planeDist);
if (absPlaneDist > PLAYER_RADIUS) continue;
// Project point onto plane
glm::vec3 projected = localTo - normal * planeDist;
// Check if projected point is inside triangle using same-side test
// Use edge cross products and check they all point same direction as normal
float d0 = glm::dot(glm::cross(v1 - v0, projected - v0), normal);
float d1 = glm::dot(glm::cross(v2 - v1, projected - v1), normal);
float d2 = glm::dot(glm::cross(v0 - v2, projected - v2), normal);
// Also check nearby: if projected point is close to a triangle edge
bool insideTriangle = (d0 >= 0.0f && d1 >= 0.0f && d2 >= 0.0f);
if (insideTriangle) {
// Push player away from wall
float pushDist = PLAYER_RADIUS - absPlaneDist;
if (pushDist > 0.0f) {
// Push in the direction the player is on (sign of planeDist)
float sign = planeDist > 0.0f ? 1.0f : -1.0f;
glm::vec3 pushLocal = normal * sign * pushDist;
// Transform push vector back to world space (direction, not point)
glm::vec3 pushWorld = glm::vec3(instance.modelMatrix * glm::vec4(pushLocal, 0.0f));
// Only apply horizontal push (don't push vertically)
adjustedPos.x += pushWorld.x;
adjustedPos.y += pushWorld.y;
blocked = true;
}
}
}
}
}
return blocked;
}
bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outModelId) const {
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localPos = glm::vec3(invModel * glm::vec4(glX, glY, glZ, 1.0f));
// Check if inside any group's bounding box
for (const auto& group : model.groups) {
if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x &&
localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y &&
localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) {
if (outModelId) *outModelId = instance.modelId;
return true;
}
}
}
return false;
}
float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
float closestHit = maxDistance;
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
// Transform ray into local space
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localOrigin = glm::vec3(invModel * glm::vec4(origin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(invModel * glm::vec4(direction, 0.0f)));
for (const auto& group : model.groups) {
// Ray-AABB intersection (slab method)
glm::vec3 tMin = (group.boundingBoxMin - localOrigin) / localDir;
glm::vec3 tMax = (group.boundingBoxMax - localOrigin) / localDir;
// Handle negative direction components
glm::vec3 t1 = glm::min(tMin, tMax);
glm::vec3 t2 = glm::max(tMin, tMax);
float tNear = std::max({t1.x, t1.y, t1.z});
float tFar = std::min({t2.x, t2.y, t2.z});
// Check if ray intersects the box
if (tNear <= tFar && tFar > 0.0f) {
float hitDist = tNear > 0.0f ? tNear : tFar;
if (hitDist > 0.0f && hitDist < closestHit) {
closestHit = hitDist;
}
}
}
}
return closestHit;
}
} // namespace rendering
} // namespace wowee