2026-02-02 12:24:50 -08:00
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#include "rendering/renderer.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/scene.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "rendering/performance_hud.hpp"
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#include "rendering/water_renderer.hpp"
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#include "rendering/skybox.hpp"
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#include "rendering/celestial.hpp"
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#include "rendering/starfield.hpp"
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#include "rendering/clouds.hpp"
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#include "rendering/lens_flare.hpp"
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#include "rendering/weather.hpp"
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#include "rendering/swim_effects.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/minimap.hpp"
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2026-02-03 20:40:59 -08:00
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#include "rendering/shader.hpp"
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2026-02-05 14:01:26 -08:00
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#include "pipeline/m2_loader.hpp"
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#include <algorithm>
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2026-02-02 12:24:50 -08:00
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#include "pipeline/asset_manager.hpp"
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2026-02-07 20:02:14 -08:00
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#include "pipeline/dbc_loader.hpp"
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2026-02-02 12:24:50 -08:00
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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2026-02-07 20:02:14 -08:00
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#include "core/application.hpp"
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2026-02-02 12:24:50 -08:00
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#include "core/window.hpp"
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#include "core/logger.hpp"
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#include "game/world.hpp"
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#include "game/zone_manager.hpp"
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#include "audio/music_manager.hpp"
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2026-02-03 14:55:32 -08:00
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#include "audio/footstep_manager.hpp"
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2026-02-03 19:49:56 -08:00
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#include "audio/activity_sound_manager.hpp"
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2026-02-02 12:24:50 -08:00
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <cctype>
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2026-02-03 14:55:32 -08:00
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#include <cmath>
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2026-02-03 16:21:48 -08:00
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#include <chrono>
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2026-02-03 14:55:32 -08:00
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#include <optional>
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2026-02-02 12:24:50 -08:00
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#include <unordered_map>
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#include <unordered_set>
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namespace wowee {
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namespace rendering {
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struct EmoteInfo {
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2026-02-07 20:02:14 -08:00
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uint32_t animId = 0;
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bool loop = false;
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std::string textNoTarget;
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std::string textTarget;
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std::string command;
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2026-02-02 12:24:50 -08:00
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};
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2026-02-07 20:02:14 -08:00
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static std::unordered_map<std::string, EmoteInfo> EMOTE_TABLE;
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static bool emoteTableLoaded = false;
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static std::vector<std::string> parseEmoteCommands(const std::string& raw) {
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std::vector<std::string> out;
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std::string cur;
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for (char c : raw) {
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if (std::isalnum(static_cast<unsigned char>(c)) || c == '_') {
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cur.push_back(static_cast<char>(std::tolower(static_cast<unsigned char>(c))));
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} else if (!cur.empty()) {
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out.push_back(cur);
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cur.clear();
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}
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}
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if (!cur.empty()) out.push_back(cur);
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return out;
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}
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static bool isLoopingEmote(const std::string& command) {
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static const std::unordered_set<std::string> kLooping = {
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"dance",
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"train",
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};
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return kLooping.find(command) != kLooping.end();
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}
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static void loadFallbackEmotes() {
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if (!EMOTE_TABLE.empty()) return;
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EMOTE_TABLE = {
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{"wave", {67, false, "You wave.", "You wave at %s.", "wave"}},
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{"bow", {66, false, "You bow down graciously.", "You bow down before %s.", "bow"}},
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{"laugh", {70, false, "You laugh.", "You laugh at %s.", "laugh"}},
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{"point", {84, false, "You point over yonder.", "You point at %s.", "point"}},
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{"cheer", {68, false, "You cheer!", "You cheer at %s.", "cheer"}},
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{"dance", {69, true, "You burst into dance.", "You dance with %s.", "dance"}},
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{"kneel", {75, false, "You kneel down.", "You kneel before %s.", "kneel"}},
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{"applaud", {80, false, "You applaud. Bravo!", "You applaud at %s. Bravo!", "applaud"}},
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{"shout", {81, false, "You shout.", "You shout at %s.", "shout"}},
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{"chicken", {78, false, "With arms flapping, you strut around. Cluck, Cluck, Chicken!",
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"With arms flapping, you strut around %s. Cluck, Cluck, Chicken!", "chicken"}},
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{"cry", {77, false, "You cry.", "You cry on %s's shoulder.", "cry"}},
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{"kiss", {76, false, "You blow a kiss into the wind.", "You blow a kiss to %s.", "kiss"}},
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{"roar", {74, false, "You roar with bestial vigor. So fierce!", "You roar with bestial vigor at %s. So fierce!", "roar"}},
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{"salute", {113, false, "You salute.", "You salute %s with respect.", "salute"}},
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{"rude", {73, false, "You make a rude gesture.", "You make a rude gesture at %s.", "rude"}},
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{"flex", {82, false, "You flex your muscles. Oooooh so strong!", "You flex at %s. Oooooh so strong!", "flex"}},
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{"shy", {83, false, "You smile shyly.", "You smile shyly at %s.", "shy"}},
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{"beg", {79, false, "You beg everyone around you. How pathetic.", "You beg %s. How pathetic.", "beg"}},
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{"eat", {61, false, "You begin to eat.", "You begin to eat in front of %s.", "eat"}},
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};
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}
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static std::string replacePlaceholders(const std::string& text, const std::string* targetName) {
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if (text.empty()) return text;
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std::string out;
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out.reserve(text.size() + 16);
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for (size_t i = 0; i < text.size(); ++i) {
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if (text[i] == '%' && i + 1 < text.size() && text[i + 1] == 's') {
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if (targetName && !targetName->empty()) out += *targetName;
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i++;
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} else {
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out.push_back(text[i]);
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}
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}
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return out;
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}
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static void loadEmotesFromDbc() {
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if (emoteTableLoaded) return;
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emoteTableLoaded = true;
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auto* assetManager = core::Application::getInstance().getAssetManager();
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if (!assetManager) {
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LOG_WARNING("Emotes: no AssetManager");
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loadFallbackEmotes();
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return;
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}
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auto emotesTextDbc = assetManager->loadDBC("EmotesText.dbc");
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auto emotesTextDataDbc = assetManager->loadDBC("EmotesTextData.dbc");
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if (!emotesTextDbc || !emotesTextDataDbc || !emotesTextDbc->isLoaded() || !emotesTextDataDbc->isLoaded()) {
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LOG_WARNING("Emotes: DBCs not available (EmotesText/EmotesTextData)");
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loadFallbackEmotes();
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return;
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}
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std::unordered_map<uint32_t, std::string> textData;
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textData.reserve(emotesTextDataDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDataDbc->getRecordCount(); ++r) {
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uint32_t id = emotesTextDataDbc->getUInt32(r, 0);
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std::string text = emotesTextDataDbc->getString(r, 1);
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if (!text.empty()) textData.emplace(id, std::move(text));
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}
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std::unordered_map<uint32_t, uint32_t> emoteIdToAnim;
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if (auto emotesDbc = assetManager->loadDBC("Emotes.dbc"); emotesDbc && emotesDbc->isLoaded()) {
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emoteIdToAnim.reserve(emotesDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesDbc->getRecordCount(); ++r) {
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uint32_t emoteId = emotesDbc->getUInt32(r, 0);
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uint32_t animId = emotesDbc->getUInt32(r, 2);
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if (animId != 0) emoteIdToAnim[emoteId] = animId;
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}
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}
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EMOTE_TABLE.clear();
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EMOTE_TABLE.reserve(emotesTextDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDbc->getRecordCount(); ++r) {
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std::string cmdRaw = emotesTextDbc->getString(r, 1);
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if (cmdRaw.empty()) continue;
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uint32_t emoteRef = emotesTextDbc->getUInt32(r, 2);
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uint32_t animId = 0;
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auto animIt = emoteIdToAnim.find(emoteRef);
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if (animIt != emoteIdToAnim.end()) {
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animId = animIt->second;
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} else {
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animId = emoteRef; // fallback if EmotesText stores animation id directly
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}
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uint32_t senderTargetTextId = emotesTextDbc->getUInt32(r, 5); // unisex, target, sender
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uint32_t senderNoTargetTextId = emotesTextDbc->getUInt32(r, 9); // unisex, no target, sender
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std::string textTarget;
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std::string textNoTarget;
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if (auto it = textData.find(senderTargetTextId); it != textData.end()) {
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textTarget = it->second;
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}
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if (auto it = textData.find(senderNoTargetTextId); it != textData.end()) {
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textNoTarget = it->second;
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}
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for (const std::string& cmd : parseEmoteCommands(cmdRaw)) {
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if (cmd.empty()) continue;
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EmoteInfo info;
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info.animId = animId;
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info.loop = isLoopingEmote(cmd);
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info.textNoTarget = textNoTarget;
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info.textTarget = textTarget;
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info.command = cmd;
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EMOTE_TABLE.emplace(cmd, std::move(info));
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}
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}
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if (EMOTE_TABLE.empty()) {
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LOG_WARNING("Emotes: DBC loaded but no commands parsed, using fallback list");
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loadFallbackEmotes();
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} else {
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LOG_INFO("Emotes: loaded ", EMOTE_TABLE.size(), " commands from DBC");
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}
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}
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2026-02-02 12:24:50 -08:00
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Renderer::Renderer() = default;
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Renderer::~Renderer() = default;
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bool Renderer::initialize(core::Window* win) {
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window = win;
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LOG_INFO("Initializing renderer");
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// Create camera (in front of Stormwind gate, looking north)
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camera = std::make_unique<Camera>();
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camera->setPosition(glm::vec3(-8900.0f, -170.0f, 150.0f));
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camera->setRotation(0.0f, -5.0f);
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camera->setAspectRatio(window->getAspectRatio());
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camera->setFov(60.0f);
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// Create camera controller
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cameraController = std::make_unique<CameraController>(camera.get());
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2026-02-02 23:03:45 -08:00
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cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed
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2026-02-02 12:24:50 -08:00
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cameraController->setMouseSensitivity(0.15f);
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// Create scene
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scene = std::make_unique<Scene>();
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// Create performance HUD
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performanceHUD = std::make_unique<PerformanceHUD>();
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performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT);
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// Create water renderer
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waterRenderer = std::make_unique<WaterRenderer>();
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if (!waterRenderer->initialize()) {
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LOG_WARNING("Failed to initialize water renderer");
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waterRenderer.reset();
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}
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// Create skybox
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skybox = std::make_unique<Skybox>();
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if (!skybox->initialize()) {
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LOG_WARNING("Failed to initialize skybox");
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skybox.reset();
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} else {
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skybox->setTimeOfDay(12.0f); // Start at noon
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}
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// Create celestial renderer (sun and moon)
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celestial = std::make_unique<Celestial>();
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if (!celestial->initialize()) {
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LOG_WARNING("Failed to initialize celestial renderer");
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celestial.reset();
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}
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// Create star field
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starField = std::make_unique<StarField>();
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if (!starField->initialize()) {
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LOG_WARNING("Failed to initialize star field");
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starField.reset();
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}
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// Create clouds
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clouds = std::make_unique<Clouds>();
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if (!clouds->initialize()) {
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LOG_WARNING("Failed to initialize clouds");
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clouds.reset();
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} else {
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clouds->setDensity(0.5f); // Medium cloud coverage
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}
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// Create lens flare
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lensFlare = std::make_unique<LensFlare>();
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if (!lensFlare->initialize()) {
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LOG_WARNING("Failed to initialize lens flare");
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lensFlare.reset();
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}
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// Create weather system
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weather = std::make_unique<Weather>();
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if (!weather->initialize()) {
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LOG_WARNING("Failed to initialize weather");
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weather.reset();
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}
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// Create swim effects
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|
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>();
|
2026-02-03 14:55:32 -08:00
|
|
|
footstepManager = std::make_unique<audio::FootstepManager>();
|
2026-02-03 19:49:56 -08:00
|
|
|
activitySoundManager = std::make_unique<audio::ActivitySoundManager>();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-03 20:40:59 -08:00
|
|
|
// Underwater full-screen tint overlay (applies to all world geometry).
|
|
|
|
|
underwaterOverlayShader = std::make_unique<Shader>();
|
|
|
|
|
const char* overlayVS = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
layout (location = 0) in vec2 aPos;
|
|
|
|
|
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
|
|
|
|
|
)";
|
|
|
|
|
const char* overlayFS = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
uniform vec4 uTint;
|
|
|
|
|
out vec4 FragColor;
|
|
|
|
|
void main() { FragColor = uTint; }
|
|
|
|
|
)";
|
|
|
|
|
if (!underwaterOverlayShader->loadFromSource(overlayVS, overlayFS)) {
|
|
|
|
|
LOG_WARNING("Failed to initialize underwater overlay shader");
|
|
|
|
|
underwaterOverlayShader.reset();
|
|
|
|
|
} else {
|
|
|
|
|
const float quadVerts[] = {
|
|
|
|
|
-1.0f, -1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f, 1.0f
|
|
|
|
|
};
|
|
|
|
|
glGenVertexArrays(1, &underwaterOverlayVAO);
|
|
|
|
|
glGenBuffers(1, &underwaterOverlayVBO);
|
|
|
|
|
glBindVertexArray(underwaterOverlayVAO);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, underwaterOverlayVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
|
|
|
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
// Initialize post-process FBO pipeline
|
|
|
|
|
initPostProcess(window->getWidth(), window->getHeight());
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Initialize shadow map
|
|
|
|
|
initShadowMap();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
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();
|
|
|
|
|
}
|
2026-02-03 14:55:32 -08:00
|
|
|
if (footstepManager) {
|
|
|
|
|
footstepManager->shutdown();
|
|
|
|
|
footstepManager.reset();
|
|
|
|
|
}
|
2026-02-03 19:49:56 -08:00
|
|
|
if (activitySoundManager) {
|
|
|
|
|
activitySoundManager->shutdown();
|
|
|
|
|
activitySoundManager.reset();
|
|
|
|
|
}
|
2026-02-03 20:40:59 -08:00
|
|
|
if (underwaterOverlayVAO) {
|
|
|
|
|
glDeleteVertexArrays(1, &underwaterOverlayVAO);
|
|
|
|
|
underwaterOverlayVAO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (underwaterOverlayVBO) {
|
|
|
|
|
glDeleteBuffers(1, &underwaterOverlayVBO);
|
|
|
|
|
underwaterOverlayVBO = 0;
|
|
|
|
|
}
|
|
|
|
|
underwaterOverlayShader.reset();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Cleanup shadow map resources
|
|
|
|
|
if (shadowFBO) { glDeleteFramebuffers(1, &shadowFBO); shadowFBO = 0; }
|
|
|
|
|
if (shadowDepthTex) { glDeleteTextures(1, &shadowDepthTex); shadowDepthTex = 0; }
|
|
|
|
|
if (shadowShaderProgram) { glDeleteProgram(shadowShaderProgram); shadowShaderProgram = 0; }
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
shutdownPostProcess();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
zoneManager.reset();
|
|
|
|
|
|
|
|
|
|
performanceHUD.reset();
|
|
|
|
|
scene.reset();
|
|
|
|
|
cameraController.reset();
|
|
|
|
|
camera.reset();
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Renderer shutdown");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::beginFrame() {
|
2026-02-04 15:21:04 -08:00
|
|
|
// Resize post-process FBO if window size changed
|
|
|
|
|
int w = window->getWidth();
|
|
|
|
|
int h = window->getHeight();
|
|
|
|
|
if (w != fbWidth || h != fbHeight) {
|
|
|
|
|
resizePostProcess(w, h);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clear default framebuffer (login screen renders here directly)
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
2026-02-02 12:24:50 -08:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
void Renderer::setMounted(uint32_t mountInstId, float heightOffset) {
|
|
|
|
|
mountInstanceId_ = mountInstId;
|
|
|
|
|
mountHeightOffset_ = heightOffset;
|
|
|
|
|
charAnimState = CharAnimState::MOUNT;
|
2026-02-07 20:05:07 -08:00
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->setMounted(true);
|
|
|
|
|
cameraController->setMountHeightOffset(heightOffset);
|
|
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::clearMount() {
|
|
|
|
|
mountInstanceId_ = 0;
|
|
|
|
|
mountHeightOffset_ = 0.0f;
|
|
|
|
|
charAnimState = CharAnimState::IDLE;
|
2026-02-07 20:05:07 -08:00
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->setMounted(false);
|
|
|
|
|
cameraController->setMountHeightOffset(0.0f);
|
|
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:01:26 -08:00
|
|
|
uint32_t Renderer::resolveMeleeAnimId() {
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) {
|
|
|
|
|
meleeAnimId = 0;
|
|
|
|
|
meleeAnimDurationMs = 0.0f;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (meleeAnimId != 0 && characterRenderer->hasAnimation(characterInstanceId, meleeAnimId)) {
|
|
|
|
|
return meleeAnimId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
|
|
|
if (!characterRenderer->getAnimationSequences(characterInstanceId, sequences)) {
|
|
|
|
|
meleeAnimId = 0;
|
|
|
|
|
meleeAnimDurationMs = 0.0f;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto findDuration = [&](uint32_t id) -> float {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.id == id && seq.duration > 0) {
|
|
|
|
|
return static_cast<float>(seq.duration);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0.0f;
|
|
|
|
|
};
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
// Select animation priority based on equipped weapon type
|
|
|
|
|
// WoW inventory types: 17 = 2H weapon, 13/21 = 1H, 0 = unarmed
|
|
|
|
|
// WoW anim IDs: 16 = unarmed, 17 = 1H attack, 18 = 2H attack
|
|
|
|
|
const uint32_t* attackCandidates;
|
|
|
|
|
size_t candidateCount;
|
|
|
|
|
static const uint32_t candidates2H[] = {18, 17, 16, 19, 20, 21};
|
|
|
|
|
static const uint32_t candidates1H[] = {17, 18, 16, 19, 20, 21};
|
|
|
|
|
static const uint32_t candidatesUnarmed[] = {16, 17, 18, 19, 20, 21};
|
|
|
|
|
if (equippedWeaponInvType_ == 17) { // INVTYPE_2HWEAPON
|
|
|
|
|
attackCandidates = candidates2H;
|
|
|
|
|
candidateCount = 6;
|
|
|
|
|
} else if (equippedWeaponInvType_ == 0) {
|
|
|
|
|
attackCandidates = candidatesUnarmed;
|
|
|
|
|
candidateCount = 6;
|
|
|
|
|
} else {
|
|
|
|
|
attackCandidates = candidates1H;
|
|
|
|
|
candidateCount = 6;
|
|
|
|
|
}
|
|
|
|
|
for (size_t ci = 0; ci < candidateCount; ci++) {
|
|
|
|
|
uint32_t id = attackCandidates[ci];
|
2026-02-05 14:01:26 -08:00
|
|
|
if (characterRenderer->hasAnimation(characterInstanceId, id)) {
|
|
|
|
|
meleeAnimId = id;
|
|
|
|
|
meleeAnimDurationMs = findDuration(id);
|
|
|
|
|
return meleeAnimId;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const uint32_t avoidIds[] = {0, 1, 4, 5, 11, 12, 13, 37, 38, 39, 41, 42, 97};
|
|
|
|
|
auto isAvoid = [&](uint32_t id) -> bool {
|
|
|
|
|
for (uint32_t avoid : avoidIds) {
|
|
|
|
|
if (id == avoid) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
uint32_t bestId = 0;
|
|
|
|
|
uint32_t bestDuration = 0;
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.duration == 0) continue;
|
|
|
|
|
if (isAvoid(seq.id)) continue;
|
|
|
|
|
if (seq.movingSpeed > 0.1f) continue;
|
|
|
|
|
if (seq.duration < 150 || seq.duration > 2000) continue;
|
|
|
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
|
|
|
bestId = seq.id;
|
|
|
|
|
bestDuration = seq.duration;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bestId == 0) {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.duration == 0) continue;
|
|
|
|
|
if (isAvoid(seq.id)) continue;
|
|
|
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
|
|
|
bestId = seq.id;
|
|
|
|
|
bestDuration = seq.duration;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
meleeAnimId = bestId;
|
|
|
|
|
meleeAnimDurationMs = static_cast<float>(bestDuration);
|
|
|
|
|
return meleeAnimId;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
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;
|
2026-02-03 19:29:11 -08:00
|
|
|
// Candidate locomotion clips by common WotLK IDs.
|
|
|
|
|
constexpr uint32_t ANIM_STRAFE_RUN_RIGHT = 92;
|
|
|
|
|
constexpr uint32_t ANIM_STRAFE_RUN_LEFT = 93;
|
|
|
|
|
constexpr uint32_t ANIM_STRAFE_WALK_LEFT = 11;
|
|
|
|
|
constexpr uint32_t ANIM_STRAFE_WALK_RIGHT = 12;
|
|
|
|
|
constexpr uint32_t ANIM_BACKPEDAL = 13;
|
2026-02-02 12:24:50 -08:00
|
|
|
constexpr uint32_t ANIM_JUMP_START = 37;
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|
|
|
|
constexpr uint32_t ANIM_JUMP_MID = 38;
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|
|
|
|
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)
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|
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|
|
constexpr uint32_t ANIM_SWIM_IDLE = 41; // Treading water (SwimIdle)
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|
|
|
|
constexpr uint32_t ANIM_SWIM = 42; // Swimming forward (Swim)
|
2026-02-07 17:59:40 -08:00
|
|
|
constexpr uint32_t ANIM_MOUNT = 91; // Seated on mount
|
2026-02-02 12:24:50 -08:00
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|
|
CharAnimState newState = charAnimState;
|
|
|
|
|
|
|
|
|
|
bool moving = cameraController->isMoving();
|
2026-02-03 19:29:11 -08:00
|
|
|
bool movingBackward = cameraController->isMovingBackward();
|
|
|
|
|
bool strafeLeft = cameraController->isStrafingLeft();
|
|
|
|
|
bool strafeRight = cameraController->isStrafingRight();
|
|
|
|
|
bool anyStrafeLeft = strafeLeft && !strafeRight;
|
|
|
|
|
bool anyStrafeRight = strafeRight && !strafeLeft;
|
2026-02-02 12:24:50 -08:00
|
|
|
bool grounded = cameraController->isGrounded();
|
|
|
|
|
bool jumping = cameraController->isJumping();
|
|
|
|
|
bool sprinting = cameraController->isSprinting();
|
|
|
|
|
bool sitting = cameraController->isSitting();
|
|
|
|
|
bool swim = cameraController->isSwimming();
|
2026-02-05 14:01:26 -08:00
|
|
|
bool forceMelee = meleeSwingTimer > 0.0f && grounded && !swim;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
// When mounted, force MOUNT state and skip normal transitions
|
|
|
|
|
if (isMounted()) {
|
|
|
|
|
newState = CharAnimState::MOUNT;
|
|
|
|
|
charAnimState = newState;
|
|
|
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|
|
|
|
|
|
// Play seated animation on player
|
|
|
|
|
uint32_t currentAnimId = 0;
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|
|
|
|
float currentAnimTimeMs = 0.0f, currentAnimDurationMs = 0.0f;
|
|
|
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
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|
|
|
|
if (!haveState || currentAnimId != ANIM_MOUNT) {
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|
|
|
|
characterRenderer->playAnimation(characterInstanceId, ANIM_MOUNT, true);
|
|
|
|
|
}
|
|
|
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|
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|
|
// Sync mount instance position and rotation
|
2026-02-07 18:38:36 -08:00
|
|
|
float mountBob = 0.0f;
|
2026-02-07 17:59:40 -08:00
|
|
|
if (mountInstanceId_ > 0) {
|
|
|
|
|
characterRenderer->setInstancePosition(mountInstanceId_, characterPosition);
|
|
|
|
|
float yawRad = glm::radians(characterYaw);
|
|
|
|
|
characterRenderer->setInstanceRotation(mountInstanceId_, glm::vec3(0.0f, 0.0f, yawRad));
|
|
|
|
|
|
|
|
|
|
// Drive mount model animation: idle when still, run when moving
|
2026-02-07 20:24:25 -08:00
|
|
|
auto pickMountAnim = [&](std::initializer_list<uint32_t> candidates, uint32_t fallback) -> uint32_t {
|
|
|
|
|
for (uint32_t id : candidates) {
|
|
|
|
|
if (characterRenderer->hasAnimation(mountInstanceId_, id)) {
|
|
|
|
|
return id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return fallback;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
uint32_t mountAnimId = ANIM_STAND;
|
|
|
|
|
if (moving) {
|
|
|
|
|
if (anyStrafeLeft) {
|
|
|
|
|
mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_LEFT, ANIM_STRAFE_WALK_LEFT, ANIM_RUN}, ANIM_RUN);
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|
|
|
|
} else if (anyStrafeRight) {
|
|
|
|
|
mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_RIGHT, ANIM_STRAFE_WALK_RIGHT, ANIM_RUN}, ANIM_RUN);
|
|
|
|
|
} else if (movingBackward) {
|
|
|
|
|
mountAnimId = pickMountAnim({ANIM_BACKPEDAL}, ANIM_RUN);
|
|
|
|
|
} else {
|
|
|
|
|
mountAnimId = ANIM_RUN;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
uint32_t curMountAnim = 0;
|
|
|
|
|
float curMountTime = 0, curMountDur = 0;
|
|
|
|
|
bool haveMountState = characterRenderer->getAnimationState(mountInstanceId_, curMountAnim, curMountTime, curMountDur);
|
|
|
|
|
if (!haveMountState || curMountAnim != mountAnimId) {
|
|
|
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
|
|
|
}
|
2026-02-07 18:38:36 -08:00
|
|
|
|
|
|
|
|
// Rider bob: sinusoidal motion synced to mount's run animation
|
|
|
|
|
if (moving && haveMountState && curMountDur > 1.0f) {
|
|
|
|
|
float norm = std::fmod(curMountTime, curMountDur) / curMountDur;
|
2026-02-07 18:40:54 -08:00
|
|
|
// One bounce per stride cycle
|
|
|
|
|
mountBob = std::sin(norm * 2.0f * 3.14159f) * 0.12f;
|
2026-02-07 18:38:36 -08:00
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-07 18:38:36 -08:00
|
|
|
// Offset player Z above mount + bob
|
2026-02-07 17:59:40 -08:00
|
|
|
glm::vec3 playerPos = characterPosition;
|
2026-02-07 18:38:36 -08:00
|
|
|
playerPos.z += mountHeightOffset_ + mountBob;
|
2026-02-07 17:59:40 -08:00
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:01:26 -08:00
|
|
|
if (!forceMelee) switch (charAnimState) {
|
2026-02-02 12:24:50 -08:00
|
|
|
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;
|
2026-02-05 14:01:26 -08:00
|
|
|
|
|
|
|
|
case CharAnimState::MELEE_SWING:
|
|
|
|
|
if (swim) {
|
|
|
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
|
|
|
} 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;
|
|
|
|
|
} else if (sitting) {
|
|
|
|
|
newState = CharAnimState::SIT_DOWN;
|
|
|
|
|
} else {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2026-02-07 17:59:40 -08:00
|
|
|
|
|
|
|
|
case CharAnimState::MOUNT:
|
2026-02-07 20:24:25 -08:00
|
|
|
// If we got here, the mount state was cleared externally but the
|
|
|
|
|
// animation state hasn't been reset yet. Fall back to normal logic.
|
|
|
|
|
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;
|
|
|
|
|
} else {
|
|
|
|
|
newState = CharAnimState::IDLE;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2026-02-05 14:01:26 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (forceMelee) {
|
|
|
|
|
newState = CharAnimState::MELEE_SWING;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (newState != charAnimState) {
|
|
|
|
|
charAnimState = newState;
|
2026-02-03 19:29:11 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-03 19:29:11 -08:00
|
|
|
auto pickFirstAvailable = [&](std::initializer_list<uint32_t> candidates, uint32_t fallback) -> uint32_t {
|
|
|
|
|
for (uint32_t id : candidates) {
|
|
|
|
|
if (characterRenderer->hasAnimation(characterInstanceId, id)) {
|
|
|
|
|
return id;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
2026-02-03 19:29:11 -08:00
|
|
|
return fallback;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
uint32_t animId = ANIM_STAND;
|
|
|
|
|
bool loop = true;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-03 19:29:11 -08:00
|
|
|
switch (charAnimState) {
|
|
|
|
|
case CharAnimState::IDLE: animId = ANIM_STAND; loop = true; break;
|
|
|
|
|
case CharAnimState::WALK:
|
|
|
|
|
if (movingBackward) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK);
|
|
|
|
|
} else if (anyStrafeLeft) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_STRAFE_WALK_LEFT, ANIM_STRAFE_RUN_LEFT}, ANIM_WALK);
|
|
|
|
|
} else if (anyStrafeRight) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_STRAFE_WALK_RIGHT, ANIM_STRAFE_RUN_RIGHT}, ANIM_WALK);
|
|
|
|
|
} else {
|
2026-02-06 18:52:28 -08:00
|
|
|
animId = pickFirstAvailable({ANIM_WALK, ANIM_RUN}, ANIM_STAND);
|
2026-02-03 19:29:11 -08:00
|
|
|
}
|
|
|
|
|
loop = true;
|
|
|
|
|
break;
|
|
|
|
|
case CharAnimState::RUN:
|
|
|
|
|
if (movingBackward) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK);
|
|
|
|
|
} else if (anyStrafeLeft) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_STRAFE_RUN_LEFT}, ANIM_RUN);
|
|
|
|
|
} else if (anyStrafeRight) {
|
|
|
|
|
animId = pickFirstAvailable({ANIM_STRAFE_RUN_RIGHT}, ANIM_RUN);
|
|
|
|
|
} else {
|
2026-02-06 18:52:28 -08:00
|
|
|
animId = pickFirstAvailable({ANIM_RUN, ANIM_WALK}, ANIM_STAND);
|
2026-02-03 19:29:11 -08:00
|
|
|
}
|
|
|
|
|
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;
|
2026-02-05 14:01:26 -08:00
|
|
|
case CharAnimState::MELEE_SWING:
|
|
|
|
|
animId = resolveMeleeAnimId();
|
|
|
|
|
if (animId == 0) {
|
|
|
|
|
animId = ANIM_STAND;
|
|
|
|
|
}
|
|
|
|
|
loop = false;
|
|
|
|
|
break;
|
2026-02-07 17:59:40 -08:00
|
|
|
case CharAnimState::MOUNT: animId = ANIM_MOUNT; loop = true; break;
|
2026-02-03 19:29:11 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t currentAnimId = 0;
|
|
|
|
|
float currentAnimTimeMs = 0.0f;
|
|
|
|
|
float currentAnimDurationMs = 0.0f;
|
|
|
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
|
|
|
|
|
if (!haveState || currentAnimId != animId) {
|
2026-02-02 12:24:50 -08:00
|
|
|
characterRenderer->playAnimation(characterInstanceId, animId, loop);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::playEmote(const std::string& emoteName) {
|
2026-02-07 20:02:14 -08:00
|
|
|
loadEmotesFromDbc();
|
2026-02-02 12:24:50 -08:00
|
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
|
|
|
if (it == EMOTE_TABLE.end()) return;
|
|
|
|
|
|
|
|
|
|
const auto& info = it->second;
|
2026-02-07 20:02:14 -08:00
|
|
|
if (info.animId == 0) return;
|
2026-02-02 12:24:50 -08:00
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:01:26 -08:00
|
|
|
void Renderer::triggerMeleeSwing() {
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
|
|
|
|
if (meleeSwingCooldown > 0.0f) return;
|
|
|
|
|
if (emoteActive) {
|
|
|
|
|
cancelEmote();
|
|
|
|
|
}
|
|
|
|
|
resolveMeleeAnimId();
|
|
|
|
|
meleeSwingCooldown = 0.1f;
|
|
|
|
|
float durationSec = meleeAnimDurationMs > 0.0f ? meleeAnimDurationMs / 1000.0f : 0.6f;
|
|
|
|
|
if (durationSec < 0.25f) durationSec = 0.25f;
|
|
|
|
|
if (durationSec > 1.0f) durationSec = 1.0f;
|
|
|
|
|
meleeSwingTimer = durationSec;
|
|
|
|
|
if (activitySoundManager) {
|
|
|
|
|
activitySoundManager->playMeleeSwing();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 20:02:14 -08:00
|
|
|
std::string Renderer::getEmoteText(const std::string& emoteName, const std::string* targetName) {
|
|
|
|
|
loadEmotesFromDbc();
|
2026-02-02 12:24:50 -08:00
|
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
|
|
|
if (it != EMOTE_TABLE.end()) {
|
2026-02-07 20:02:14 -08:00
|
|
|
const auto& info = it->second;
|
|
|
|
|
const std::string& base = (targetName ? info.textTarget : info.textNoTarget);
|
|
|
|
|
if (!base.empty()) {
|
|
|
|
|
return replacePlaceholders(base, targetName);
|
|
|
|
|
}
|
|
|
|
|
if (targetName && !targetName->empty()) {
|
|
|
|
|
return "You " + info.command + " at " + *targetName + ".";
|
|
|
|
|
}
|
|
|
|
|
return "You " + info.command + ".";
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
return "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setTargetPosition(const glm::vec3* pos) {
|
|
|
|
|
targetPosition = pos;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Renderer::isMoving() const {
|
|
|
|
|
return cameraController && cameraController->isMoving();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 14:55:32 -08:00
|
|
|
bool Renderer::isFootstepAnimationState() const {
|
|
|
|
|
return charAnimState == CharAnimState::WALK || charAnimState == CharAnimState::RUN;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Renderer::shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs) {
|
|
|
|
|
if (animationDurationMs <= 1.0f) {
|
|
|
|
|
footstepNormInitialized = false;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float norm = std::fmod(animationTimeMs, animationDurationMs) / animationDurationMs;
|
|
|
|
|
if (norm < 0.0f) norm += 1.0f;
|
|
|
|
|
|
|
|
|
|
if (animationId != footstepLastAnimationId) {
|
|
|
|
|
footstepLastAnimationId = animationId;
|
|
|
|
|
footstepLastNormTime = norm;
|
|
|
|
|
footstepNormInitialized = true;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!footstepNormInitialized) {
|
|
|
|
|
footstepNormInitialized = true;
|
|
|
|
|
footstepLastNormTime = norm;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto crossed = [&](float eventNorm) {
|
|
|
|
|
if (footstepLastNormTime <= norm) {
|
|
|
|
|
return footstepLastNormTime < eventNorm && eventNorm <= norm;
|
|
|
|
|
}
|
|
|
|
|
return footstepLastNormTime < eventNorm || eventNorm <= norm;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
bool trigger = crossed(0.22f) || crossed(0.72f);
|
|
|
|
|
footstepLastNormTime = norm;
|
|
|
|
|
return trigger;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
audio::FootstepSurface Renderer::resolveFootstepSurface() const {
|
|
|
|
|
if (!cameraController || !cameraController->isThirdPerson()) {
|
|
|
|
|
return audio::FootstepSurface::STONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const glm::vec3& p = characterPosition;
|
|
|
|
|
|
|
|
|
|
if (cameraController->isSwimming()) {
|
|
|
|
|
return audio::FootstepSurface::WATER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (waterRenderer) {
|
|
|
|
|
auto waterH = waterRenderer->getWaterHeightAt(p.x, p.y);
|
|
|
|
|
if (waterH && p.z < (*waterH + 0.25f)) {
|
|
|
|
|
return audio::FootstepSurface::WATER;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
auto wmoFloor = wmoRenderer->getFloorHeight(p.x, p.y, p.z + 1.5f);
|
|
|
|
|
auto terrainFloor = terrainManager ? terrainManager->getHeightAt(p.x, p.y) : std::nullopt;
|
|
|
|
|
if (wmoFloor && (!terrainFloor || *wmoFloor >= *terrainFloor - 0.1f)) {
|
|
|
|
|
return audio::FootstepSurface::STONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (terrainManager) {
|
|
|
|
|
auto texture = terrainManager->getDominantTextureAt(p.x, p.y);
|
|
|
|
|
if (texture) {
|
|
|
|
|
std::string t = *texture;
|
|
|
|
|
for (char& c : t) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
|
|
|
|
|
if (t.find("snow") != std::string::npos || t.find("ice") != std::string::npos) return audio::FootstepSurface::SNOW;
|
|
|
|
|
if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) return audio::FootstepSurface::GRASS;
|
|
|
|
|
if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) return audio::FootstepSurface::DIRT;
|
|
|
|
|
if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) return audio::FootstepSurface::WOOD;
|
|
|
|
|
if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) return audio::FootstepSurface::METAL;
|
|
|
|
|
if (t.find("stone") != std::string::npos || t.find("rock") != std::string::npos || t.find("cobble") != std::string::npos || t.find("brick") != std::string::npos) return audio::FootstepSurface::STONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return audio::FootstepSurface::STONE;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void Renderer::update(float deltaTime) {
|
2026-02-03 16:21:48 -08:00
|
|
|
auto updateStart = std::chrono::steady_clock::now();
|
|
|
|
|
if (wmoRenderer) wmoRenderer->resetQueryStats();
|
|
|
|
|
if (m2Renderer) m2Renderer->resetQueryStats();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
if (cameraController) {
|
2026-02-03 16:21:48 -08:00
|
|
|
auto cameraStart = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
cameraController->update(deltaTime);
|
2026-02-03 16:21:48 -08:00
|
|
|
auto cameraEnd = std::chrono::steady_clock::now();
|
|
|
|
|
lastCameraUpdateMs = std::chrono::duration<double, std::milli>(cameraEnd - cameraStart).count();
|
|
|
|
|
} else {
|
|
|
|
|
lastCameraUpdateMs = 0.0;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sync character model position/rotation and animation with follow target
|
|
|
|
|
if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
|
2026-02-05 14:01:26 -08:00
|
|
|
if (meleeSwingCooldown > 0.0f) {
|
|
|
|
|
meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime);
|
|
|
|
|
}
|
|
|
|
|
if (meleeSwingTimer > 0.0f) {
|
|
|
|
|
meleeSwingTimer = std::max(0.0f, meleeSwingTimer - deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
|
2026-02-03 19:49:56 -08:00
|
|
|
if (activitySoundManager) {
|
|
|
|
|
std::string modelName;
|
|
|
|
|
if (characterRenderer->getInstanceModelName(characterInstanceId, modelName)) {
|
|
|
|
|
activitySoundManager->setCharacterVoiceProfile(modelName);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-03 19:49:56 -08:00
|
|
|
// Movement-facing comes from camera controller and is decoupled from LMB orbit.
|
|
|
|
|
if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
|
|
|
|
|
characterYaw = cameraController->getFacingYaw();
|
2026-02-07 18:57:27 -08:00
|
|
|
} else if (inCombat_ && targetPosition && !emoteActive && !isMounted()) {
|
2026-02-07 13:56:58 -08:00
|
|
|
// Face target when in combat and idle
|
2026-02-02 12:24:50 -08:00
|
|
|
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));
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 14:55:32 -08:00
|
|
|
// Footsteps: animation-event driven + surface query at event time.
|
|
|
|
|
if (footstepManager) {
|
|
|
|
|
footstepManager->update(deltaTime);
|
2026-02-07 18:38:36 -08:00
|
|
|
bool canPlayFootsteps = characterRenderer && characterInstanceId > 0 &&
|
2026-02-03 14:55:32 -08:00
|
|
|
cameraController && cameraController->isThirdPerson() &&
|
2026-02-07 18:38:36 -08:00
|
|
|
cameraController->isGrounded() && !cameraController->isSwimming();
|
|
|
|
|
|
|
|
|
|
if (canPlayFootsteps && isMounted() && mountInstanceId_ > 0) {
|
|
|
|
|
// Mount footsteps: use mount's animation for timing
|
|
|
|
|
uint32_t animId = 0;
|
|
|
|
|
float animTimeMs = 0.0f, animDurationMs = 0.0f;
|
|
|
|
|
if (characterRenderer->getAnimationState(mountInstanceId_, animId, animTimeMs, animDurationMs) &&
|
|
|
|
|
animDurationMs > 1.0f && cameraController->isMoving()) {
|
|
|
|
|
float norm = std::fmod(animTimeMs, animDurationMs) / animDurationMs;
|
|
|
|
|
if (norm < 0.0f) norm += 1.0f;
|
|
|
|
|
|
|
|
|
|
if (animId != mountFootstepLastAnimId) {
|
|
|
|
|
mountFootstepLastAnimId = animId;
|
|
|
|
|
mountFootstepLastNormTime = norm;
|
|
|
|
|
mountFootstepNormInitialized = true;
|
|
|
|
|
} else if (!mountFootstepNormInitialized) {
|
|
|
|
|
mountFootstepNormInitialized = true;
|
|
|
|
|
mountFootstepLastNormTime = norm;
|
|
|
|
|
} else {
|
|
|
|
|
// Horse gait: 4 hoofbeats per cycle
|
|
|
|
|
auto crossed = [&](float eventNorm) {
|
|
|
|
|
if (mountFootstepLastNormTime <= norm) {
|
|
|
|
|
return mountFootstepLastNormTime < eventNorm && eventNorm <= norm;
|
|
|
|
|
}
|
|
|
|
|
return mountFootstepLastNormTime < eventNorm || eventNorm <= norm;
|
|
|
|
|
};
|
|
|
|
|
if (crossed(0.1f) || crossed(0.35f) || crossed(0.6f) || crossed(0.85f)) {
|
|
|
|
|
footstepManager->playFootstep(resolveFootstepSurface(), true);
|
|
|
|
|
}
|
|
|
|
|
mountFootstepLastNormTime = norm;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
mountFootstepNormInitialized = false;
|
|
|
|
|
}
|
|
|
|
|
footstepNormInitialized = false; // Reset player footstep tracking
|
|
|
|
|
} else if (canPlayFootsteps && isFootstepAnimationState()) {
|
2026-02-03 14:55:32 -08:00
|
|
|
uint32_t animId = 0;
|
|
|
|
|
float animTimeMs = 0.0f;
|
|
|
|
|
float animDurationMs = 0.0f;
|
|
|
|
|
if (characterRenderer->getAnimationState(characterInstanceId, animId, animTimeMs, animDurationMs) &&
|
|
|
|
|
shouldTriggerFootstepEvent(animId, animTimeMs, animDurationMs)) {
|
|
|
|
|
footstepManager->playFootstep(resolveFootstepSurface(), cameraController->isSprinting());
|
|
|
|
|
}
|
2026-02-07 18:38:36 -08:00
|
|
|
mountFootstepNormInitialized = false;
|
2026-02-03 14:55:32 -08:00
|
|
|
} else {
|
|
|
|
|
footstepNormInitialized = false;
|
2026-02-07 18:38:36 -08:00
|
|
|
mountFootstepNormInitialized = false;
|
2026-02-03 14:55:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 19:49:56 -08:00
|
|
|
// Activity SFX: animation/state-driven jump, landing, and swim loops/splashes.
|
|
|
|
|
if (activitySoundManager) {
|
|
|
|
|
activitySoundManager->update(deltaTime);
|
|
|
|
|
if (cameraController && cameraController->isThirdPerson()) {
|
|
|
|
|
bool grounded = cameraController->isGrounded();
|
|
|
|
|
bool jumping = cameraController->isJumping();
|
|
|
|
|
bool falling = cameraController->isFalling();
|
|
|
|
|
bool swimming = cameraController->isSwimming();
|
|
|
|
|
bool moving = cameraController->isMoving();
|
|
|
|
|
|
|
|
|
|
if (!sfxStateInitialized) {
|
|
|
|
|
sfxPrevGrounded = grounded;
|
|
|
|
|
sfxPrevJumping = jumping;
|
|
|
|
|
sfxPrevFalling = falling;
|
|
|
|
|
sfxPrevSwimming = swimming;
|
|
|
|
|
sfxStateInitialized = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (jumping && !sfxPrevJumping && !swimming) {
|
|
|
|
|
activitySoundManager->playJump();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (grounded && !sfxPrevGrounded) {
|
|
|
|
|
bool hardLanding = sfxPrevFalling;
|
|
|
|
|
activitySoundManager->playLanding(resolveFootstepSurface(), hardLanding);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (swimming && !sfxPrevSwimming) {
|
|
|
|
|
activitySoundManager->playWaterEnter();
|
|
|
|
|
} else if (!swimming && sfxPrevSwimming) {
|
|
|
|
|
activitySoundManager->playWaterExit();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
activitySoundManager->setSwimmingState(swimming, moving);
|
|
|
|
|
|
|
|
|
|
sfxPrevGrounded = grounded;
|
|
|
|
|
sfxPrevJumping = jumping;
|
|
|
|
|
sfxPrevFalling = falling;
|
|
|
|
|
sfxPrevSwimming = swimming;
|
|
|
|
|
} else {
|
|
|
|
|
activitySoundManager->setSwimmingState(false, false);
|
|
|
|
|
sfxStateInitialized = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 14:37:14 -08:00
|
|
|
// Update M2 doodad animations (pass camera for frustum-culling bone computation)
|
|
|
|
|
if (m2Renderer && camera) {
|
|
|
|
|
m2Renderer->update(deltaTime, camera->getPosition(),
|
|
|
|
|
camera->getProjectionMatrix() * camera->getViewMatrix());
|
2026-02-02 23:10:19 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// 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);
|
|
|
|
|
}
|
2026-02-03 16:21:48 -08:00
|
|
|
|
|
|
|
|
auto updateEnd = std::chrono::steady_clock::now();
|
|
|
|
|
lastUpdateMs = std::chrono::duration<double, std::milli>(updateEnd - updateStart).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Selection Circle
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void Renderer::initSelectionCircle() {
|
|
|
|
|
if (selCircleVAO) return;
|
|
|
|
|
|
|
|
|
|
// Minimal shader: position + uniform MVP + color
|
|
|
|
|
const char* vsSrc = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
layout(location = 0) in vec3 aPos;
|
|
|
|
|
uniform mat4 uMVP;
|
|
|
|
|
void main() {
|
|
|
|
|
gl_Position = uMVP * vec4(aPos, 1.0);
|
|
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
const char* fsSrc = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
uniform vec3 uColor;
|
|
|
|
|
out vec4 FragColor;
|
|
|
|
|
void main() {
|
|
|
|
|
FragColor = vec4(uColor, 0.6);
|
|
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
|
|
|
|
|
auto compile = [](GLenum type, const char* src) -> GLuint {
|
|
|
|
|
GLuint s = glCreateShader(type);
|
|
|
|
|
glShaderSource(s, 1, &src, nullptr);
|
|
|
|
|
glCompileShader(s);
|
|
|
|
|
return s;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
GLuint vs = compile(GL_VERTEX_SHADER, vsSrc);
|
|
|
|
|
GLuint fs = compile(GL_FRAGMENT_SHADER, fsSrc);
|
|
|
|
|
selCircleShader = glCreateProgram();
|
|
|
|
|
glAttachShader(selCircleShader, vs);
|
|
|
|
|
glAttachShader(selCircleShader, fs);
|
|
|
|
|
glLinkProgram(selCircleShader);
|
|
|
|
|
glDeleteShader(vs);
|
|
|
|
|
glDeleteShader(fs);
|
|
|
|
|
|
|
|
|
|
// Build ring vertices (two concentric circles forming a strip)
|
|
|
|
|
constexpr int SEGMENTS = 48;
|
|
|
|
|
constexpr float INNER = 0.85f;
|
|
|
|
|
constexpr float OUTER = 1.0f;
|
|
|
|
|
std::vector<float> verts;
|
|
|
|
|
for (int i = 0; i <= SEGMENTS; i++) {
|
|
|
|
|
float angle = 2.0f * 3.14159265f * static_cast<float>(i) / static_cast<float>(SEGMENTS);
|
|
|
|
|
float c = std::cos(angle), s = std::sin(angle);
|
|
|
|
|
// Outer vertex
|
|
|
|
|
verts.push_back(c * OUTER);
|
|
|
|
|
verts.push_back(s * OUTER);
|
|
|
|
|
verts.push_back(0.0f);
|
|
|
|
|
// Inner vertex
|
|
|
|
|
verts.push_back(c * INNER);
|
|
|
|
|
verts.push_back(s * INNER);
|
|
|
|
|
verts.push_back(0.0f);
|
|
|
|
|
}
|
|
|
|
|
selCircleVertCount = static_cast<int>((SEGMENTS + 1) * 2);
|
|
|
|
|
|
|
|
|
|
glGenVertexArrays(1, &selCircleVAO);
|
|
|
|
|
glGenBuffers(1, &selCircleVBO);
|
|
|
|
|
glBindVertexArray(selCircleVAO);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, selCircleVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color) {
|
|
|
|
|
selCirclePos = pos;
|
|
|
|
|
selCircleRadius = radius;
|
|
|
|
|
selCircleColor = color;
|
|
|
|
|
selCircleVisible = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::clearSelectionCircle() {
|
|
|
|
|
selCircleVisible = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection) {
|
|
|
|
|
if (!selCircleVisible) return;
|
|
|
|
|
initSelectionCircle();
|
|
|
|
|
|
2026-02-06 14:24:38 -08:00
|
|
|
// Small Z offset to prevent clipping under terrain
|
|
|
|
|
glm::vec3 raisedPos = selCirclePos;
|
|
|
|
|
raisedPos.z += 0.15f;
|
|
|
|
|
glm::mat4 model = glm::translate(glm::mat4(1.0f), raisedPos);
|
2026-02-06 13:47:03 -08:00
|
|
|
model = glm::scale(model, glm::vec3(selCircleRadius));
|
|
|
|
|
|
|
|
|
|
glm::mat4 mvp = projection * view * model;
|
|
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
|
|
|
|
|
|
glUseProgram(selCircleShader);
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(selCircleShader, "uMVP"), 1, GL_FALSE, &mvp[0][0]);
|
|
|
|
|
glUniform3fv(glGetUniformLocation(selCircleShader, "uColor"), 1, &selCircleColor[0]);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(selCircleVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, selCircleVertCount);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void Renderer::renderWorld(game::World* world) {
|
2026-02-03 16:21:48 -08:00
|
|
|
auto renderStart = std::chrono::steady_clock::now();
|
|
|
|
|
lastTerrainRenderMs = 0.0;
|
|
|
|
|
lastWMORenderMs = 0.0;
|
|
|
|
|
lastM2RenderMs = 0.0;
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Shadow pass (before main scene)
|
2026-02-05 16:11:24 -08:00
|
|
|
if (shadowsEnabled && shadowFBO && shadowShaderProgram && terrainLoaded) {
|
2026-02-04 16:08:35 -08:00
|
|
|
renderShadowPass();
|
2026-02-05 16:11:24 -08:00
|
|
|
} else {
|
|
|
|
|
// Clear shadow maps when disabled
|
|
|
|
|
if (terrainRenderer) terrainRenderer->clearShadowMap();
|
|
|
|
|
if (wmoRenderer) wmoRenderer->clearShadowMap();
|
|
|
|
|
if (m2Renderer) m2Renderer->clearShadowMap();
|
|
|
|
|
if (characterRenderer) characterRenderer->clearShadowMap();
|
2026-02-04 16:08:35 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
// Bind HDR scene framebuffer for world rendering
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, sceneFBO);
|
|
|
|
|
glViewport(0, 0, fbWidth, fbHeight);
|
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
(void)world; // Unused for now
|
|
|
|
|
|
|
|
|
|
// Get time of day for sky-related rendering
|
|
|
|
|
float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f;
|
2026-02-03 20:40:59 -08:00
|
|
|
bool underwater = false;
|
|
|
|
|
bool canalUnderwater = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:05:46 -08:00
|
|
|
// Update fog across all renderers based on time of day (match sky color)
|
|
|
|
|
if (skybox) {
|
|
|
|
|
glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay);
|
|
|
|
|
if (wmoRenderer) wmoRenderer->setFog(horizonColor, 100.0f, 600.0f);
|
|
|
|
|
if (m2Renderer) m2Renderer->setFog(horizonColor, 100.0f, 600.0f);
|
|
|
|
|
if (characterRenderer) characterRenderer->setFog(horizonColor, 100.0f, 600.0f);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Render terrain if loaded and enabled
|
|
|
|
|
if (terrainEnabled && terrainLoaded && terrainRenderer && camera) {
|
2026-02-03 20:40:59 -08:00
|
|
|
// Check if camera/character is underwater for fog override
|
|
|
|
|
if (cameraController && cameraController->isSwimming() && waterRenderer && camera) {
|
2026-02-02 12:24:50 -08:00
|
|
|
glm::vec3 camPos = camera->getPosition();
|
|
|
|
|
auto waterH = waterRenderer->getWaterHeightAt(camPos.x, camPos.y);
|
2026-02-03 20:40:59 -08:00
|
|
|
constexpr float MAX_UNDERWATER_DEPTH = 12.0f;
|
|
|
|
|
// Require camera to be meaningfully below the surface before
|
|
|
|
|
// underwater fog/tint kicks in (avoids "wrong plane" near surface).
|
2026-02-03 21:11:10 -08:00
|
|
|
constexpr float UNDERWATER_ENTER_EPS = 1.10f;
|
2026-02-03 20:40:59 -08:00
|
|
|
if (waterH &&
|
|
|
|
|
camPos.z < (*waterH - UNDERWATER_ENTER_EPS) &&
|
|
|
|
|
(*waterH - camPos.z) <= MAX_UNDERWATER_DEPTH) {
|
2026-02-02 12:24:50 -08:00
|
|
|
underwater = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (underwater) {
|
2026-02-03 20:40:59 -08:00
|
|
|
glm::vec3 camPos = camera->getPosition();
|
|
|
|
|
std::optional<uint16_t> liquidType = waterRenderer ? waterRenderer->getWaterTypeAt(camPos.x, camPos.y) : std::nullopt;
|
|
|
|
|
if (!liquidType && cameraController) {
|
|
|
|
|
const glm::vec3* followTarget = cameraController->getFollowTarget();
|
|
|
|
|
if (followTarget && waterRenderer) {
|
|
|
|
|
liquidType = waterRenderer->getWaterTypeAt(followTarget->x, followTarget->y);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-03 21:11:10 -08:00
|
|
|
canalUnderwater = liquidType && (*liquidType == 5 || *liquidType == 13 || *liquidType == 17);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (skybox) {
|
2026-02-02 12:24:50 -08:00
|
|
|
glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay);
|
|
|
|
|
float fogColorArray[3] = {horizonColor.r, horizonColor.g, horizonColor.b};
|
|
|
|
|
terrainRenderer->setFog(fogColorArray, 400.0f, 1200.0f);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 16:21:48 -08:00
|
|
|
auto terrainStart = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
terrainRenderer->render(*camera);
|
2026-02-03 16:21:48 -08:00
|
|
|
auto terrainEnd = std::chrono::steady_clock::now();
|
|
|
|
|
lastTerrainRenderMs = std::chrono::duration<double, std::milli>(terrainEnd - terrainStart).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 11:31:08 -08:00
|
|
|
// Compute view/projection once for all sub-renderers
|
|
|
|
|
const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f);
|
|
|
|
|
const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Render characters (after weather)
|
|
|
|
|
if (characterRenderer && camera) {
|
|
|
|
|
characterRenderer->render(*camera, view, projection);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Render selection circle under targeted creature
|
|
|
|
|
renderSelectionCircle(view, projection);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Render WMO buildings (after characters, before UI)
|
|
|
|
|
if (wmoRenderer && camera) {
|
2026-02-03 16:21:48 -08:00
|
|
|
auto wmoStart = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
wmoRenderer->render(*camera, view, projection);
|
2026-02-03 16:21:48 -08:00
|
|
|
auto wmoEnd = std::chrono::steady_clock::now();
|
|
|
|
|
lastWMORenderMs = std::chrono::duration<double, std::milli>(wmoEnd - wmoStart).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render M2 doodads (trees, rocks, etc.)
|
|
|
|
|
if (m2Renderer && camera) {
|
2026-02-07 17:05:30 -08:00
|
|
|
// Dim M2 lighting when player is inside a WMO
|
|
|
|
|
if (cameraController) {
|
|
|
|
|
m2Renderer->setInsideInterior(cameraController->isInsideWMO());
|
|
|
|
|
}
|
2026-02-03 16:21:48 -08:00
|
|
|
auto m2Start = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
m2Renderer->render(*camera, view, projection);
|
2026-02-04 14:37:32 -08:00
|
|
|
m2Renderer->renderSmokeParticles(*camera, view, projection);
|
2026-02-06 08:58:26 -08:00
|
|
|
m2Renderer->renderM2Particles(view, projection);
|
2026-02-03 16:21:48 -08:00
|
|
|
auto m2End = std::chrono::steady_clock::now();
|
|
|
|
|
lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-03 20:40:59 -08:00
|
|
|
// Render water after opaque terrain/WMO/M2 so transparent surfaces remain visible.
|
|
|
|
|
if (waterRenderer && camera) {
|
|
|
|
|
static float time = 0.0f;
|
|
|
|
|
time += 0.016f; // Approximate frame time
|
|
|
|
|
waterRenderer->render(*camera, time);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Full-screen underwater tint so WMO/M2/characters also feel submerged.
|
2026-02-03 21:11:10 -08:00
|
|
|
if (false && underwater && underwaterOverlayShader && underwaterOverlayVAO) {
|
2026-02-03 20:40:59 -08:00
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
underwaterOverlayShader->use();
|
|
|
|
|
if (canalUnderwater) {
|
|
|
|
|
underwaterOverlayShader->setUniform("uTint", glm::vec4(0.01f, 0.05f, 0.11f, 0.50f));
|
|
|
|
|
} else {
|
|
|
|
|
underwaterOverlayShader->setUniform("uTint", glm::vec4(0.02f, 0.08f, 0.15f, 0.30f));
|
|
|
|
|
}
|
|
|
|
|
glBindVertexArray(underwaterOverlayVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
// --- Resolve MSAA → non-MSAA texture ---
|
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, sceneFBO);
|
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
|
|
|
|
|
glBlitFramebuffer(0, 0, fbWidth, fbHeight, 0, 0, fbWidth, fbHeight,
|
|
|
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
|
|
|
|
|
|
|
|
// --- Post-process: tonemap via fullscreen quad ---
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
glViewport(0, 0, window->getWidth(), window->getHeight());
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
if (postProcessShader && screenQuadVAO) {
|
|
|
|
|
postProcessShader->use();
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, resolveColorTex);
|
|
|
|
|
postProcessShader->setUniform("uScene", 0);
|
|
|
|
|
glBindVertexArray(screenQuadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
postProcessShader->unuse();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 20:06:27 -08:00
|
|
|
// Render minimap overlay (after post-process so it's not overwritten)
|
|
|
|
|
if (minimap && camera && window) {
|
|
|
|
|
glm::vec3 minimapCenter = camera->getPosition();
|
|
|
|
|
if (cameraController && cameraController->isThirdPerson()) {
|
|
|
|
|
minimapCenter = characterPosition;
|
|
|
|
|
}
|
|
|
|
|
minimap->render(*camera, minimapCenter, window->getWidth(), window->getHeight());
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
|
2026-02-03 16:21:48 -08:00
|
|
|
auto renderEnd = std::chrono::steady_clock::now();
|
|
|
|
|
lastRenderMs = std::chrono::duration<double, std::milli>(renderEnd - renderStart).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 15:21:04 -08:00
|
|
|
// ──────────────────────────────────────────────────────
|
|
|
|
|
// Post-process FBO helpers
|
|
|
|
|
// ──────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void Renderer::initPostProcess(int w, int h) {
|
|
|
|
|
fbWidth = w;
|
|
|
|
|
fbHeight = h;
|
|
|
|
|
constexpr int SAMPLES = 4;
|
|
|
|
|
|
|
|
|
|
// --- MSAA FBO (render target) ---
|
|
|
|
|
glGenRenderbuffers(1, &sceneColorRBO);
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, sceneColorRBO);
|
|
|
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_RGBA16F, w, h);
|
|
|
|
|
|
|
|
|
|
glGenRenderbuffers(1, &sceneDepthRBO);
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, sceneDepthRBO);
|
|
|
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_DEPTH_COMPONENT24, w, h);
|
|
|
|
|
|
|
|
|
|
glGenFramebuffers(1, &sceneFBO);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, sceneFBO);
|
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, sceneColorRBO);
|
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, sceneDepthRBO);
|
|
|
|
|
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
|
LOG_ERROR("MSAA scene FBO incomplete!");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// --- Resolve FBO (non-MSAA, for post-process sampling) ---
|
|
|
|
|
glGenTextures(1, &resolveColorTex);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, resolveColorTex);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, nullptr);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
|
|
glGenTextures(1, &resolveDepthTex);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, resolveDepthTex);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
|
|
glGenFramebuffers(1, &resolveFBO);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveColorTex, 0);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, resolveDepthTex, 0);
|
|
|
|
|
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
|
LOG_ERROR("Resolve FBO incomplete!");
|
|
|
|
|
}
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// --- Fullscreen quad (triangle strip, pos + UV) ---
|
|
|
|
|
const float quadVerts[] = {
|
|
|
|
|
// pos (x,y) uv (u,v)
|
|
|
|
|
-1.0f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f, 0.0f,
|
|
|
|
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f, 1.0f,
|
|
|
|
|
};
|
|
|
|
|
glGenVertexArrays(1, &screenQuadVAO);
|
|
|
|
|
glGenBuffers(1, &screenQuadVBO);
|
|
|
|
|
glBindVertexArray(screenQuadVAO);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, screenQuadVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
// --- Post-process shader (Reinhard tonemap + gamma 2.2) ---
|
|
|
|
|
const char* ppVS = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
layout (location = 0) in vec2 aPos;
|
|
|
|
|
layout (location = 1) in vec2 aUV;
|
|
|
|
|
out vec2 vUV;
|
|
|
|
|
void main() {
|
|
|
|
|
vUV = aUV;
|
|
|
|
|
gl_Position = vec4(aPos, 0.0, 1.0);
|
|
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
const char* ppFS = R"(
|
|
|
|
|
#version 330 core
|
|
|
|
|
in vec2 vUV;
|
|
|
|
|
uniform sampler2D uScene;
|
|
|
|
|
out vec4 FragColor;
|
|
|
|
|
void main() {
|
|
|
|
|
vec3 color = texture(uScene, vUV).rgb;
|
2026-02-04 15:33:00 -08:00
|
|
|
// Shoulder tonemap: identity below 0.9, soft rolloff above
|
|
|
|
|
vec3 excess = max(color - 0.9, 0.0);
|
|
|
|
|
vec3 mapped = min(color, vec3(0.9)) + 0.1 * excess / (excess + 0.1);
|
2026-02-04 15:28:47 -08:00
|
|
|
FragColor = vec4(mapped, 1.0);
|
2026-02-04 15:21:04 -08:00
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
postProcessShader = std::make_unique<Shader>();
|
|
|
|
|
if (!postProcessShader->loadFromSource(ppVS, ppFS)) {
|
|
|
|
|
LOG_ERROR("Failed to compile post-process shader");
|
|
|
|
|
postProcessShader.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Post-process FBO initialized (", w, "x", h, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::resizePostProcess(int w, int h) {
|
|
|
|
|
if (w <= 0 || h <= 0) return;
|
|
|
|
|
fbWidth = w;
|
|
|
|
|
fbHeight = h;
|
|
|
|
|
constexpr int SAMPLES = 4;
|
|
|
|
|
|
|
|
|
|
// Resize MSAA renderbuffers
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, sceneColorRBO);
|
|
|
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_RGBA16F, w, h);
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, sceneDepthRBO);
|
|
|
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_DEPTH_COMPONENT24, w, h);
|
|
|
|
|
|
|
|
|
|
// Resize resolve textures
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, resolveColorTex);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, nullptr);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, resolveDepthTex);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Post-process FBO resized (", w, "x", h, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::shutdownPostProcess() {
|
|
|
|
|
if (sceneFBO) {
|
|
|
|
|
glDeleteFramebuffers(1, &sceneFBO);
|
|
|
|
|
sceneFBO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (sceneColorRBO) {
|
|
|
|
|
glDeleteRenderbuffers(1, &sceneColorRBO);
|
|
|
|
|
sceneColorRBO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (sceneDepthRBO) {
|
|
|
|
|
glDeleteRenderbuffers(1, &sceneDepthRBO);
|
|
|
|
|
sceneDepthRBO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (resolveFBO) {
|
|
|
|
|
glDeleteFramebuffers(1, &resolveFBO);
|
|
|
|
|
resolveFBO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (resolveColorTex) {
|
|
|
|
|
glDeleteTextures(1, &resolveColorTex);
|
|
|
|
|
resolveColorTex = 0;
|
|
|
|
|
}
|
|
|
|
|
if (resolveDepthTex) {
|
|
|
|
|
glDeleteTextures(1, &resolveDepthTex);
|
|
|
|
|
resolveDepthTex = 0;
|
|
|
|
|
}
|
|
|
|
|
if (screenQuadVAO) {
|
|
|
|
|
glDeleteVertexArrays(1, &screenQuadVAO);
|
|
|
|
|
screenQuadVAO = 0;
|
|
|
|
|
}
|
|
|
|
|
if (screenQuadVBO) {
|
|
|
|
|
glDeleteBuffers(1, &screenQuadVBO);
|
|
|
|
|
screenQuadVBO = 0;
|
|
|
|
|
}
|
|
|
|
|
postProcessShader.reset();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
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);
|
|
|
|
|
}
|
2026-02-04 20:06:27 -08:00
|
|
|
// Wire asset manager to minimap for tile texture loading
|
2026-02-02 12:24:50 -08:00
|
|
|
if (minimap) {
|
2026-02-04 20:06:27 -08:00
|
|
|
minimap->setAssetManager(assetManager);
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
// 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);
|
2026-02-04 20:06:27 -08:00
|
|
|
if (minimap) {
|
|
|
|
|
minimap->setMapName(mapName);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:52:28 -08:00
|
|
|
LOG_INFO("Enqueuing initial tile [", tileX, ",", tileY, "] via terrain manager");
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-06 18:52:28 -08:00
|
|
|
// Enqueue the initial tile for async loading (avoids long sync stalls)
|
|
|
|
|
if (!terrainManager->enqueueTile(tileX, tileY)) {
|
|
|
|
|
LOG_ERROR("Failed to enqueue initial tile [", tileX, ",", tileY, "]");
|
2026-02-02 12:24:50 -08:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
terrainLoaded = true;
|
|
|
|
|
|
|
|
|
|
// Initialize music manager with asset manager
|
|
|
|
|
if (musicManager && assetManager && !cachedAssetManager) {
|
|
|
|
|
musicManager->initialize(assetManager);
|
2026-02-03 14:55:32 -08:00
|
|
|
if (footstepManager) {
|
|
|
|
|
footstepManager->initialize(assetManager);
|
|
|
|
|
}
|
2026-02-03 19:49:56 -08:00
|
|
|
if (activitySoundManager) {
|
|
|
|
|
activitySoundManager->initialize(assetManager);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
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);
|
2026-02-03 14:55:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (footstepManager && cachedAssetManager) {
|
|
|
|
|
if (!footstepManager->isInitialized()) {
|
|
|
|
|
footstepManager->initialize(cachedAssetManager);
|
2026-02-03 19:49:56 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (activitySoundManager && cachedAssetManager) {
|
|
|
|
|
if (!activitySoundManager->isInitialized()) {
|
|
|
|
|
activitySoundManager->initialize(cachedAssetManager);
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// ──────────────────────────────────────────────────────
|
|
|
|
|
// Shadow mapping helpers
|
|
|
|
|
// ──────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void Renderer::initShadowMap() {
|
|
|
|
|
// Compile shadow shader
|
|
|
|
|
shadowShaderProgram = compileShadowShader();
|
|
|
|
|
if (!shadowShaderProgram) {
|
|
|
|
|
LOG_ERROR("Failed to compile shadow shader");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create depth texture
|
|
|
|
|
glGenTextures(1, &shadowDepthTex);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, shadowDepthTex);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
|
|
|
|
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 0,
|
|
|
|
|
GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
|
|
|
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
// Create depth-only FBO
|
|
|
|
|
glGenFramebuffers(1, &shadowFBO);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTex, 0);
|
|
|
|
|
glDrawBuffer(GL_NONE);
|
|
|
|
|
glReadBuffer(GL_NONE);
|
|
|
|
|
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
|
LOG_ERROR("Shadow FBO incomplete!");
|
|
|
|
|
}
|
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|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
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|
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|
|
LOG_INFO("Shadow map initialized (", SHADOW_MAP_SIZE, "x", SHADOW_MAP_SIZE, ")");
|
|
|
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|
}
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uint32_t Renderer::compileShadowShader() {
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|
const char* vertSrc = R"(
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#version 330 core
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uniform mat4 uLightSpaceMatrix;
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uniform mat4 uModel;
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layout(location = 0) in vec3 aPos;
|
2026-02-04 16:36:03 -08:00
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layout(location = 2) in vec2 aTexCoord;
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layout(location = 3) in vec4 aBoneWeights;
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layout(location = 4) in vec4 aBoneIndicesF;
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uniform bool uUseBones;
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uniform mat4 uBones[200];
|
2026-02-04 16:22:18 -08:00
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out vec2 vTexCoord;
|
2026-02-04 16:08:35 -08:00
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void main() {
|
2026-02-04 16:36:03 -08:00
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vec3 pos = aPos;
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if (uUseBones) {
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|
ivec4 bi = ivec4(aBoneIndicesF);
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mat4 boneTransform = uBones[bi.x] * aBoneWeights.x
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+ uBones[bi.y] * aBoneWeights.y
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+ uBones[bi.z] * aBoneWeights.z
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+ uBones[bi.w] * aBoneWeights.w;
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pos = vec3(boneTransform * vec4(aPos, 1.0));
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|
}
|
2026-02-04 16:22:18 -08:00
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vTexCoord = aTexCoord;
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2026-02-04 16:36:03 -08:00
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gl_Position = uLightSpaceMatrix * uModel * vec4(pos, 1.0);
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2026-02-04 16:08:35 -08:00
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}
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|
)";
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const char* fragSrc = R"(
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#version 330 core
|
2026-02-04 16:22:18 -08:00
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in vec2 vTexCoord;
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uniform bool uUseTexture;
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uniform sampler2D uTexture;
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uniform bool uAlphaTest;
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uniform float uShadowOpacity;
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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|
return fract((p3.x + p3.y) * p3.z);
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|
}
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|
void main() {
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float opacity = clamp(uShadowOpacity, 0.0, 1.0);
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|
if (uUseTexture) {
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|
vec4 tex = texture(uTexture, vTexCoord);
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|
if (uAlphaTest && tex.a < 0.5) discard;
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|
opacity *= tex.a;
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|
}
|
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|
// Stochastic alpha for soft/translucent shadow casters (foliage).
|
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|
// Use UV-space hash so pattern stays stable with camera movement.
|
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|
if (opacity < 0.999) {
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|
float d = hash12(floor(vTexCoord * 4096.0));
|
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|
|
if (d > opacity) discard;
|
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|
|
}
|
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|
}
|
2026-02-04 16:08:35 -08:00
|
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|
)";
|
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|
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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|
glShaderSource(vs, 1, &vertSrc, nullptr);
|
|
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|
|
glCompileShader(vs);
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|
|
GLint success;
|
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|
|
glGetShaderiv(vs, GL_COMPILE_STATUS, &success);
|
|
|
|
|
if (!success) {
|
|
|
|
|
char log[512];
|
|
|
|
|
glGetShaderInfoLog(vs, 512, nullptr, log);
|
|
|
|
|
LOG_ERROR("Shadow vertex shader error: ", log);
|
|
|
|
|
glDeleteShader(vs);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
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|
|
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
|
glShaderSource(fs, 1, &fragSrc, nullptr);
|
|
|
|
|
glCompileShader(fs);
|
|
|
|
|
glGetShaderiv(fs, GL_COMPILE_STATUS, &success);
|
|
|
|
|
if (!success) {
|
|
|
|
|
char log[512];
|
|
|
|
|
glGetShaderInfoLog(fs, 512, nullptr, log);
|
|
|
|
|
LOG_ERROR("Shadow fragment shader error: ", log);
|
|
|
|
|
glDeleteShader(vs);
|
|
|
|
|
glDeleteShader(fs);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GLuint program = glCreateProgram();
|
|
|
|
|
glAttachShader(program, vs);
|
|
|
|
|
glAttachShader(program, fs);
|
|
|
|
|
glLinkProgram(program);
|
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
|
|
|
|
if (!success) {
|
|
|
|
|
char log[512];
|
|
|
|
|
glGetProgramInfoLog(program, 512, nullptr, log);
|
|
|
|
|
LOG_ERROR("Shadow shader link error: ", log);
|
|
|
|
|
glDeleteProgram(program);
|
|
|
|
|
program = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glDeleteShader(vs);
|
|
|
|
|
glDeleteShader(fs);
|
|
|
|
|
return program;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glm::mat4 Renderer::computeLightSpaceMatrix() {
|
2026-02-04 16:30:24 -08:00
|
|
|
constexpr float kShadowHalfExtent = 180.0f;
|
|
|
|
|
constexpr float kShadowLightDistance = 280.0f;
|
|
|
|
|
constexpr float kShadowNearPlane = 1.0f;
|
|
|
|
|
constexpr float kShadowFarPlane = 600.0f;
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Sun direction matching WMO light dir
|
|
|
|
|
glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
|
|
|
|
|
|
2026-02-04 16:22:18 -08:00
|
|
|
// Keep a stable shadow focus center and only recentre occasionally.
|
|
|
|
|
glm::vec3 desiredCenter = characterPosition;
|
|
|
|
|
if (!shadowCenterInitialized) {
|
|
|
|
|
shadowCenter = desiredCenter;
|
|
|
|
|
shadowCenterInitialized = true;
|
|
|
|
|
} else {
|
|
|
|
|
constexpr float recenterThreshold = 30.0f; // world units
|
|
|
|
|
if (std::abs(desiredCenter.x - shadowCenter.x) > recenterThreshold ||
|
|
|
|
|
std::abs(desiredCenter.y - shadowCenter.y) > recenterThreshold) {
|
|
|
|
|
shadowCenter.x = desiredCenter.x;
|
|
|
|
|
shadowCenter.y = desiredCenter.y;
|
|
|
|
|
}
|
|
|
|
|
// Avoid vertical jitter from tiny terrain/camera height changes.
|
|
|
|
|
if (std::abs(desiredCenter.z - shadowCenter.z) > 4.0f) {
|
|
|
|
|
shadowCenter.z = desiredCenter.z;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glm::vec3 center = shadowCenter;
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
// Texel snapping: round center to shadow texel boundaries to prevent shimmer
|
2026-02-04 16:30:24 -08:00
|
|
|
float halfExtent = kShadowHalfExtent;
|
2026-02-04 16:08:35 -08:00
|
|
|
float texelWorld = (2.0f * halfExtent) / static_cast<float>(SHADOW_MAP_SIZE);
|
|
|
|
|
|
|
|
|
|
// Build light view to get stable axes
|
|
|
|
|
glm::vec3 up(0.0f, 0.0f, 1.0f);
|
|
|
|
|
// If sunDir is nearly parallel to up, pick a different up vector
|
|
|
|
|
if (std::abs(glm::dot(sunDir, up)) > 0.99f) {
|
|
|
|
|
up = glm::vec3(0.0f, 1.0f, 0.0f);
|
|
|
|
|
}
|
2026-02-04 16:30:24 -08:00
|
|
|
glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
// Snap center in light space to texel grid
|
|
|
|
|
glm::vec4 centerLS = lightView * glm::vec4(center, 1.0f);
|
2026-02-04 16:22:18 -08:00
|
|
|
centerLS.x = std::round(centerLS.x / texelWorld) * texelWorld;
|
|
|
|
|
centerLS.y = std::round(centerLS.y / texelWorld) * texelWorld;
|
2026-02-04 16:08:35 -08:00
|
|
|
glm::vec4 snappedCenter = glm::inverse(lightView) * centerLS;
|
|
|
|
|
center = glm::vec3(snappedCenter);
|
2026-02-04 16:22:18 -08:00
|
|
|
shadowCenter = center;
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
// Rebuild with snapped center
|
2026-02-04 16:30:24 -08:00
|
|
|
lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
|
|
|
|
glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent,
|
|
|
|
|
kShadowNearPlane, kShadowFarPlane);
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
return lightProj * lightView;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::renderShadowPass() {
|
2026-02-04 16:30:24 -08:00
|
|
|
constexpr float kShadowHalfExtent = 180.0f;
|
|
|
|
|
constexpr float kShadowLightDistance = 280.0f;
|
|
|
|
|
constexpr float kShadowNearPlane = 1.0f;
|
|
|
|
|
constexpr float kShadowFarPlane = 600.0f;
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Compute light space matrix
|
|
|
|
|
lightSpaceMatrix = computeLightSpaceMatrix();
|
|
|
|
|
|
|
|
|
|
// Bind shadow FBO
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);
|
|
|
|
|
glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
|
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
// Caster-side bias: front-face culling + polygon offset
|
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
|
glPolygonOffset(2.0f, 4.0f);
|
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
|
|
|
|
|
|
// Use shadow shader
|
|
|
|
|
glUseProgram(shadowShaderProgram);
|
|
|
|
|
GLint lsmLoc = glGetUniformLocation(shadowShaderProgram, "uLightSpaceMatrix");
|
|
|
|
|
glUniformMatrix4fv(lsmLoc, 1, GL_FALSE, &lightSpaceMatrix[0][0]);
|
2026-02-04 16:22:18 -08:00
|
|
|
GLint useTexLoc = glGetUniformLocation(shadowShaderProgram, "uUseTexture");
|
|
|
|
|
GLint texLoc = glGetUniformLocation(shadowShaderProgram, "uTexture");
|
|
|
|
|
GLint alphaTestLoc = glGetUniformLocation(shadowShaderProgram, "uAlphaTest");
|
|
|
|
|
GLint opacityLoc = glGetUniformLocation(shadowShaderProgram, "uShadowOpacity");
|
2026-02-04 16:36:03 -08:00
|
|
|
GLint useBonesLoc = glGetUniformLocation(shadowShaderProgram, "uUseBones");
|
2026-02-04 16:22:18 -08:00
|
|
|
if (useTexLoc >= 0) glUniform1i(useTexLoc, 0);
|
|
|
|
|
if (alphaTestLoc >= 0) glUniform1i(alphaTestLoc, 0);
|
|
|
|
|
if (opacityLoc >= 0) glUniform1f(opacityLoc, 1.0f);
|
2026-02-04 16:36:03 -08:00
|
|
|
if (useBonesLoc >= 0) glUniform1i(useBonesLoc, 0);
|
2026-02-04 16:22:18 -08:00
|
|
|
if (texLoc >= 0) glUniform1i(texLoc, 0);
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
// Render terrain into shadow map
|
|
|
|
|
if (terrainRenderer) {
|
|
|
|
|
terrainRenderer->renderShadow(shadowShaderProgram);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render WMO into shadow map
|
|
|
|
|
if (wmoRenderer) {
|
|
|
|
|
// WMO renderShadow takes separate view/proj matrices and a Shader ref.
|
|
|
|
|
// We need to decompose our lightSpaceMatrix or use the raw shader program.
|
|
|
|
|
// Since WMO::renderShadow sets uModel per instance, we use the shadow shader
|
|
|
|
|
// directly by calling renderShadow with the light view/proj split.
|
|
|
|
|
// For simplicity, compute the split:
|
|
|
|
|
glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
|
2026-02-04 16:22:18 -08:00
|
|
|
glm::vec3 center = shadowCenterInitialized ? shadowCenter : characterPosition;
|
2026-02-04 16:30:24 -08:00
|
|
|
float halfExtent = kShadowHalfExtent;
|
2026-02-04 16:08:35 -08:00
|
|
|
glm::vec3 up(0.0f, 0.0f, 1.0f);
|
|
|
|
|
if (std::abs(glm::dot(sunDir, up)) > 0.99f) up = glm::vec3(0.0f, 1.0f, 0.0f);
|
2026-02-04 16:30:24 -08:00
|
|
|
glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
|
|
|
|
glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent,
|
|
|
|
|
kShadowNearPlane, kShadowFarPlane);
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
|
|
|
// WMO renderShadow needs a Shader reference — but it only uses setUniform("uModel", ...)
|
|
|
|
|
// We'll create a thin wrapper. Actually, WMO's renderShadow takes a Shader& and calls
|
|
|
|
|
// shadowShader.setUniform("uModel", ...). We need a Shader object wrapping our program.
|
|
|
|
|
// Instead, let's use the lower-level approach: WMO renderShadow uses the shader passed in.
|
|
|
|
|
// We need to temporarily wrap our GL program in a Shader object.
|
|
|
|
|
Shader shadowShaderWrapper;
|
|
|
|
|
shadowShaderWrapper.setProgram(shadowShaderProgram);
|
|
|
|
|
wmoRenderer->renderShadow(lightView, lightProj, shadowShaderWrapper);
|
|
|
|
|
shadowShaderWrapper.releaseProgram(); // Don't let wrapper delete our program
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 16:22:18 -08:00
|
|
|
// Render M2 doodads into shadow map
|
|
|
|
|
if (m2Renderer) {
|
|
|
|
|
m2Renderer->renderShadow(shadowShaderProgram);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 16:36:03 -08:00
|
|
|
// Render characters into shadow map
|
|
|
|
|
if (characterRenderer) {
|
2026-02-04 16:41:40 -08:00
|
|
|
// Character shadows need less caster bias to avoid "floating" away from feet.
|
|
|
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
|
characterRenderer->renderShadow(lightSpaceMatrix);
|
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
|
glPolygonOffset(2.0f, 4.0f);
|
2026-02-04 16:36:03 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 16:08:35 -08:00
|
|
|
// Restore state
|
|
|
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
|
|
|
|
|
|
// Restore main viewport
|
|
|
|
|
glViewport(0, 0, fbWidth, fbHeight);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// Distribute shadow map to all receivers
|
|
|
|
|
if (terrainRenderer) terrainRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix);
|
|
|
|
|
if (wmoRenderer) wmoRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix);
|
|
|
|
|
if (m2Renderer) m2Renderer->setShadowMap(shadowDepthTex, lightSpaceMatrix);
|
|
|
|
|
if (characterRenderer) characterRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
} // namespace rendering
|
|
|
|
|
} // namespace wowee
|