2026-02-02 12:24:50 -08:00
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
|
|
#include "pipeline/terrain_mesh.hpp"
|
2026-02-08 01:16:23 -08:00
|
|
|
|
#include "pipeline/blp_loader.hpp"
|
2026-02-02 12:24:50 -08:00
|
|
|
|
#include "rendering/camera.hpp"
|
2026-02-21 19:41:21 -08:00
|
|
|
|
#include <vulkan/vulkan.h>
|
|
|
|
|
|
#include <vk_mem_alloc.h>
|
2026-02-02 12:24:50 -08:00
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
|
|
#include <memory>
|
|
|
|
|
|
#include <unordered_map>
|
2026-02-22 07:26:54 -08:00
|
|
|
|
#include <unordered_set>
|
2026-02-02 12:24:50 -08:00
|
|
|
|
#include <string>
|
|
|
|
|
|
|
|
|
|
|
|
namespace wowee {
|
|
|
|
|
|
|
|
|
|
|
|
// Forward declarations
|
|
|
|
|
|
namespace pipeline { class AssetManager; }
|
|
|
|
|
|
|
|
|
|
|
|
namespace rendering {
|
|
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
class VkContext;
|
|
|
|
|
|
class VkTexture;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
class Frustum;
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
2026-02-21 19:41:21 -08:00
|
|
|
|
* GPU-side terrain chunk data (Vulkan)
|
2026-02-02 12:24:50 -08:00
|
|
|
|
*/
|
|
|
|
|
|
struct TerrainChunkGPU {
|
2026-02-21 19:41:21 -08:00
|
|
|
|
::VkBuffer vertexBuffer = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation vertexAlloc = VK_NULL_HANDLE;
|
|
|
|
|
|
::VkBuffer indexBuffer = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation indexAlloc = VK_NULL_HANDLE;
|
|
|
|
|
|
uint32_t indexCount = 0;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
// Material descriptor set (set 1: 7 samplers + params UBO)
|
|
|
|
|
|
VkDescriptorSet materialSet = VK_NULL_HANDLE;
|
|
|
|
|
|
|
|
|
|
|
|
// Per-chunk params UBO (hasLayer1/2/3)
|
|
|
|
|
|
::VkBuffer paramsUBO = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation paramsAlloc = VK_NULL_HANDLE;
|
|
|
|
|
|
|
|
|
|
|
|
// Texture handles (owned by cache, NOT destroyed per-chunk)
|
|
|
|
|
|
VkTexture* baseTexture = nullptr;
|
|
|
|
|
|
VkTexture* layerTextures[3] = {nullptr, nullptr, nullptr};
|
|
|
|
|
|
VkTexture* alphaTextures[3] = {nullptr, nullptr, nullptr};
|
|
|
|
|
|
int layerCount = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// Per-chunk alpha textures (owned by this chunk, destroyed on removal)
|
|
|
|
|
|
std::vector<std::unique_ptr<VkTexture>> ownedAlphaTextures;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
// World position for culling
|
|
|
|
|
|
float worldX = 0.0f;
|
|
|
|
|
|
float worldY = 0.0f;
|
|
|
|
|
|
float worldZ = 0.0f;
|
|
|
|
|
|
|
|
|
|
|
|
// Owning tile coordinates (for per-tile removal)
|
|
|
|
|
|
int tileX = -1, tileY = -1;
|
|
|
|
|
|
|
|
|
|
|
|
// Bounding sphere for frustum culling
|
|
|
|
|
|
float boundingSphereRadius = 0.0f;
|
|
|
|
|
|
glm::vec3 boundingSphereCenter = glm::vec3(0.0f);
|
|
|
|
|
|
|
feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.
Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.
Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.
Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.
Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.
Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
|
|
|
|
// Offsets into mega buffers for indirect drawing (-1 = not in mega buffer)
|
feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing
- M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max)
- Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group
- boneBase field indexes into mega bone SSBO via gl_InstanceIndex
Indirect terrain drawing
- 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer
- CPU builds VkDrawIndexedIndirectCommand per visible chunk
- Single VB/IB bind per frame; shadow pass reuses mega buffers
- Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix
host-mapped buffer race condition that caused terrain flickering
GPU frustum culling (compute shader)
- m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull
- CullInstanceGPU SSBO input, uint visibility[] output, double-buffered
- dispatchCullCompute() runs before main pass via render graph node
Consolidated bone matrix SSBOs
- 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones)
- Eliminated per-instance descriptor sets; one megaBoneSet_ per frame
- prepareRender() packs bone matrices consecutively into current frame slot
Render graph / frame graph
- RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort
- Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes
- Passes: minimap_composite, worldmap_composite, preview_composite,
shadow_pass, reflection_pass, compute_cull
- beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd)
Pipeline derivatives
- PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT
- M2 opaque = base; alphaTest/alpha/additive are derivatives
- Applied to terrain (wireframe) and WMO (alpha-test) renderers
Rendering bug fixes:
- fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate
one-frame lag that caused shadow trails and flicker on moving objects
- fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f
to prevent acne at close range and gaps at far range
- fix(visibility): WMO group distance threshold 500u → 1200u to match terrain
view distance; buildings were disappearing on the horizon
- fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1),
eliminating Z-fighting and improving frustum plane extraction stability
- fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed
M2 render distance (2800u) and eliminate pop-in when camera turns;
unload radius 7 → 9; spawn radius 3 → 4
- fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce
early pop of grass and debris
2026-04-04 13:43:16 +03:00
|
|
|
|
int32_t megaBaseVertex = -1;
|
|
|
|
|
|
uint32_t megaFirstIndex = 0;
|
|
|
|
|
|
uint32_t vertexCount = 0;
|
|
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
bool isValid() const { return vertexBuffer != VK_NULL_HANDLE && indexBuffer != VK_NULL_HANDLE; }
|
2026-02-02 12:24:50 -08:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
2026-02-21 19:41:21 -08:00
|
|
|
|
* Terrain renderer (Vulkan)
|
2026-02-02 12:24:50 -08:00
|
|
|
|
*/
|
|
|
|
|
|
class TerrainRenderer {
|
|
|
|
|
|
public:
|
|
|
|
|
|
TerrainRenderer();
|
|
|
|
|
|
~TerrainRenderer();
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Initialize terrain renderer
|
2026-02-21 19:41:21 -08:00
|
|
|
|
* @param ctx Vulkan context
|
|
|
|
|
|
* @param perFrameLayout Descriptor set layout for set 0 (per-frame UBO)
|
2026-02-02 12:24:50 -08:00
|
|
|
|
* @param assetManager Asset manager for loading textures
|
|
|
|
|
|
*/
|
2026-02-21 19:41:21 -08:00
|
|
|
|
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
|
|
|
|
|
|
pipeline::AssetManager* assetManager);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
void shutdown();
|
|
|
|
|
|
|
|
|
|
|
|
bool loadTerrain(const pipeline::TerrainMesh& mesh,
|
|
|
|
|
|
const std::vector<std::string>& texturePaths,
|
|
|
|
|
|
int tileX = -1, int tileY = -1);
|
|
|
|
|
|
|
2026-03-07 11:59:19 -08:00
|
|
|
|
/// Upload a batch of terrain chunks incrementally. Returns true when all chunks done.
|
|
|
|
|
|
/// chunkIndex is updated to the next chunk to process (0-255 row-major).
|
|
|
|
|
|
bool loadTerrainIncremental(const pipeline::TerrainMesh& mesh,
|
|
|
|
|
|
const std::vector<std::string>& texturePaths,
|
|
|
|
|
|
int tileX, int tileY,
|
|
|
|
|
|
int& chunkIndex, int maxChunksPerCall = 16);
|
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
|
void removeTile(int tileX, int tileY);
|
|
|
|
|
|
|
2026-02-08 01:16:23 -08:00
|
|
|
|
void uploadPreloadedTextures(const std::unordered_map<std::string, pipeline::BLPImage>& textures);
|
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
|
/**
|
2026-02-21 19:41:21 -08:00
|
|
|
|
* Render terrain
|
|
|
|
|
|
* @param cmd Command buffer to record into
|
|
|
|
|
|
* @param perFrameSet Per-frame descriptor set (set 0)
|
|
|
|
|
|
* @param camera Camera for frustum culling
|
2026-02-02 12:24:50 -08:00
|
|
|
|
*/
|
2026-02-21 19:41:21 -08:00
|
|
|
|
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
/**
|
2026-03-09 18:34:26 -07:00
|
|
|
|
* Initialize terrain shadow pipeline (must be called after initialize()).
|
|
|
|
|
|
* @param shadowRenderPass Depth-only render pass used for the shadow map.
|
2026-02-02 12:24:50 -08:00
|
|
|
|
*/
|
2026-03-09 18:34:26 -07:00
|
|
|
|
bool initializeShadow(VkRenderPass shadowRenderPass);
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Render terrain into the shadow depth map.
|
|
|
|
|
|
* @param cmd Command buffer (inside shadow render pass).
|
|
|
|
|
|
* @param lightSpaceMatrix Orthographic light-space transform.
|
|
|
|
|
|
* @param shadowCenter World-space centre of shadow coverage.
|
|
|
|
|
|
* @param shadowRadius Cull radius around shadowCenter.
|
|
|
|
|
|
*/
|
|
|
|
|
|
void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix,
|
|
|
|
|
|
const glm::vec3& shadowCenter, float shadowRadius);
|
|
|
|
|
|
|
|
|
|
|
|
bool hasShadowPipeline() const { return shadowPipeline_ != VK_NULL_HANDLE; }
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
void clear();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
2026-02-22 02:59:24 -08:00
|
|
|
|
void recreatePipelines();
|
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
|
void setWireframe(bool enabled) { wireframe = enabled; }
|
|
|
|
|
|
void setFrustumCulling(bool enabled) { frustumCullingEnabled = enabled; }
|
|
|
|
|
|
void setFogEnabled(bool enabled) { fogEnabled = enabled; }
|
|
|
|
|
|
bool isFogEnabled() const { return fogEnabled; }
|
|
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
void setShadowMap(VkDescriptorImageInfo /*depthInfo*/, const glm::mat4& /*lightSpaceMat*/) {}
|
|
|
|
|
|
void clearShadowMap() {}
|
2026-02-04 16:08:35 -08:00
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
|
int getChunkCount() const { return static_cast<int>(chunks.size()); }
|
|
|
|
|
|
int getRenderedChunkCount() const { return renderedChunks; }
|
|
|
|
|
|
int getCulledChunkCount() const { return culledChunks; }
|
|
|
|
|
|
int getTriangleCount() const;
|
2026-03-07 12:32:39 -08:00
|
|
|
|
VkContext* getVkContext() const { return vkCtx; }
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
TerrainChunkGPU uploadChunk(const pipeline::ChunkMesh& chunk);
|
2026-02-21 19:41:21 -08:00
|
|
|
|
VkTexture* loadTexture(const std::string& path);
|
|
|
|
|
|
VkTexture* createAlphaTexture(const std::vector<uint8_t>& alphaData);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
bool isChunkVisible(const TerrainChunkGPU& chunk, const Frustum& frustum);
|
|
|
|
|
|
void calculateBoundingSphere(TerrainChunkGPU& chunk, const pipeline::ChunkMesh& meshChunk);
|
2026-02-21 19:41:21 -08:00
|
|
|
|
VkDescriptorSet allocateMaterialSet();
|
|
|
|
|
|
void writeMaterialDescriptors(VkDescriptorSet set, const TerrainChunkGPU& chunk);
|
|
|
|
|
|
void destroyChunkGPU(TerrainChunkGPU& chunk);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
VkContext* vkCtx = nullptr;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
pipeline::AssetManager* assetManager = nullptr;
|
2026-02-21 19:41:21 -08:00
|
|
|
|
|
2026-03-09 18:34:26 -07:00
|
|
|
|
// Main pipelines
|
2026-02-21 19:41:21 -08:00
|
|
|
|
VkPipeline pipeline = VK_NULL_HANDLE;
|
|
|
|
|
|
VkPipeline wireframePipeline = VK_NULL_HANDLE;
|
|
|
|
|
|
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
|
|
|
|
|
|
VkDescriptorSetLayout materialSetLayout = VK_NULL_HANDLE;
|
|
|
|
|
|
|
2026-03-09 18:34:26 -07:00
|
|
|
|
// Shadow pipeline
|
|
|
|
|
|
VkPipeline shadowPipeline_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VkPipelineLayout shadowPipelineLayout_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VkDescriptorSetLayout shadowParamsLayout_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VkDescriptorPool shadowParamsPool_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VkDescriptorSet shadowParamsSet_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VkBuffer shadowParamsUBO_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation shadowParamsAlloc_ = VK_NULL_HANDLE;
|
|
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
// Descriptor pool for material sets
|
|
|
|
|
|
VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
|
2026-03-16 17:46:32 -07:00
|
|
|
|
static constexpr uint32_t MAX_MATERIAL_SETS = 65536;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
// Loaded terrain chunks
|
|
|
|
|
|
std::vector<TerrainChunkGPU> chunks;
|
|
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
// Texture cache (path -> VkTexture)
|
2026-02-12 16:29:36 -08:00
|
|
|
|
struct TextureCacheEntry {
|
2026-02-21 19:41:21 -08:00
|
|
|
|
std::unique_ptr<VkTexture> texture;
|
2026-02-12 16:29:36 -08:00
|
|
|
|
size_t approxBytes = 0;
|
|
|
|
|
|
uint64_t lastUse = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
std::unordered_map<std::string, TextureCacheEntry> textureCache;
|
|
|
|
|
|
size_t textureCacheBytes_ = 0;
|
|
|
|
|
|
uint64_t textureCacheCounter_ = 0;
|
2026-02-21 19:41:21 -08:00
|
|
|
|
size_t textureCacheBudgetBytes_ = 4096ull * 1024 * 1024;
|
2026-02-22 07:26:54 -08:00
|
|
|
|
std::unordered_set<std::string> failedTextureCache_;
|
|
|
|
|
|
std::unordered_set<std::string> loggedTextureLoadFails_;
|
|
|
|
|
|
uint32_t textureBudgetRejectWarnings_ = 0;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
2026-02-21 19:41:21 -08:00
|
|
|
|
// Fallback textures
|
|
|
|
|
|
std::unique_ptr<VkTexture> whiteTexture;
|
|
|
|
|
|
std::unique_ptr<VkTexture> opaqueAlphaTexture;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
|
|
// Rendering state
|
|
|
|
|
|
bool wireframe = false;
|
|
|
|
|
|
bool frustumCullingEnabled = true;
|
|
|
|
|
|
bool fogEnabled = true;
|
|
|
|
|
|
int renderedChunks = 0;
|
|
|
|
|
|
int culledChunks = 0;
|
feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing
- M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max)
- Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group
- boneBase field indexes into mega bone SSBO via gl_InstanceIndex
Indirect terrain drawing
- 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer
- CPU builds VkDrawIndexedIndirectCommand per visible chunk
- Single VB/IB bind per frame; shadow pass reuses mega buffers
- Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix
host-mapped buffer race condition that caused terrain flickering
GPU frustum culling (compute shader)
- m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull
- CullInstanceGPU SSBO input, uint visibility[] output, double-buffered
- dispatchCullCompute() runs before main pass via render graph node
Consolidated bone matrix SSBOs
- 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones)
- Eliminated per-instance descriptor sets; one megaBoneSet_ per frame
- prepareRender() packs bone matrices consecutively into current frame slot
Render graph / frame graph
- RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort
- Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes
- Passes: minimap_composite, worldmap_composite, preview_composite,
shadow_pass, reflection_pass, compute_cull
- beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd)
Pipeline derivatives
- PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT
- M2 opaque = base; alphaTest/alpha/additive are derivatives
- Applied to terrain (wireframe) and WMO (alpha-test) renderers
Rendering bug fixes:
- fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate
one-frame lag that caused shadow trails and flicker on moving objects
- fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f
to prevent acne at close range and gaps at far range
- fix(visibility): WMO group distance threshold 500u → 1200u to match terrain
view distance; buildings were disappearing on the horizon
- fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1),
eliminating Z-fighting and improving frustum plane extraction stability
- fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed
M2 render distance (2800u) and eliminate pop-in when camera turns;
unload radius 7 → 9; spawn radius 3 → 4
- fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce
early pop of grass and debris
2026-04-04 13:43:16 +03:00
|
|
|
|
|
feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.
Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.
Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.
Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.
Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.
Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
|
|
|
|
// Mega vertex/index buffers for indirect drawing
|
feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing
- M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max)
- Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group
- boneBase field indexes into mega bone SSBO via gl_InstanceIndex
Indirect terrain drawing
- 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer
- CPU builds VkDrawIndexedIndirectCommand per visible chunk
- Single VB/IB bind per frame; shadow pass reuses mega buffers
- Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix
host-mapped buffer race condition that caused terrain flickering
GPU frustum culling (compute shader)
- m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull
- CullInstanceGPU SSBO input, uint visibility[] output, double-buffered
- dispatchCullCompute() runs before main pass via render graph node
Consolidated bone matrix SSBOs
- 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones)
- Eliminated per-instance descriptor sets; one megaBoneSet_ per frame
- prepareRender() packs bone matrices consecutively into current frame slot
Render graph / frame graph
- RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort
- Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes
- Passes: minimap_composite, worldmap_composite, preview_composite,
shadow_pass, reflection_pass, compute_cull
- beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd)
Pipeline derivatives
- PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT
- M2 opaque = base; alphaTest/alpha/additive are derivatives
- Applied to terrain (wireframe) and WMO (alpha-test) renderers
Rendering bug fixes:
- fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate
one-frame lag that caused shadow trails and flicker on moving objects
- fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f
to prevent acne at close range and gaps at far range
- fix(visibility): WMO group distance threshold 500u → 1200u to match terrain
view distance; buildings were disappearing on the horizon
- fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1),
eliminating Z-fighting and improving frustum plane extraction stability
- fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed
M2 render distance (2800u) and eliminate pop-in when camera turns;
unload radius 7 → 9; spawn radius 3 → 4
- fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce
early pop of grass and debris
2026-04-04 13:43:16 +03:00
|
|
|
|
// All terrain chunks share a single VB + IB, eliminating per-chunk rebinds.
|
|
|
|
|
|
// Indirect draw commands are built CPU-side each frame for visible chunks.
|
|
|
|
|
|
VkBuffer megaVB_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation megaVBAlloc_ = VK_NULL_HANDLE;
|
|
|
|
|
|
void* megaVBMapped_ = nullptr;
|
|
|
|
|
|
VkBuffer megaIB_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation megaIBAlloc_ = VK_NULL_HANDLE;
|
|
|
|
|
|
void* megaIBMapped_ = nullptr;
|
|
|
|
|
|
uint32_t megaVBUsed_ = 0; // vertices used
|
|
|
|
|
|
uint32_t megaIBUsed_ = 0; // indices used
|
|
|
|
|
|
static constexpr uint32_t MEGA_VB_MAX_VERTS = 1536 * 1024; // ~1.5M verts × 44B ≈ 64MB
|
|
|
|
|
|
static constexpr uint32_t MEGA_IB_MAX_INDICES = 6 * 1024 * 1024; // 6M indices × 4B = 24MB
|
|
|
|
|
|
|
|
|
|
|
|
VkBuffer indirectBuffer_ = VK_NULL_HANDLE;
|
|
|
|
|
|
VmaAllocation indirectAlloc_ = VK_NULL_HANDLE;
|
|
|
|
|
|
void* indirectMapped_ = nullptr;
|
|
|
|
|
|
static constexpr uint32_t MAX_INDIRECT_DRAWS = 8192;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace rendering
|
|
|
|
|
|
} // namespace wowee
|