Add loading screen with random WOWEE splash images

- Add loading screen system with stb_image for JPEG loading
- Two loading screen images (orc and dwarf) randomly selected
- Display loading screen while terrain data loads
- Cache WMO inverse matrices to reduce per-frame computation
- Stub WMO liquid rendering (needs coordinate system fix)
- Update spawn point to Stormwind Trade District
This commit is contained in:
Kelsi 2026-02-03 13:33:31 -08:00
parent 665a73e75f
commit 01bf3b4c08
14 changed files with 8395 additions and 165 deletions

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@ -133,6 +133,7 @@ set(WOWEE_SOURCES
src/rendering/m2_renderer.cpp
src/rendering/minimap.cpp
src/rendering/swim_effects.cpp
src/rendering/loading_screen.cpp
# UI
src/ui/ui_manager.cpp
@ -205,6 +206,7 @@ set(WOWEE_HEADERS
include/rendering/swim_effects.hpp
include/rendering/character_renderer.hpp
include/rendering/wmo_renderer.hpp
include/rendering/loading_screen.hpp
include/ui/ui_manager.hpp
include/ui/auth_screen.hpp
@ -221,6 +223,7 @@ add_executable(wowee ${WOWEE_SOURCES} ${WOWEE_HEADERS})
target_include_directories(wowee PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/include
${CMAKE_CURRENT_SOURCE_DIR}/src
${CMAKE_CURRENT_SOURCE_DIR}/extern
)
# Link libraries
@ -259,8 +262,8 @@ else()
target_compile_options(wowee PRIVATE -Wall -Wextra -Wpedantic)
endif()
# Copy shaders to build directory
file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders
# Copy assets to build directory
file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/assets
DESTINATION ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
# Install targets

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extern/stb_image.h vendored Normal file

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@ -100,6 +100,20 @@ struct WMOPortalPlane {
float distance;
};
// WMO Liquid (MLIQ chunk data)
struct WMOLiquid {
uint32_t xVerts = 0; // Vertices in X direction
uint32_t yVerts = 0; // Vertices in Y direction
uint32_t xTiles = 0; // Tiles in X (= xVerts - 1)
uint32_t yTiles = 0; // Tiles in Y (= yVerts - 1)
glm::vec3 basePosition; // Corner position in model space
uint16_t materialId = 0; // Liquid material/type
std::vector<float> heights; // Height per vertex (xVerts * yVerts)
std::vector<uint8_t> flags; // Flags per tile (xTiles * yTiles)
bool hasLiquid() const { return xVerts > 0 && yVerts > 0; }
};
// WMO Group Vertex
struct WMOVertex {
glm::vec3 position;
@ -143,6 +157,9 @@ struct WMOGroup {
// BSP tree (for collision - optional)
std::vector<uint8_t> bspNodes;
// Liquid data (MLIQ chunk)
WMOLiquid liquid;
std::string name;
std::string description;
};

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@ -126,10 +126,9 @@ private:
static constexpr float WOW_GRAVITY = -19.29f;
static constexpr float WOW_JUMP_VELOCITY = 7.96f;
// Default spawn position (on terrain near Stormwind)
// Terrain chunks are around X=[-9100, -9066], Y=[-533, 0]
glm::vec3 defaultPosition = glm::vec3(-9080.0f, -100.0f, 100.0f);
float defaultYaw = 180.0f; // Look south toward Stormwind gate
// Default spawn position (Stormwind Trade District)
glm::vec3 defaultPosition = glm::vec3(-8830.0f, 640.0f, 200.0f);
float defaultYaw = 0.0f; // Look north toward canals
float defaultPitch = -5.0f;
};

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@ -0,0 +1,50 @@
#pragma once
#include <GL/glew.h>
#include <string>
#include <vector>
namespace wowee {
namespace rendering {
class LoadingScreen {
public:
LoadingScreen();
~LoadingScreen();
bool initialize();
void shutdown();
// Select a random loading screen image
void selectRandomImage();
// Render the loading screen (call in a loop while loading)
void render();
// Update loading progress (0.0 to 1.0)
void setProgress(float progress) { loadProgress = progress; }
// Set loading status text
void setStatus(const std::string& status) { statusText = status; }
private:
bool loadImage(const std::string& path);
void createQuad();
GLuint textureId = 0;
GLuint vao = 0;
GLuint vbo = 0;
GLuint shaderId = 0;
std::vector<std::string> imagePaths;
int currentImageIndex = 0;
float loadProgress = 0.0f;
std::string statusText = "Loading...";
int imageWidth = 0;
int imageHeight = 0;
};
} // namespace rendering
} // namespace wowee

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@ -9,6 +9,7 @@ namespace wowee {
namespace pipeline {
struct ADTTerrain;
struct LiquidData;
struct WMOLiquid;
}
namespace rendering {
@ -28,6 +29,9 @@ struct WaterSurface {
// Owning tile coordinates (for per-tile removal)
int tileX = -1, tileY = -1;
// Owning WMO instance ID (for WMO liquid removal, 0 = terrain water)
uint32_t wmoId = 0;
// Water layer dimensions within chunk (0-7 offset, 1-8 size)
uint8_t xOffset = 0;
uint8_t yOffset = 0;
@ -73,6 +77,20 @@ public:
void loadFromTerrain(const pipeline::ADTTerrain& terrain, bool append = false,
int tileX = -1, int tileY = -1);
/**
* Load water surface from WMO liquid data
* @param liquid WMO liquid data from MLIQ chunk
* @param modelMatrix WMO instance model matrix for transforming to world space
* @param wmoId WMO instance ID for tracking ownership
*/
void loadFromWMO(const pipeline::WMOLiquid& liquid, const glm::mat4& modelMatrix, uint32_t wmoId);
/**
* Remove all water surfaces belonging to a specific WMO instance
* @param wmoId WMO instance ID
*/
void removeWMO(uint32_t wmoId);
/**
* Remove all water surfaces belonging to a specific tile
* @param tileX Tile X coordinate

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@ -221,6 +221,7 @@ private:
glm::vec3 rotation; // Euler angles (radians)
float scale;
glm::mat4 modelMatrix;
glm::mat4 invModelMatrix; // Cached inverse for collision
void updateModelMatrix();
};

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@ -16,6 +16,7 @@
#include "rendering/character_renderer.hpp"
#include "rendering/wmo_renderer.hpp"
#include "rendering/minimap.hpp"
#include "rendering/loading_screen.hpp"
#include <imgui.h>
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
@ -107,11 +108,42 @@ bool Application::initialize() {
void Application::run() {
LOG_INFO("Starting main loop");
// Auto-load terrain for testing
if (assetManager && assetManager->isInitialized() && renderer) {
renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
// Spawn player character with third-person camera
spawnPlayerCharacter();
// Show loading screen while loading initial data
rendering::LoadingScreen loadingScreen;
if (loadingScreen.initialize()) {
// Render loading screen
loadingScreen.setStatus("Initializing...");
loadingScreen.render();
window->swapBuffers();
// Load terrain data
if (assetManager && assetManager->isInitialized() && renderer) {
loadingScreen.setStatus("Loading terrain...");
loadingScreen.render();
window->swapBuffers();
renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
loadingScreen.setStatus("Spawning character...");
loadingScreen.render();
window->swapBuffers();
// Spawn player character with third-person camera
spawnPlayerCharacter();
}
loadingScreen.setStatus("Ready!");
loadingScreen.render();
window->swapBuffers();
SDL_Delay(500); // Brief pause to show "Ready!"
loadingScreen.shutdown();
} else {
// Fallback: load without loading screen
if (assetManager && assetManager->isInitialized() && renderer) {
renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
spawnPlayerCharacter();
}
}
auto lastTime = std::chrono::high_resolution_clock::now();
@ -452,146 +484,7 @@ void Application::run() {
LOG_INFO("Minimap ", renderer->getMinimap()->isEnabled() ? "enabled" : "disabled");
}
}
// O: Spawn test WMO building at camera position
// Shift+O: Load real WMO from MPQ
else if (event.key.keysym.scancode == SDL_SCANCODE_O) {
// Check if Shift is held for real WMO loading
bool shiftHeld = (event.key.keysym.mod & KMOD_SHIFT) != 0;
if (shiftHeld && assetManager && assetManager->isInitialized() &&
renderer && renderer->getWMORenderer() && renderer->getCamera()) {
// Load a real WMO from MPQ (try a simple mailbox)
auto* wmoRenderer = renderer->getWMORenderer();
auto* camera = renderer->getCamera();
// Try to load a simple WMO - mailbox is small and common
const char* wmoPath = "World\\wmo\\Azeroth\\Buildings\\Human_Mailbox\\Human_Mailbox.wmo";
LOG_INFO("Loading real WMO from MPQ: ", wmoPath);
auto wmoData = assetManager->readFile(wmoPath);
if (wmoData.empty()) {
LOG_WARNING("Failed to load WMO file from MPQ. Trying alternative path...");
// Try alternative path
wmoPath = "World\\wmo\\Dungeon\\LD_Prison\\LD_Prison_Cell01.wmo";
wmoData = assetManager->readFile(wmoPath);
}
if (!wmoData.empty()) {
// Parse WMO
pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData);
if (wmoModel.isValid()) {
// Use unique model ID (2 for real WMOs)
static uint32_t nextModelId = 2;
uint32_t modelId = nextModelId++;
if (wmoRenderer->loadModel(wmoModel, modelId)) {
// Spawn WMO in front of camera
glm::vec3 spawnPos = camera->getPosition() + camera->getForward() * 20.0f;
uint32_t instanceId = wmoRenderer->createInstance(modelId, spawnPos);
if (instanceId > 0) {
LOG_INFO("Spawned real WMO (", wmoModel.groups.size(), " groups) at (",
static_cast<int>(spawnPos.x), ", ",
static_cast<int>(spawnPos.y), ", ",
static_cast<int>(spawnPos.z), ")");
LOG_INFO("WMO has ", wmoModel.materials.size(), " materials, ",
wmoModel.textures.size(), " textures");
}
} else {
LOG_ERROR("Failed to load WMO model into renderer");
}
} else {
LOG_ERROR("Failed to parse WMO file");
}
} else {
LOG_WARNING("WMO file not found in MPQ archives");
LOG_INFO("Make sure WOW_DATA_PATH environment variable points to valid WoW 3.3.5a installation");
}
}
else if (renderer && renderer->getWMORenderer() && renderer->getCamera()) {
auto* wmoRenderer = renderer->getWMORenderer();
auto* camera = renderer->getCamera();
// Create a simple cube building as placeholder WMO
// (Real WMO would be loaded from MPQ)
pipeline::WMOModel testWMO;
testWMO.version = 17;
testWMO.nGroups = 1;
// Create a single group with cube geometry
pipeline::WMOGroup group;
group.flags = 0;
group.groupId = 0;
// Cube building vertices (larger than character cube)
float size = 5.0f;
std::vector<glm::vec3> cubePos = {
{-size, -size, -size}, { size, -size, -size},
{ size, size, -size}, {-size, size, -size},
{-size, -size, size}, { size, -size, size},
{ size, size, size}, {-size, size, size}
};
for (const auto& pos : cubePos) {
pipeline::WMOVertex v;
v.position = pos;
v.normal = glm::normalize(pos);
v.texCoord = glm::vec2(0.5f);
v.color = glm::vec4(0.8f, 0.7f, 0.6f, 1.0f); // Stone color
group.vertices.push_back(v);
}
// Cube indices (12 triangles, 36 indices)
uint16_t cubeIndices[] = {
0,1,2, 0,2,3, // Front
4,6,5, 4,7,6, // Back
0,4,5, 0,5,1, // Bottom
2,6,7, 2,7,3, // Top
0,3,7, 0,7,4, // Left
1,5,6, 1,6,2 // Right
};
for (uint16_t idx : cubeIndices) {
group.indices.push_back(idx);
}
// Bounding box
group.boundingBoxMin = glm::vec3(-size);
group.boundingBoxMax = glm::vec3(size);
// Single batch (no materials for now)
pipeline::WMOBatch batch;
batch.startIndex = 0;
batch.indexCount = 36;
batch.startVertex = 0;
batch.lastVertex = 7;
batch.materialId = 0;
group.batches.push_back(batch);
testWMO.groups.push_back(group);
testWMO.boundingBoxMin = glm::vec3(-size);
testWMO.boundingBoxMax = glm::vec3(size);
// Load WMO model (reuse ID 1 for simplicity)
static bool wmoModelLoaded = false;
if (!wmoModelLoaded) {
wmoRenderer->loadModel(testWMO, 1);
wmoModelLoaded = true;
}
// Spawn WMO in front of camera
glm::vec3 spawnPos = camera->getPosition() + camera->getForward() * 20.0f;
uint32_t instanceId = wmoRenderer->createInstance(1, spawnPos);
if (instanceId > 0) {
LOG_INFO("Spawned test WMO building at (",
static_cast<int>(spawnPos.x), ", ",
static_cast<int>(spawnPos.y), ", ",
static_cast<int>(spawnPos.z), ")");
}
}
}
// P: Remove all WMO buildings
// P: Remove all WMO buildings (O key removed)
else if (event.key.keysym.scancode == SDL_SCANCODE_P) {
if (renderer && renderer->getWMORenderer()) {
renderer->getWMORenderer()->clearInstances();

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@ -0,0 +1,225 @@
#include "rendering/loading_screen.hpp"
#include "core/logger.hpp"
#include <random>
#include <chrono>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
namespace wowee {
namespace rendering {
LoadingScreen::LoadingScreen() {
// Add loading screen image paths
imagePaths.push_back("assets/loading1.jpg");
imagePaths.push_back("assets/loading2.jpg");
}
LoadingScreen::~LoadingScreen() {
shutdown();
}
bool LoadingScreen::initialize() {
LOG_INFO("Initializing loading screen");
// Create simple shader for textured quad
const char* vertexSrc = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
TexCoord = aTexCoord;
}
)";
const char* fragmentSrc = R"(
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D screenTexture;
void main() {
FragColor = texture(screenTexture, TexCoord);
}
)";
// Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
LOG_ERROR("Loading screen vertex shader compilation failed: ", infoLog);
return false;
}
// Compile fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
LOG_ERROR("Loading screen fragment shader compilation failed: ", infoLog);
return false;
}
// Link shader program
shaderId = glCreateProgram();
glAttachShader(shaderId, vertexShader);
glAttachShader(shaderId, fragmentShader);
glLinkProgram(shaderId);
glGetProgramiv(shaderId, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(shaderId, 512, nullptr, infoLog);
LOG_ERROR("Loading screen shader linking failed: ", infoLog);
return false;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
createQuad();
selectRandomImage();
LOG_INFO("Loading screen initialized");
return true;
}
void LoadingScreen::shutdown() {
if (textureId) {
glDeleteTextures(1, &textureId);
textureId = 0;
}
if (vao) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (shaderId) {
glDeleteProgram(shaderId);
shaderId = 0;
}
}
void LoadingScreen::selectRandomImage() {
if (imagePaths.empty()) return;
// Seed with current time
unsigned seed = static_cast<unsigned>(
std::chrono::system_clock::now().time_since_epoch().count());
std::default_random_engine generator(seed);
std::uniform_int_distribution<int> distribution(0, imagePaths.size() - 1);
currentImageIndex = distribution(generator);
LOG_INFO("Selected loading screen: ", imagePaths[currentImageIndex]);
loadImage(imagePaths[currentImageIndex]);
}
bool LoadingScreen::loadImage(const std::string& path) {
// Delete old texture if exists
if (textureId) {
glDeleteTextures(1, &textureId);
textureId = 0;
}
// Load image with stb_image
int channels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load(path.c_str(), &imageWidth, &imageHeight, &channels, 4);
if (!data) {
LOG_ERROR("Failed to load loading screen image: ", path);
return false;
}
LOG_INFO("Loaded loading screen image: ", imageWidth, "x", imageHeight);
// Create OpenGL texture
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void LoadingScreen::createQuad() {
// Full-screen quad vertices (position + texcoord)
float vertices[] = {
// Position // TexCoord
-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
-1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
1.0f, 1.0f, 1.0f, 1.0f // Top-right
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void LoadingScreen::render() {
if (!textureId || !vao || !shaderId) return;
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Disable depth test for 2D rendering
glDisable(GL_DEPTH_TEST);
// Use shader and bind texture
glUseProgram(shaderId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
// Draw quad
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Re-enable depth test
glEnable(GL_DEPTH_TEST);
}
} // namespace rendering
} // namespace wowee

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@ -469,15 +469,37 @@ void TerrainManager::finalizeTile(std::unique_ptr<PendingTile> pending) {
}
int loadedWMOs = 0;
int loadedLiquids = 0;
for (auto& wmoReady : pending->wmoModels) {
if (wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId)) {
uint32_t wmoInstId = wmoRenderer->createInstance(wmoReady.modelId, wmoReady.position, wmoReady.rotation);
if (wmoInstId) {
wmoInstanceIds.push_back(wmoInstId);
loadedWMOs++;
// Load WMO liquids (canals, pools, etc.)
if (waterRenderer) {
// Compute the same model matrix as WMORenderer uses
glm::mat4 modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, wmoReady.position);
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
// Load liquids from each WMO group
for (const auto& group : wmoReady.model.groups) {
if (group.liquid.hasLiquid()) {
waterRenderer->loadFromWMO(group.liquid, modelMatrix, wmoInstId);
loadedLiquids++;
}
}
}
}
}
}
if (loadedLiquids > 0) {
LOG_INFO(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
}
// Upload WMO doodad M2 models
if (m2Renderer) {
@ -608,9 +630,13 @@ void TerrainManager::unloadTile(int x, int y) {
LOG_DEBUG(" Removed ", tile->m2InstanceIds.size(), " M2 instances");
}
// Remove WMO instances
// Remove WMO instances and their liquids
if (wmoRenderer) {
for (uint32_t id : tile->wmoInstanceIds) {
// Remove WMO liquids associated with this instance
if (waterRenderer) {
waterRenderer->removeWMO(id);
}
wmoRenderer->removeInstance(id);
}
LOG_DEBUG(" Removed ", tile->wmoInstanceIds.size(), " WMO instances");

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@ -2,6 +2,7 @@
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "pipeline/adt_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
@ -209,6 +210,16 @@ void WaterRenderer::removeTile(int tileX, int tileY) {
}
}
void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liquid,
[[maybe_unused]] const glm::mat4& modelMatrix,
[[maybe_unused]] uint32_t wmoId) {
// WMO liquid rendering not yet implemented
}
void WaterRenderer::removeWMO([[maybe_unused]] uint32_t wmoId) {
// WMO liquid rendering not yet implemented
}
void WaterRenderer::clear() {
for (auto& surface : surfaces) {
destroyWaterMesh(surface);

View file

@ -620,6 +620,9 @@ void WMORenderer::WMOInstance::updateModelMatrix() {
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::scale(modelMatrix, glm::vec3(scale));
// Cache inverse for collision detection
invModelMatrix = glm::inverse(modelMatrix);
}
GLuint WMORenderer::loadTexture(const std::string& path) {
@ -728,10 +731,9 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
const ModelData& model = it->second;
// Transform ray into model-local space
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localOrigin = glm::vec3(invModel * glm::vec4(worldOrigin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(invModel * glm::vec4(worldDir, 0.0f)));
// Use cached inverse matrix
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
for (const auto& group : model.groups) {
// Quick bounding box check: does the ray intersect this group's AABB?
@ -785,10 +787,9 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
// Transform positions into local space
glm::vec3 localTo = glm::vec3(invModel * glm::vec4(to, 1.0f));
// Transform positions into local space using cached inverse
glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
for (const auto& group : model.groups) {
// Quick bounding box check
@ -865,8 +866,7 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localPos = glm::vec3(invModel * glm::vec4(glX, glY, glZ, 1.0f));
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
// Check if inside any group's bounding box
for (const auto& group : model.groups) {
@ -890,10 +890,9 @@ float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3
const ModelData& model = it->second;
// Transform ray into local space
glm::mat4 invModel = glm::inverse(instance.modelMatrix);
glm::vec3 localOrigin = glm::vec3(invModel * glm::vec4(origin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(invModel * glm::vec4(direction, 0.0f)));
// Use cached inverse matrix
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(direction, 0.0f)));
for (const auto& group : model.groups) {
// Ray-AABB intersection (slab method)