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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
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14 changed files with 8395 additions and 165 deletions
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@ -100,6 +100,20 @@ struct WMOPortalPlane {
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float distance;
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};
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// WMO Liquid (MLIQ chunk data)
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struct WMOLiquid {
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uint32_t xVerts = 0; // Vertices in X direction
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uint32_t yVerts = 0; // Vertices in Y direction
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uint32_t xTiles = 0; // Tiles in X (= xVerts - 1)
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uint32_t yTiles = 0; // Tiles in Y (= yVerts - 1)
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glm::vec3 basePosition; // Corner position in model space
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uint16_t materialId = 0; // Liquid material/type
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std::vector<float> heights; // Height per vertex (xVerts * yVerts)
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std::vector<uint8_t> flags; // Flags per tile (xTiles * yTiles)
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bool hasLiquid() const { return xVerts > 0 && yVerts > 0; }
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};
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// WMO Group Vertex
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struct WMOVertex {
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glm::vec3 position;
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@ -143,6 +157,9 @@ struct WMOGroup {
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// BSP tree (for collision - optional)
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std::vector<uint8_t> bspNodes;
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// Liquid data (MLIQ chunk)
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WMOLiquid liquid;
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std::string name;
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std::string description;
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};
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