mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-02 15:53:51 +00:00
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:
parent
665a73e75f
commit
01bf3b4c08
14 changed files with 8395 additions and 165 deletions
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@ -16,6 +16,7 @@
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#include "rendering/character_renderer.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/minimap.hpp"
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#include "rendering/loading_screen.hpp"
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#include <imgui.h>
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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@ -107,11 +108,42 @@ bool Application::initialize() {
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void Application::run() {
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LOG_INFO("Starting main loop");
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// Auto-load terrain for testing
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if (assetManager && assetManager->isInitialized() && renderer) {
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renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
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// Spawn player character with third-person camera
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spawnPlayerCharacter();
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// Show loading screen while loading initial data
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rendering::LoadingScreen loadingScreen;
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if (loadingScreen.initialize()) {
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// Render loading screen
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loadingScreen.setStatus("Initializing...");
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loadingScreen.render();
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window->swapBuffers();
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// Load terrain data
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if (assetManager && assetManager->isInitialized() && renderer) {
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loadingScreen.setStatus("Loading terrain...");
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loadingScreen.render();
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window->swapBuffers();
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renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
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loadingScreen.setStatus("Spawning character...");
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loadingScreen.render();
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window->swapBuffers();
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// Spawn player character with third-person camera
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spawnPlayerCharacter();
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}
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loadingScreen.setStatus("Ready!");
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loadingScreen.render();
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window->swapBuffers();
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SDL_Delay(500); // Brief pause to show "Ready!"
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loadingScreen.shutdown();
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} else {
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// Fallback: load without loading screen
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if (assetManager && assetManager->isInitialized() && renderer) {
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renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
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spawnPlayerCharacter();
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}
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}
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auto lastTime = std::chrono::high_resolution_clock::now();
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@ -452,146 +484,7 @@ void Application::run() {
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LOG_INFO("Minimap ", renderer->getMinimap()->isEnabled() ? "enabled" : "disabled");
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}
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}
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// O: Spawn test WMO building at camera position
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// Shift+O: Load real WMO from MPQ
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else if (event.key.keysym.scancode == SDL_SCANCODE_O) {
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// Check if Shift is held for real WMO loading
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bool shiftHeld = (event.key.keysym.mod & KMOD_SHIFT) != 0;
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if (shiftHeld && assetManager && assetManager->isInitialized() &&
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renderer && renderer->getWMORenderer() && renderer->getCamera()) {
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// Load a real WMO from MPQ (try a simple mailbox)
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auto* wmoRenderer = renderer->getWMORenderer();
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auto* camera = renderer->getCamera();
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// Try to load a simple WMO - mailbox is small and common
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const char* wmoPath = "World\\wmo\\Azeroth\\Buildings\\Human_Mailbox\\Human_Mailbox.wmo";
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LOG_INFO("Loading real WMO from MPQ: ", wmoPath);
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auto wmoData = assetManager->readFile(wmoPath);
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if (wmoData.empty()) {
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LOG_WARNING("Failed to load WMO file from MPQ. Trying alternative path...");
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// Try alternative path
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wmoPath = "World\\wmo\\Dungeon\\LD_Prison\\LD_Prison_Cell01.wmo";
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wmoData = assetManager->readFile(wmoPath);
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}
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if (!wmoData.empty()) {
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// Parse WMO
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pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData);
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if (wmoModel.isValid()) {
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// Use unique model ID (2 for real WMOs)
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static uint32_t nextModelId = 2;
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uint32_t modelId = nextModelId++;
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if (wmoRenderer->loadModel(wmoModel, modelId)) {
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// Spawn WMO in front of camera
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glm::vec3 spawnPos = camera->getPosition() + camera->getForward() * 20.0f;
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uint32_t instanceId = wmoRenderer->createInstance(modelId, spawnPos);
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if (instanceId > 0) {
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LOG_INFO("Spawned real WMO (", wmoModel.groups.size(), " groups) at (",
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static_cast<int>(spawnPos.x), ", ",
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static_cast<int>(spawnPos.y), ", ",
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static_cast<int>(spawnPos.z), ")");
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LOG_INFO("WMO has ", wmoModel.materials.size(), " materials, ",
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wmoModel.textures.size(), " textures");
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}
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} else {
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LOG_ERROR("Failed to load WMO model into renderer");
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}
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} else {
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LOG_ERROR("Failed to parse WMO file");
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}
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} else {
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LOG_WARNING("WMO file not found in MPQ archives");
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LOG_INFO("Make sure WOW_DATA_PATH environment variable points to valid WoW 3.3.5a installation");
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}
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}
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else if (renderer && renderer->getWMORenderer() && renderer->getCamera()) {
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auto* wmoRenderer = renderer->getWMORenderer();
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auto* camera = renderer->getCamera();
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// Create a simple cube building as placeholder WMO
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// (Real WMO would be loaded from MPQ)
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pipeline::WMOModel testWMO;
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testWMO.version = 17;
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testWMO.nGroups = 1;
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// Create a single group with cube geometry
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pipeline::WMOGroup group;
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group.flags = 0;
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group.groupId = 0;
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// Cube building vertices (larger than character cube)
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float size = 5.0f;
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std::vector<glm::vec3> cubePos = {
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{-size, -size, -size}, { size, -size, -size},
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{ size, size, -size}, {-size, size, -size},
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{-size, -size, size}, { size, -size, size},
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{ size, size, size}, {-size, size, size}
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};
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for (const auto& pos : cubePos) {
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pipeline::WMOVertex v;
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v.position = pos;
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v.normal = glm::normalize(pos);
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v.texCoord = glm::vec2(0.5f);
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v.color = glm::vec4(0.8f, 0.7f, 0.6f, 1.0f); // Stone color
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group.vertices.push_back(v);
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}
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// Cube indices (12 triangles, 36 indices)
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uint16_t cubeIndices[] = {
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0,1,2, 0,2,3, // Front
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4,6,5, 4,7,6, // Back
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0,4,5, 0,5,1, // Bottom
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2,6,7, 2,7,3, // Top
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0,3,7, 0,7,4, // Left
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1,5,6, 1,6,2 // Right
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};
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for (uint16_t idx : cubeIndices) {
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group.indices.push_back(idx);
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}
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// Bounding box
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group.boundingBoxMin = glm::vec3(-size);
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group.boundingBoxMax = glm::vec3(size);
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// Single batch (no materials for now)
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pipeline::WMOBatch batch;
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batch.startIndex = 0;
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batch.indexCount = 36;
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batch.startVertex = 0;
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batch.lastVertex = 7;
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batch.materialId = 0;
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group.batches.push_back(batch);
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testWMO.groups.push_back(group);
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testWMO.boundingBoxMin = glm::vec3(-size);
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testWMO.boundingBoxMax = glm::vec3(size);
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// Load WMO model (reuse ID 1 for simplicity)
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static bool wmoModelLoaded = false;
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if (!wmoModelLoaded) {
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wmoRenderer->loadModel(testWMO, 1);
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wmoModelLoaded = true;
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}
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// Spawn WMO in front of camera
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glm::vec3 spawnPos = camera->getPosition() + camera->getForward() * 20.0f;
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uint32_t instanceId = wmoRenderer->createInstance(1, spawnPos);
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if (instanceId > 0) {
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LOG_INFO("Spawned test WMO building at (",
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static_cast<int>(spawnPos.x), ", ",
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static_cast<int>(spawnPos.y), ", ",
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static_cast<int>(spawnPos.z), ")");
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}
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}
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}
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// P: Remove all WMO buildings
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// P: Remove all WMO buildings (O key removed)
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else if (event.key.keysym.scancode == SDL_SCANCODE_P) {
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if (renderer && renderer->getWMORenderer()) {
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renderer->getWMORenderer()->clearInstances();
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225
src/rendering/loading_screen.cpp
Normal file
225
src/rendering/loading_screen.cpp
Normal file
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@ -0,0 +1,225 @@
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#include "rendering/loading_screen.hpp"
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#include "core/logger.hpp"
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#include <random>
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#include <chrono>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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namespace wowee {
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namespace rendering {
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LoadingScreen::LoadingScreen() {
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// Add loading screen image paths
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imagePaths.push_back("assets/loading1.jpg");
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imagePaths.push_back("assets/loading2.jpg");
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}
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LoadingScreen::~LoadingScreen() {
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shutdown();
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}
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bool LoadingScreen::initialize() {
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LOG_INFO("Initializing loading screen");
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// Create simple shader for textured quad
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const char* vertexSrc = R"(
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 TexCoord;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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TexCoord = aTexCoord;
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}
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)";
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const char* fragmentSrc = R"(
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D screenTexture;
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void main() {
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FragColor = texture(screenTexture, TexCoord);
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}
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)";
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// Compile vertex shader
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
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glCompileShader(vertexShader);
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GLint success;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
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LOG_ERROR("Loading screen vertex shader compilation failed: ", infoLog);
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return false;
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}
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// Compile fragment shader
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
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LOG_ERROR("Loading screen fragment shader compilation failed: ", infoLog);
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return false;
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}
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// Link shader program
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shaderId = glCreateProgram();
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glAttachShader(shaderId, vertexShader);
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glAttachShader(shaderId, fragmentShader);
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glLinkProgram(shaderId);
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glGetProgramiv(shaderId, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderId, 512, nullptr, infoLog);
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LOG_ERROR("Loading screen shader linking failed: ", infoLog);
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return false;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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createQuad();
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selectRandomImage();
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LOG_INFO("Loading screen initialized");
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return true;
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}
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void LoadingScreen::shutdown() {
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if (textureId) {
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glDeleteTextures(1, &textureId);
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textureId = 0;
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}
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if (vao) {
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glDeleteVertexArrays(1, &vao);
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vao = 0;
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}
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if (vbo) {
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glDeleteBuffers(1, &vbo);
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vbo = 0;
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}
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if (shaderId) {
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glDeleteProgram(shaderId);
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shaderId = 0;
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}
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}
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void LoadingScreen::selectRandomImage() {
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if (imagePaths.empty()) return;
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// Seed with current time
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unsigned seed = static_cast<unsigned>(
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std::chrono::system_clock::now().time_since_epoch().count());
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std::default_random_engine generator(seed);
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std::uniform_int_distribution<int> distribution(0, imagePaths.size() - 1);
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currentImageIndex = distribution(generator);
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LOG_INFO("Selected loading screen: ", imagePaths[currentImageIndex]);
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loadImage(imagePaths[currentImageIndex]);
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}
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bool LoadingScreen::loadImage(const std::string& path) {
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// Delete old texture if exists
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if (textureId) {
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glDeleteTextures(1, &textureId);
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textureId = 0;
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}
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// Load image with stb_image
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int channels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data = stbi_load(path.c_str(), &imageWidth, &imageHeight, &channels, 4);
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if (!data) {
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LOG_ERROR("Failed to load loading screen image: ", path);
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return false;
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}
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LOG_INFO("Loaded loading screen image: ", imageWidth, "x", imageHeight);
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// Create OpenGL texture
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, data);
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stbi_image_free(data);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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void LoadingScreen::createQuad() {
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// Full-screen quad vertices (position + texcoord)
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float vertices[] = {
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// Position // TexCoord
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-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
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-1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
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-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
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1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
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1.0f, 1.0f, 1.0f, 1.0f // Top-right
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};
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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}
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void LoadingScreen::render() {
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if (!textureId || !vao || !shaderId) return;
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// Clear screen
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Disable depth test for 2D rendering
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glDisable(GL_DEPTH_TEST);
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// Use shader and bind texture
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glUseProgram(shaderId);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureId);
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// Draw quad
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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// Re-enable depth test
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glEnable(GL_DEPTH_TEST);
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}
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} // namespace rendering
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} // namespace wowee
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@ -469,15 +469,37 @@ void TerrainManager::finalizeTile(std::unique_ptr<PendingTile> pending) {
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}
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int loadedWMOs = 0;
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int loadedLiquids = 0;
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for (auto& wmoReady : pending->wmoModels) {
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if (wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId)) {
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uint32_t wmoInstId = wmoRenderer->createInstance(wmoReady.modelId, wmoReady.position, wmoReady.rotation);
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if (wmoInstId) {
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wmoInstanceIds.push_back(wmoInstId);
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loadedWMOs++;
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// Load WMO liquids (canals, pools, etc.)
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if (waterRenderer) {
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// Compute the same model matrix as WMORenderer uses
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glm::mat4 modelMatrix = glm::mat4(1.0f);
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modelMatrix = glm::translate(modelMatrix, wmoReady.position);
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modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
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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");
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue