mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in CharacterRenderer (~500 allocations/frame eliminated) - Batch all ready terrain tiles into a single GPU upload during load screen (processAllReadyTiles instead of one-at-a-time with individual fence waits) - Lift per-frame creature/GO spawn budgets during load screen warmup phase - Add background world preloader: saves last world position to disk, pre-warms AssetManager file cache with ADT files starting at app init (login screen) so terrain workers get instant cache hits when Enter World is clicked - Distance-filter expensive collision guard to 8-unit melee range - Merge 3 CharacterRenderer update loops into single pass - Time-budget instrumentation for slow update stages (>3ms threshold) - Count-based async creature model upload budget (max 3/frame in-game) - 1-per-frame game object spawn + per-doodad time budget for transport loading - Use deque for creature spawn queue to avoid O(n) front-erase
This commit is contained in:
parent
71e8ed5b7d
commit
0313bd8692
7 changed files with 390 additions and 121 deletions
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@ -6,12 +6,15 @@
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#include <memory>
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#include <string>
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#include <vector>
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#include <deque>
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#include <unordered_map>
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#include <unordered_set>
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#include <array>
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#include <optional>
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#include <future>
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#include <mutex>
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#include <thread>
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#include <atomic>
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namespace wowee {
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@ -282,7 +285,7 @@ private:
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uint32_t displayId;
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float x, y, z, orientation;
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};
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std::vector<PendingCreatureSpawn> pendingCreatureSpawns_;
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std::deque<PendingCreatureSpawn> pendingCreatureSpawns_;
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static constexpr int MAX_SPAWNS_PER_FRAME = 3;
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static constexpr int MAX_NEW_CREATURE_MODELS_PER_FRAME = 1;
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static constexpr uint16_t MAX_CREATURE_SPAWN_RETRIES = 300;
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@ -353,6 +356,23 @@ private:
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// Quest marker billboard sprites (above NPCs)
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void loadQuestMarkerModels(); // Now loads BLP textures
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void updateQuestMarkers(); // Updates billboard positions
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// Background world preloader — warms AssetManager file cache for the
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// expected world before the user clicks Enter World.
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struct WorldPreload {
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uint32_t mapId = 0;
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std::string mapName;
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int centerTileX = 0;
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int centerTileY = 0;
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std::atomic<bool> cancel{false};
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std::vector<std::thread> workers;
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};
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std::unique_ptr<WorldPreload> worldPreload_;
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void startWorldPreload(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
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void cancelWorldPreload();
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void saveLastWorldInfo(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
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struct LastWorldInfo { uint32_t mapId = 0; std::string mapName; float x = 0, y = 0; bool valid = false; };
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LastWorldInfo loadLastWorldInfo() const;
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};
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} // namespace core
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@ -254,7 +254,14 @@ private:
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VkDescriptorPool materialDescPools_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
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uint32_t lastMaterialPoolResetFrame_ = 0xFFFFFFFFu;
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std::vector<std::pair<VkBuffer, VmaAllocation>> transientMaterialUbos_[2];
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// Material UBO ring buffer — pre-allocated per frame slot, sub-allocated each draw
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VkBuffer materialRingBuffer_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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VmaAllocation materialRingAlloc_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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void* materialRingMapped_[2] = {nullptr, nullptr};
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uint32_t materialRingOffset_[2] = {0, 0};
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uint32_t materialUboAlignment_ = 256; // minUniformBufferOffsetAlignment
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static constexpr uint32_t MATERIAL_RING_CAPACITY = 4096;
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// Texture cache
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struct TextureCacheEntry {
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@ -56,6 +56,7 @@
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#include <sstream>
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#include <set>
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#include <filesystem>
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#include <fstream>
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#include <thread>
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#ifdef __linux__
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@ -314,6 +315,15 @@ bool Application::initialize() {
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gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get());
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}
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// Start background preload for last-played character's world.
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// Warms the file cache so terrain tile loading is faster at Enter World.
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{
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auto lastWorld = loadLastWorldInfo();
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if (lastWorld.valid) {
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startWorldPreload(lastWorld.mapId, lastWorld.mapName, lastWorld.x, lastWorld.y);
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}
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}
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} else {
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LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
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LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
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@ -521,6 +531,9 @@ void Application::run() {
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void Application::shutdown() {
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LOG_WARNING("Shutting down application...");
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// Stop background world preloader before destroying AssetManager
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cancelWorldPreload();
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// Save floor cache before renderer is destroyed
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if (renderer && renderer->getWMORenderer()) {
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size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
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@ -843,6 +856,7 @@ void Application::update(float deltaTime) {
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const char* inGameStep = "begin";
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try {
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auto runInGameStage = [&](const char* stageName, auto&& fn) {
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auto stageStart = std::chrono::steady_clock::now();
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try {
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fn();
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} catch (const std::bad_alloc& e) {
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@ -852,6 +866,11 @@ void Application::update(float deltaTime) {
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LOG_ERROR("Exception during IN_GAME update stage '", stageName, "': ", e.what());
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throw;
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}
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auto stageEnd = std::chrono::steady_clock::now();
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float stageMs = std::chrono::duration<float, std::milli>(stageEnd - stageStart).count();
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if (stageMs > 3.0f) {
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LOG_WARNING("SLOW update stage '", stageName, "': ", stageMs, "ms");
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}
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};
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inGameStep = "gameHandler update";
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updateCheckpoint = "in_game: gameHandler update";
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@ -1289,6 +1308,7 @@ void Application::update(float deltaTime) {
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// creature models remain at stale spawn positions.
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inGameStep = "creature render sync";
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updateCheckpoint = "in_game: creature render sync";
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auto creatureSyncStart = std::chrono::steady_clock::now();
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if (renderer && gameHandler && renderer->getCharacterRenderer()) {
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auto* charRenderer = renderer->getCharacterRenderer();
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static float npcWeaponRetryTimer = 0.0f;
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@ -1333,24 +1353,31 @@ void Application::update(float deltaTime) {
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}
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glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
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float canonDistSq = 0.0f;
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if (havePlayerPos) {
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glm::vec3 d = canonical - playerPos;
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if (glm::dot(d, d) > syncRadiusSq) continue;
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canonDistSq = glm::dot(d, d);
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if (canonDistSq > syncRadiusSq) continue;
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}
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glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
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// Visual collision guard: keep hostile melee units from rendering inside the
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// player's model while attacking. This is client-side only (no server position change).
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// Only check for creatures within 8 units (melee range) — saves expensive
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// getRenderBoundsForGuid/getModelData calls for distant creatures.
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bool clipGuardEligible = false;
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bool isCombatTarget = false;
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if (havePlayerPos && canonDistSq < 64.0f) { // 8² = melee range
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auto unit = std::static_pointer_cast<game::Unit>(entity);
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const uint64_t currentTargetGuid = gameHandler->hasTarget() ? gameHandler->getTargetGuid() : 0;
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const uint64_t autoAttackGuid = gameHandler->getAutoAttackTargetGuid();
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const bool isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid);
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bool clipGuardEligible = havePlayerPos &&
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unit->getHealth() > 0 &&
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isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid);
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clipGuardEligible = unit->getHealth() > 0 &&
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(unit->isHostile() ||
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gameHandler->isAggressiveTowardPlayer(guid) ||
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isCombatTarget);
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}
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if (clipGuardEligible) {
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float creatureCollisionRadius = 0.8f;
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glm::vec3 cc;
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@ -1410,7 +1437,8 @@ void Application::update(float deltaTime) {
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float planarDist = glm::length(delta2);
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float dz = std::abs(renderPos.z - prevPos.z);
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const bool deadOrCorpse = unit->getHealth() == 0;
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auto unitPtr = std::static_pointer_cast<game::Unit>(entity);
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const bool deadOrCorpse = unitPtr->getHealth() == 0;
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const bool largeCorrection = (planarDist > 6.0f) || (dz > 3.0f);
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if (deadOrCorpse || largeCorrection) {
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charRenderer->setInstancePosition(instanceId, renderPos);
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@ -1425,6 +1453,14 @@ void Application::update(float deltaTime) {
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charRenderer->setInstanceRotation(instanceId, glm::vec3(0.0f, 0.0f, renderYaw));
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}
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}
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{
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float csMs = std::chrono::duration<float, std::milli>(
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std::chrono::steady_clock::now() - creatureSyncStart).count();
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if (csMs > 5.0f) {
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LOG_WARNING("SLOW update stage 'creature render sync': ", csMs, "ms (",
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creatureInstances_.size(), " creatures)");
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}
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}
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// Movement heartbeat is sent from GameHandler::update() to avoid
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// duplicate packets from multiple update loops.
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// Update renderer (camera, etc.) only when in-game
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updateCheckpoint = "renderer update";
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if (renderer && state == AppState::IN_GAME) {
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auto rendererUpdateStart = std::chrono::steady_clock::now();
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try {
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renderer->update(deltaTime);
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} catch (const std::bad_alloc& e) {
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@ -1456,6 +1493,11 @@ void Application::update(float deltaTime) {
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LOG_ERROR("Exception during Application::update stage 'renderer->update': ", e.what());
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throw;
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}
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float ruMs = std::chrono::duration<float, std::milli>(
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std::chrono::steady_clock::now() - rendererUpdateStart).count();
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if (ruMs > 5.0f) {
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LOG_WARNING("SLOW update stage 'renderer->update': ", ruMs, "ms");
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}
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}
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// Update UI
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updateCheckpoint = "ui update";
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}
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LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")");
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// Cancel any stale preload (if it was for a different map, the file cache
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// still retains whatever was loaded — it doesn't hurt).
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if (worldPreload_) {
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if (worldPreload_->mapId == mapId) {
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LOG_INFO("World preload: cache-warm hit for map '", mapName, "'");
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} else {
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LOG_INFO("World preload: map mismatch (preloaded ", worldPreload_->mapName,
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", entering ", mapName, ")");
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}
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}
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cancelWorldPreload();
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// Save this world info for next session's early preload
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saveLastWorldInfo(mapId, mapName, x, y);
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// Convert server coordinates to canonical WoW coordinates
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// Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up
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glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
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// Trigger new streaming — enqueue tiles for background workers
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terrainMgr->update(*camera, 0.016f);
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// Process ONE tile per iteration so loading screen updates after each
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terrainMgr->processOneReadyTile();
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// Process ALL available ready tiles per iteration — batches GPU
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// uploads into a single command buffer + fence wait instead of
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// one fence per tile. Loading screen still updates between
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// iterations while workers parse more tiles.
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terrainMgr->processAllReadyTiles();
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int remaining = terrainMgr->getRemainingTileCount();
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int loaded = terrainMgr->getLoadedTileCount();
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@ -4126,9 +4186,64 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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if (world) world->update(1.0f / 60.0f);
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processPlayerSpawnQueue();
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// During load screen warmup: lift per-frame budgets so GPU uploads
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// happen in bulk while the loading screen is still visible.
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// Process ALL async creature model uploads (no 3-per-frame cap).
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{
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for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
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if (!it->future.valid() ||
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it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
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++it;
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continue;
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}
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auto result = it->future.get();
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it = asyncCreatureLoads_.erase(it);
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if (result.permanent_failure) {
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nonRenderableCreatureDisplayIds_.insert(result.displayId);
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creaturePermanentFailureGuids_.insert(result.guid);
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pendingCreatureSpawnGuids_.erase(result.guid);
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creatureSpawnRetryCounts_.erase(result.guid);
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continue;
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}
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if (!result.valid || !result.model) {
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pendingCreatureSpawnGuids_.erase(result.guid);
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creatureSpawnRetryCounts_.erase(result.guid);
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continue;
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}
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auto* charRenderer = renderer ? renderer->getCharacterRenderer() : nullptr;
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if (!charRenderer) { pendingCreatureSpawnGuids_.erase(result.guid); continue; }
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if (!charRenderer->loadModel(*result.model, result.modelId)) {
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nonRenderableCreatureDisplayIds_.insert(result.displayId);
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creaturePermanentFailureGuids_.insert(result.guid);
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pendingCreatureSpawnGuids_.erase(result.guid);
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creatureSpawnRetryCounts_.erase(result.guid);
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continue;
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}
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displayIdModelCache_[result.displayId] = result.modelId;
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pendingCreatureSpawnGuids_.erase(result.guid);
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creatureSpawnRetryCounts_.erase(result.guid);
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if (!creatureInstances_.count(result.guid) &&
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!creaturePermanentFailureGuids_.count(result.guid)) {
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PendingCreatureSpawn s{};
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s.guid = result.guid; s.displayId = result.displayId;
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s.x = result.x; s.y = result.y; s.z = result.z;
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s.orientation = result.orientation;
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pendingCreatureSpawns_.push_back(s);
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pendingCreatureSpawnGuids_.insert(result.guid);
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}
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}
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}
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processCreatureSpawnQueue();
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processDeferredEquipmentQueue();
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processGameObjectSpawnQueue();
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// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
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while (!pendingGameObjectSpawns_.empty()) {
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auto& s = pendingGameObjectSpawns_.front();
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spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
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pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
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}
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processPendingTransportDoodads();
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processPendingMount();
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updateQuestMarkers();
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@ -6767,12 +6882,25 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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void Application::processAsyncCreatureResults() {
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// Check completed async model loads and finalize on main thread (GPU upload + instance creation).
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// Limit GPU model uploads per frame to avoid spikes, but always drain cheap bookkeeping.
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static constexpr int kMaxModelUploadsPerFrame = 3;
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int modelUploads = 0;
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for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
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if (!it->future.valid() ||
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it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
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++it;
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continue;
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}
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// Peek: if this result needs a NEW model upload (not cached) and we've hit
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// the upload budget, defer to next frame without consuming the future.
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if (modelUploads >= kMaxModelUploadsPerFrame) {
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// Check if this displayId already has a cached model (cheap spawn, no GPU upload).
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// We can't peek the displayId without getting the future, so just break.
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break;
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}
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auto result = it->future.get();
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it = asyncCreatureLoads_.erase(it);
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@ -6805,6 +6933,7 @@ void Application::processAsyncCreatureResults() {
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continue;
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}
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displayIdModelCache_[result.displayId] = result.modelId;
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modelUploads++;
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pendingCreatureSpawnGuids_.erase(result.guid);
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creatureSpawnRetryCounts_.erase(result.guid);
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@ -6854,7 +6983,7 @@ void Application::processCreatureSpawnQueue() {
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}
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PendingCreatureSpawn s = pendingCreatureSpawns_.front();
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pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin());
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pendingCreatureSpawns_.pop_front();
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if (nonRenderableCreatureDisplayIds_.count(s.displayId)) {
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pendingCreatureSpawnGuids_.erase(s.guid);
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@ -7035,13 +7164,11 @@ void Application::processDeferredEquipmentQueue() {
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void Application::processGameObjectSpawnQueue() {
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if (pendingGameObjectSpawns_.empty()) return;
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int spawned = 0;
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while (!pendingGameObjectSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) {
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// Only spawn 1 game object per frame — each can involve heavy synchronous
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// WMO loading (root + groups from disk + GPU upload), easily 100ms+.
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auto& s = pendingGameObjectSpawns_.front();
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spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
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pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
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spawned++;
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}
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}
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void Application::processPendingTransportDoodads() {
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@ -7052,9 +7179,16 @@ void Application::processPendingTransportDoodads() {
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auto* m2Renderer = renderer->getM2Renderer();
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if (!wmoRenderer || !m2Renderer) return;
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auto startTime = std::chrono::steady_clock::now();
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static constexpr float kDoodadBudgetMs = 4.0f;
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size_t budgetLeft = MAX_TRANSPORT_DOODADS_PER_FRAME;
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for (auto it = pendingTransportDoodadBatches_.begin();
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it != pendingTransportDoodadBatches_.end() && budgetLeft > 0;) {
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// Time budget check
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float elapsedMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - startTime).count();
|
||||
if (elapsedMs >= kDoodadBudgetMs) break;
|
||||
auto goIt = gameObjectInstances_.find(it->guid);
|
||||
if (goIt == gameObjectInstances_.end() || !goIt->second.isWmo ||
|
||||
goIt->second.instanceId != it->instanceId || goIt->second.modelId != it->modelId) {
|
||||
|
|
@ -7070,6 +7204,11 @@ void Application::processPendingTransportDoodads() {
|
|||
|
||||
const size_t maxIndex = std::min(it->doodadBudget, doodadTemplates->size());
|
||||
while (it->nextIndex < maxIndex && budgetLeft > 0) {
|
||||
// Per-doodad time budget (each does synchronous file I/O + parse + GPU upload)
|
||||
float innerMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - startTime).count();
|
||||
if (innerMs >= kDoodadBudgetMs) { budgetLeft = 0; break; }
|
||||
|
||||
const auto& doodadTemplate = (*doodadTemplates)[it->nextIndex];
|
||||
it->nextIndex++;
|
||||
budgetLeft--;
|
||||
|
|
@ -7729,5 +7868,121 @@ void Application::setupTestTransport() {
|
|||
LOG_INFO("========================================");
|
||||
}
|
||||
|
||||
// ─── World Preloader ─────────────────────────────────────────────────────────
|
||||
// Pre-warms AssetManager file cache with ADT files (and their _obj0 variants)
|
||||
// for tiles around the expected spawn position. Runs in background so that
|
||||
// when loadOnlineWorldTerrain eventually asks TerrainManager workers to parse
|
||||
// the same files, every readFile() is an instant cache hit instead of disk I/O.
|
||||
|
||||
void Application::startWorldPreload(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY) {
|
||||
cancelWorldPreload();
|
||||
if (!assetManager || !assetManager->isInitialized() || mapName.empty()) return;
|
||||
|
||||
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(serverX, serverY, 0.0f));
|
||||
auto [tileX, tileY] = core::coords::canonicalToTile(canonical.x, canonical.y);
|
||||
|
||||
worldPreload_ = std::make_unique<WorldPreload>();
|
||||
worldPreload_->mapId = mapId;
|
||||
worldPreload_->mapName = mapName;
|
||||
worldPreload_->centerTileX = tileX;
|
||||
worldPreload_->centerTileY = tileY;
|
||||
|
||||
LOG_INFO("World preload: starting for map '", mapName, "' tile [", tileX, ",", tileY, "]");
|
||||
|
||||
// Build list of tiles to preload (radius 1 = 3x3 = 9 tiles, matching load screen)
|
||||
struct TileJob { int x, y; };
|
||||
auto jobs = std::make_shared<std::vector<TileJob>>();
|
||||
// Center tile first (most important)
|
||||
jobs->push_back({tileX, tileY});
|
||||
for (int dx = -1; dx <= 1; dx++) {
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
if (dx == 0 && dy == 0) continue;
|
||||
int tx = tileX + dx, ty = tileY + dy;
|
||||
if (tx < 0 || tx > 63 || ty < 0 || ty > 63) continue;
|
||||
jobs->push_back({tx, ty});
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn worker threads (one per tile for maximum parallelism)
|
||||
auto cancelFlag = &worldPreload_->cancel;
|
||||
auto* am = assetManager.get();
|
||||
std::string mn = mapName;
|
||||
|
||||
int numWorkers = std::min(static_cast<int>(jobs->size()), 4);
|
||||
auto nextJob = std::make_shared<std::atomic<int>>(0);
|
||||
|
||||
for (int w = 0; w < numWorkers; w++) {
|
||||
worldPreload_->workers.emplace_back([am, mn, jobs, nextJob, cancelFlag]() {
|
||||
while (!cancelFlag->load(std::memory_order_relaxed)) {
|
||||
int idx = nextJob->fetch_add(1, std::memory_order_relaxed);
|
||||
if (idx >= static_cast<int>(jobs->size())) break;
|
||||
|
||||
int tx = (*jobs)[idx].x;
|
||||
int ty = (*jobs)[idx].y;
|
||||
|
||||
// Read ADT file (warms file cache)
|
||||
std::string adtPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
|
||||
std::to_string(tx) + "_" + std::to_string(ty) + ".adt";
|
||||
am->readFile(adtPath);
|
||||
if (cancelFlag->load(std::memory_order_relaxed)) break;
|
||||
|
||||
// Read obj0 variant
|
||||
std::string objPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
|
||||
std::to_string(tx) + "_" + std::to_string(ty) + "_obj0.adt";
|
||||
am->readFile(objPath);
|
||||
}
|
||||
LOG_DEBUG("World preload worker finished");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Application::cancelWorldPreload() {
|
||||
if (!worldPreload_) return;
|
||||
worldPreload_->cancel.store(true, std::memory_order_relaxed);
|
||||
for (auto& t : worldPreload_->workers) {
|
||||
if (t.joinable()) t.join();
|
||||
}
|
||||
LOG_INFO("World preload: cancelled (map=", worldPreload_->mapName,
|
||||
" tile=[", worldPreload_->centerTileX, ",", worldPreload_->centerTileY, "])");
|
||||
worldPreload_.reset();
|
||||
}
|
||||
|
||||
void Application::saveLastWorldInfo(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY) {
|
||||
#ifdef _WIN32
|
||||
const char* base = std::getenv("APPDATA");
|
||||
std::string dir = base ? std::string(base) + "\\wowee" : ".";
|
||||
#else
|
||||
const char* home = std::getenv("HOME");
|
||||
std::string dir = home ? std::string(home) + "/.wowee" : ".";
|
||||
#endif
|
||||
std::filesystem::create_directories(dir);
|
||||
std::ofstream f(dir + "/last_world.cfg");
|
||||
if (f) {
|
||||
f << mapId << "\n" << mapName << "\n" << serverX << "\n" << serverY << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
Application::LastWorldInfo Application::loadLastWorldInfo() const {
|
||||
#ifdef _WIN32
|
||||
const char* base = std::getenv("APPDATA");
|
||||
std::string dir = base ? std::string(base) + "\\wowee" : ".";
|
||||
#else
|
||||
const char* home = std::getenv("HOME");
|
||||
std::string dir = home ? std::string(home) + "/.wowee" : ".";
|
||||
#endif
|
||||
LastWorldInfo info;
|
||||
std::ifstream f(dir + "/last_world.cfg");
|
||||
if (!f) return info;
|
||||
std::string line;
|
||||
if (std::getline(f, line)) info.mapId = static_cast<uint32_t>(std::stoul(line));
|
||||
if (std::getline(f, line)) info.mapName = line;
|
||||
if (std::getline(f, line)) info.x = std::stof(line);
|
||||
if (std::getline(f, line)) info.y = std::stof(line);
|
||||
info.valid = !info.mapName.empty();
|
||||
return info;
|
||||
}
|
||||
|
||||
} // namespace core
|
||||
} // namespace wowee
|
||||
|
|
|
|||
|
|
@ -541,7 +541,13 @@ void GameHandler::update(float deltaTime) {
|
|||
|
||||
// Update socket (processes incoming data and triggers callbacks)
|
||||
if (socket) {
|
||||
auto socketStart = std::chrono::steady_clock::now();
|
||||
socket->update();
|
||||
float socketMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - socketStart).count();
|
||||
if (socketMs > 3.0f) {
|
||||
LOG_WARNING("SLOW socket->update: ", socketMs, "ms");
|
||||
}
|
||||
}
|
||||
|
||||
// Detect server-side disconnect (socket closed during update)
|
||||
|
|
|
|||
|
|
@ -197,6 +197,29 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
|
|||
vkCreateDescriptorPool(device, &ci, nullptr, &boneDescPool_);
|
||||
}
|
||||
|
||||
// --- Material UBO ring buffers (one per frame slot) ---
|
||||
{
|
||||
VkPhysicalDeviceProperties props;
|
||||
vkGetPhysicalDeviceProperties(ctx->getPhysicalDevice(), &props);
|
||||
materialUboAlignment_ = static_cast<uint32_t>(props.limits.minUniformBufferOffsetAlignment);
|
||||
if (materialUboAlignment_ < 1) materialUboAlignment_ = 1;
|
||||
// Round up UBO size to alignment
|
||||
uint32_t alignedUboSize = (sizeof(CharMaterialUBO) + materialUboAlignment_ - 1) & ~(materialUboAlignment_ - 1);
|
||||
uint32_t ringSize = alignedUboSize * MATERIAL_RING_CAPACITY;
|
||||
for (int i = 0; i < 2; i++) {
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = ringSize;
|
||||
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
vmaCreateBuffer(ctx->getAllocator(), &bci, &aci,
|
||||
&materialRingBuffer_[i], &materialRingAlloc_[i], &allocInfo);
|
||||
materialRingMapped_[i] = allocInfo.pMappedData;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Pipeline layout ---
|
||||
// set 0 = perFrame, set 1 = material, set 2 = bones
|
||||
// Push constant: mat4 model = 64 bytes
|
||||
|
|
@ -352,14 +375,15 @@ void CharacterRenderer::shutdown() {
|
|||
|
||||
if (pipelineLayout_) { vkDestroyPipelineLayout(device, pipelineLayout_, nullptr); pipelineLayout_ = VK_NULL_HANDLE; }
|
||||
|
||||
// Release any deferred transient material UBOs.
|
||||
// Destroy material ring buffers
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (const auto& b : transientMaterialUbos_[i]) {
|
||||
if (b.first) {
|
||||
vmaDestroyBuffer(alloc, b.first, b.second);
|
||||
if (materialRingBuffer_[i]) {
|
||||
vmaDestroyBuffer(alloc, materialRingBuffer_[i], materialRingAlloc_[i]);
|
||||
materialRingBuffer_[i] = VK_NULL_HANDLE;
|
||||
materialRingAlloc_[i] = VK_NULL_HANDLE;
|
||||
materialRingMapped_[i] = nullptr;
|
||||
}
|
||||
}
|
||||
transientMaterialUbos_[i].clear();
|
||||
materialRingOffset_[i] = 0;
|
||||
}
|
||||
|
||||
// Destroy descriptor pools and layouts
|
||||
|
|
@ -391,7 +415,6 @@ void CharacterRenderer::clear() {
|
|||
|
||||
vkDeviceWaitIdle(vkCtx_->getDevice());
|
||||
VkDevice device = vkCtx_->getDevice();
|
||||
VmaAllocator alloc = vkCtx_->getAllocator();
|
||||
|
||||
// Destroy GPU resources for all models
|
||||
for (auto& pair : models) {
|
||||
|
|
@ -441,14 +464,9 @@ void CharacterRenderer::clear() {
|
|||
models.clear();
|
||||
instances.clear();
|
||||
|
||||
// Release deferred transient material UBOs
|
||||
// Reset material ring buffer offsets (buffers persist, just reset write position)
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (const auto& b : transientMaterialUbos_[i]) {
|
||||
if (b.first) {
|
||||
vmaDestroyBuffer(alloc, b.first, b.second);
|
||||
}
|
||||
}
|
||||
transientMaterialUbos_[i].clear();
|
||||
materialRingOffset_[i] = 0;
|
||||
}
|
||||
|
||||
// Reset descriptor pools (don't destroy — reuse for new allocations)
|
||||
|
|
@ -1454,8 +1472,14 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
|
|||
const float animUpdateRadius = static_cast<float>(envSizeOrDefault("WOWEE_CHAR_ANIM_RADIUS", 120));
|
||||
const float animUpdateRadiusSq = animUpdateRadius * animUpdateRadius;
|
||||
|
||||
// Single pass: fade-in, movement, and animation bone collection
|
||||
std::vector<std::reference_wrapper<CharacterInstance>> toUpdate;
|
||||
toUpdate.reserve(instances.size());
|
||||
|
||||
for (auto& pair : instances) {
|
||||
auto& inst = pair.second;
|
||||
|
||||
// Update fade-in opacity
|
||||
for (auto& [id, inst] : instances) {
|
||||
if (inst.fadeInDuration > 0.0f && inst.opacity < 1.0f) {
|
||||
inst.fadeInTime += deltaTime;
|
||||
inst.opacity = std::min(1.0f, inst.fadeInTime / inst.fadeInDuration);
|
||||
|
|
@ -1463,10 +1487,8 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
|
|||
inst.fadeInDuration = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Interpolate creature movement
|
||||
for (auto& [id, inst] : instances) {
|
||||
if (inst.isMoving) {
|
||||
inst.moveElapsed += deltaTime;
|
||||
float t = inst.moveElapsed / inst.moveDuration;
|
||||
|
|
@ -1475,23 +1497,14 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
|
|||
inst.isMoving = false;
|
||||
// Return to idle when movement completes
|
||||
if (inst.currentAnimationId == 4 || inst.currentAnimationId == 5) {
|
||||
playAnimation(id, 0, true);
|
||||
playAnimation(pair.first, 0, true);
|
||||
}
|
||||
} else {
|
||||
inst.position = glm::mix(inst.moveStart, inst.moveEnd, t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only update animations for nearby characters (performance optimization)
|
||||
// Collect instances that need bone recomputation, with distance-based throttling
|
||||
std::vector<std::reference_wrapper<CharacterInstance>> toUpdate;
|
||||
toUpdate.reserve(instances.size());
|
||||
|
||||
for (auto& pair : instances) {
|
||||
auto& inst = pair.second;
|
||||
|
||||
// Skip weapon instances — their transforms are set by parent bones
|
||||
// Skip weapon instances for animation — their transforms are set by parent bones
|
||||
if (inst.hasOverrideModelMatrix) continue;
|
||||
|
||||
float distSq = glm::distance2(inst.position, cameraPos);
|
||||
|
|
@ -1533,7 +1546,7 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
|
|||
// Thread bone matrix computation in chunks
|
||||
if (updatedCount >= 8 && numAnimThreads_ > 1) {
|
||||
static const size_t minAnimWorkPerThread = std::max<size_t>(
|
||||
16, envSizeOrDefault("WOWEE_CHAR_ANIM_WORK_PER_THREAD", 64));
|
||||
8, envSizeOrDefault("WOWEE_CHAR_ANIM_WORK_PER_THREAD", 16));
|
||||
const size_t maxUsefulThreads = std::max<size_t>(
|
||||
1, (updatedCount + minAnimWorkPerThread - 1) / minAnimWorkPerThread);
|
||||
const size_t numThreads = std::min(static_cast<size_t>(numAnimThreads_), maxUsefulThreads);
|
||||
|
|
@ -1728,8 +1741,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
|
|||
size_t numBones = model.bones.size();
|
||||
instance.boneMatrices.resize(numBones);
|
||||
|
||||
static bool dumpedOnce = false;
|
||||
|
||||
for (size_t i = 0; i < numBones; i++) {
|
||||
const auto& bone = model.bones[i];
|
||||
|
||||
|
|
@ -1737,19 +1748,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
|
|||
// At rest this is identity, so no separate bind pose is needed
|
||||
glm::mat4 localTransform = getBoneTransform(bone, instance.animationTime, instance.currentSequenceIndex);
|
||||
|
||||
// Debug: dump first frame bone data
|
||||
if (!dumpedOnce && i < 5) {
|
||||
glm::vec3 t = interpolateVec3(bone.translation, instance.currentSequenceIndex, instance.animationTime, glm::vec3(0.0f));
|
||||
glm::quat r = interpolateQuat(bone.rotation, instance.currentSequenceIndex, instance.animationTime);
|
||||
glm::vec3 s = interpolateVec3(bone.scale, instance.currentSequenceIndex, instance.animationTime, glm::vec3(1.0f));
|
||||
core::Logger::getInstance().info("Bone ", i, " parent=", bone.parentBone,
|
||||
" pivot=(", bone.pivot.x, ",", bone.pivot.y, ",", bone.pivot.z, ")",
|
||||
" t=(", t.x, ",", t.y, ",", t.z, ")",
|
||||
" r=(", r.w, ",", r.x, ",", r.y, ",", r.z, ")",
|
||||
" s=(", s.x, ",", s.y, ",", s.z, ")",
|
||||
" seqIdx=", instance.currentSequenceIndex);
|
||||
}
|
||||
|
||||
// Compose with parent
|
||||
if (bone.parentBone >= 0 && static_cast<size_t>(bone.parentBone) < numBones) {
|
||||
instance.boneMatrices[i] = instance.boneMatrices[bone.parentBone] * localTransform;
|
||||
|
|
@ -1757,12 +1755,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
|
|||
instance.boneMatrices[i] = localTransform;
|
||||
}
|
||||
}
|
||||
if (!dumpedOnce) {
|
||||
dumpedOnce = true;
|
||||
// Dump final matrix for bone 0
|
||||
auto& m = instance.boneMatrices[0];
|
||||
core::Logger::getInstance().info("Bone 0 final matrix row0=(", m[0][0], ",", m[1][0], ",", m[2][0], ",", m[3][0], ")");
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, float time, int sequenceIndex) {
|
||||
|
|
@ -1797,22 +1789,19 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
uint32_t frameIndex = vkCtx_->getCurrentFrame();
|
||||
uint32_t frameSlot = frameIndex % 2u;
|
||||
|
||||
// Reset transient material allocations once per frame slot.
|
||||
// beginFrame() waits on this slot's fence before recording.
|
||||
// Reset material ring buffer and descriptor pool once per frame slot.
|
||||
if (lastMaterialPoolResetFrame_ != frameIndex) {
|
||||
VmaAllocator alloc = vkCtx_->getAllocator();
|
||||
for (const auto& b : transientMaterialUbos_[frameSlot]) {
|
||||
if (b.first) {
|
||||
vmaDestroyBuffer(alloc, b.first, b.second);
|
||||
}
|
||||
}
|
||||
transientMaterialUbos_[frameSlot].clear();
|
||||
materialRingOffset_[frameSlot] = 0;
|
||||
if (materialDescPools_[frameSlot]) {
|
||||
vkResetDescriptorPool(vkCtx_->getDevice(), materialDescPools_[frameSlot], 0);
|
||||
}
|
||||
lastMaterialPoolResetFrame_ = frameIndex;
|
||||
}
|
||||
|
||||
// Pre-compute aligned UBO stride for ring buffer sub-allocation
|
||||
const uint32_t uboStride = (sizeof(CharMaterialUBO) + materialUboAlignment_ - 1) & ~(materialUboAlignment_ - 1);
|
||||
const uint32_t ringCapacityBytes = uboStride * MATERIAL_RING_CAPACITY;
|
||||
|
||||
// Bind per-frame descriptor set (set 0) -- shared across all draws
|
||||
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipelineLayout_, 0, 1, &perFrameSet, 0, nullptr);
|
||||
|
|
@ -2182,27 +2171,18 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
matData.heightMapVariance = batchHeightVariance;
|
||||
matData.normalMapStrength = normalMapStrength_;
|
||||
|
||||
// Create a small UBO for this batch's material
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = sizeof(CharMaterialUBO);
|
||||
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
::VkBuffer matUBO = VK_NULL_HANDLE;
|
||||
VmaAllocation matUBOAlloc = VK_NULL_HANDLE;
|
||||
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci, &matUBO, &matUBOAlloc, &allocInfo);
|
||||
if (allocInfo.pMappedData) {
|
||||
memcpy(allocInfo.pMappedData, &matData, sizeof(CharMaterialUBO));
|
||||
}
|
||||
// Sub-allocate material UBO from ring buffer
|
||||
uint32_t matOffset = materialRingOffset_[frameSlot];
|
||||
if (matOffset + uboStride > ringCapacityBytes) continue; // ring exhausted
|
||||
memcpy(static_cast<char*>(materialRingMapped_[frameSlot]) + matOffset, &matData, sizeof(CharMaterialUBO));
|
||||
materialRingOffset_[frameSlot] = matOffset + uboStride;
|
||||
|
||||
// Write descriptor set: binding 0 = texture, binding 1 = material UBO, binding 2 = normal/height map
|
||||
VkTexture* bindTex = (texPtr && texPtr->isValid()) ? texPtr : whiteTexture_.get();
|
||||
VkDescriptorImageInfo imgInfo = bindTex->descriptorInfo();
|
||||
VkDescriptorBufferInfo bufInfo{};
|
||||
bufInfo.buffer = matUBO;
|
||||
bufInfo.offset = 0;
|
||||
bufInfo.buffer = materialRingBuffer_[frameSlot];
|
||||
bufInfo.offset = matOffset;
|
||||
bufInfo.range = sizeof(CharMaterialUBO);
|
||||
VkDescriptorImageInfo nhImgInfo = normalMap->descriptorInfo();
|
||||
|
||||
|
|
@ -2235,8 +2215,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
|
||||
|
||||
vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0);
|
||||
|
||||
transientMaterialUbos_[frameSlot].emplace_back(matUBO, matUBOAlloc);
|
||||
}
|
||||
} else {
|
||||
// Draw entire model with first texture
|
||||
|
|
@ -2277,24 +2255,16 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
matData.heightMapVariance = 0.0f;
|
||||
matData.normalMapStrength = normalMapStrength_;
|
||||
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = sizeof(CharMaterialUBO);
|
||||
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
::VkBuffer matUBO = VK_NULL_HANDLE;
|
||||
VmaAllocation matUBOAlloc = VK_NULL_HANDLE;
|
||||
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci, &matUBO, &matUBOAlloc, &allocInfo);
|
||||
if (allocInfo.pMappedData) {
|
||||
memcpy(allocInfo.pMappedData, &matData, sizeof(CharMaterialUBO));
|
||||
}
|
||||
// Sub-allocate material UBO from ring buffer
|
||||
uint32_t matOffset2 = materialRingOffset_[frameSlot];
|
||||
if (matOffset2 + uboStride > ringCapacityBytes) continue; // ring exhausted
|
||||
memcpy(static_cast<char*>(materialRingMapped_[frameSlot]) + matOffset2, &matData, sizeof(CharMaterialUBO));
|
||||
materialRingOffset_[frameSlot] = matOffset2 + uboStride;
|
||||
|
||||
VkDescriptorImageInfo imgInfo = texPtr->descriptorInfo();
|
||||
VkDescriptorBufferInfo bufInfo{};
|
||||
bufInfo.buffer = matUBO;
|
||||
bufInfo.offset = 0;
|
||||
bufInfo.buffer = materialRingBuffer_[frameSlot];
|
||||
bufInfo.offset = matOffset2;
|
||||
bufInfo.range = sizeof(CharMaterialUBO);
|
||||
VkDescriptorImageInfo nhImgInfo2 = flatNormalTexture_->descriptorInfo();
|
||||
|
||||
|
|
@ -2326,8 +2296,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
|
||||
|
||||
vkCmdDrawIndexed(cmd, gpuModel.indexCount, 1, 0, 0, 0);
|
||||
|
||||
transientMaterialUbos_[frameSlot].emplace_back(matUBO, matUBOAlloc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2527,7 +2527,13 @@ void Renderer::update(float deltaTime) {
|
|||
|
||||
// Update terrain streaming
|
||||
if (terrainManager && camera) {
|
||||
auto terrStart = std::chrono::steady_clock::now();
|
||||
terrainManager->update(*camera, deltaTime);
|
||||
float terrMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - terrStart).count();
|
||||
if (terrMs > 5.0f) {
|
||||
LOG_WARNING("SLOW terrainManager->update: ", terrMs, "ms");
|
||||
}
|
||||
}
|
||||
|
||||
// Update sky system (skybox time, star twinkle, clouds, celestial moon phases)
|
||||
|
|
@ -2579,7 +2585,14 @@ void Renderer::update(float deltaTime) {
|
|||
|
||||
// Update character animations
|
||||
if (characterRenderer && camera) {
|
||||
auto charAnimStart = std::chrono::steady_clock::now();
|
||||
characterRenderer->update(deltaTime, camera->getPosition());
|
||||
float charAnimMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - charAnimStart).count();
|
||||
if (charAnimMs > 5.0f) {
|
||||
LOG_WARNING("SLOW characterRenderer->update: ", charAnimMs, "ms (",
|
||||
characterRenderer->getInstanceCount(), " instances)");
|
||||
}
|
||||
}
|
||||
|
||||
// Update AudioEngine (cleanup finished sounds, etc.)
|
||||
|
|
|
|||
|
|
@ -1082,7 +1082,7 @@ void TerrainManager::workerLoop() {
|
|||
void TerrainManager::processReadyTiles() {
|
||||
// Process tiles with time budget to avoid frame spikes
|
||||
// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
|
||||
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f;
|
||||
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 3.0f;
|
||||
auto startTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Move newly ready tiles into the finalizing deque.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue