feat: implement M2 ribbon emitter rendering for spell trail effects

Parse M2RibbonEmitter data (WotLK format) from M2 files — bone index,
position, color/alpha/height tracks, edgesPerSecond, edgeLifetime,
gravity. Add CPU-side trail simulation per instance (edge birth at bone
world position, lifetime expiry, gravity droop). New m2_ribbon.vert/frag
shaders render a triangle-strip quad per emitter using the existing
particleTexLayout_ descriptor set. Supports both alpha-blend and additive
pipeline variants based on material blend mode. Fixes invisible spell
trail effects (~5-10%% of spell visuals) that were silently skipped.
This commit is contained in:
Kelsi 2026-03-13 01:17:30 -07:00
parent 022d387d95
commit 1108aa9ae6
9 changed files with 604 additions and 1 deletions

View file

@ -5159,6 +5159,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
m2Renderer->render(cmd, perFrameSet, *camera);
m2Renderer->renderSmokeParticles(cmd, perFrameSet);
m2Renderer->renderM2Particles(cmd, perFrameSet);
m2Renderer->renderM2Ribbons(cmd, perFrameSet);
vkEndCommandBuffer(cmd);
return std::chrono::duration<double, std::milli>(
std::chrono::steady_clock::now() - t0).count();
@ -5344,6 +5345,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
m2Renderer->render(currentCmd, perFrameSet, *camera);
m2Renderer->renderSmokeParticles(currentCmd, perFrameSet);
m2Renderer->renderM2Particles(currentCmd, perFrameSet);
m2Renderer->renderM2Ribbons(currentCmd, perFrameSet);
lastM2RenderMs = std::chrono::duration<double, std::milli>(
std::chrono::steady_clock::now() - m2Start).count();
}