mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-25 00:20:16 +00:00
Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight - Fix WMO interiors too dark by boosting vertex color lighting multiplier - Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection - Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55 - Restore 5-sample cardinal footprint for ground detection to fix rug slipping - Fix /unstuck command to reset player Z to WMO/terrain floor height - Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports - Fix spawning under Stormwind with online-mode camera controller reset
This commit is contained in:
parent
c5a1fe927b
commit
3c2a728ec4
15 changed files with 691 additions and 108 deletions
|
|
@ -109,9 +109,12 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
|
|||
texColor = texture(uTexture, TexCoord);
|
||||
// Alpha test only for cutout materials (lattice, grating, etc.)
|
||||
if (uAlphaTest && texColor.a < 0.5) discard;
|
||||
// Multiply vertex color (MOCV baked lighting/AO) into texture
|
||||
texColor.rgb *= VertexColor.rgb;
|
||||
alpha = texColor.a;
|
||||
// Exterior: multiply vertex color (MOCV baked AO) into texture
|
||||
// Interior: keep texture clean — vertex color is used as light below
|
||||
if (!uIsInterior) {
|
||||
texColor.rgb *= VertexColor.rgb;
|
||||
}
|
||||
} else {
|
||||
// MOCV vertex color alpha is a lighting blend factor, not transparency
|
||||
texColor = vec4(VertexColor.rgb, 1.0);
|
||||
|
|
@ -130,56 +133,56 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
|
|||
vec3 normal = normalize(Normal);
|
||||
vec3 lightDir = normalize(uLightDir);
|
||||
|
||||
// Interior vs exterior lighting
|
||||
vec3 ambient;
|
||||
float dirScale;
|
||||
vec3 litColor;
|
||||
if (uIsInterior) {
|
||||
ambient = vec3(0.7, 0.7, 0.7);
|
||||
dirScale = 0.3;
|
||||
// Interior: MOCV vertex colors are baked lighting.
|
||||
// Use them directly as the light multiplier on the texture.
|
||||
vec3 vertLight = VertexColor.rgb * 2.2 + 0.3;
|
||||
// Subtle directional fill so geometry reads
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vertLight += diff * 0.10;
|
||||
litColor = texColor.rgb * vertLight;
|
||||
} else {
|
||||
ambient = uAmbientColor;
|
||||
dirScale = 1.0;
|
||||
}
|
||||
// Exterior: standard diffuse + specular lighting
|
||||
vec3 ambient = uAmbientColor;
|
||||
|
||||
// Diffuse lighting
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 diffuse = diff * vec3(1.0) * dirScale;
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 diffuse = diff * vec3(1.0);
|
||||
|
||||
// Blinn-Phong specular
|
||||
vec3 viewDir = normalize(uViewPos - FragPos);
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
|
||||
vec3 specular = spec * uLightColor * uSpecularIntensity * dirScale;
|
||||
vec3 viewDir = normalize(uViewPos - FragPos);
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
|
||||
vec3 specular = spec * uLightColor * uSpecularIntensity;
|
||||
|
||||
// Shadow mapping
|
||||
float shadow = 1.0;
|
||||
if (uShadowEnabled) {
|
||||
vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
|
||||
vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
|
||||
if (proj.z <= 1.0 && proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0) {
|
||||
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
|
||||
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
|
||||
float bias = max(0.005 * (1.0 - dot(normal, lightDir)), 0.001);
|
||||
shadow = 0.0;
|
||||
vec2 texelSize = vec2(1.0 / 2048.0);
|
||||
for (int sx = -1; sx <= 1; sx++) {
|
||||
for (int sy = -1; sy <= 1; sy++) {
|
||||
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
|
||||
// Shadow mapping
|
||||
float shadow = 1.0;
|
||||
if (uShadowEnabled) {
|
||||
vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
|
||||
vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
|
||||
if (proj.z <= 1.0 && proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0) {
|
||||
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
|
||||
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
|
||||
float bias = max(0.005 * (1.0 - dot(normal, lightDir)), 0.001);
|
||||
shadow = 0.0;
|
||||
vec2 texelSize = vec2(1.0 / 2048.0);
|
||||
for (int sx = -1; sx <= 1; sx++) {
|
||||
for (int sy = -1; sy <= 1; sy++) {
|
||||
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
shadow = mix(1.0, shadow, coverageFade);
|
||||
}
|
||||
shadow /= 9.0;
|
||||
shadow = mix(1.0, shadow, coverageFade);
|
||||
}
|
||||
}
|
||||
shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
|
||||
shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
|
||||
|
||||
// Combine lighting with texture
|
||||
vec3 result = (ambient + (diffuse + specular) * shadow) * texColor.rgb;
|
||||
litColor = (ambient + (diffuse + specular) * shadow) * texColor.rgb;
|
||||
}
|
||||
|
||||
// Fog
|
||||
float fogDist = length(uViewPos - FragPos);
|
||||
float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0);
|
||||
result = mix(uFogColor, result, fogFactor);
|
||||
vec3 result = mix(uFogColor, litColor, fogFactor);
|
||||
|
||||
FragColor = vec4(result, alpha);
|
||||
}
|
||||
|
|
@ -1833,8 +1836,9 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
if (normalLen < 0.001f) continue;
|
||||
normal /= normalLen;
|
||||
|
||||
// Skip near-horizontal triangles (floors/ceilings).
|
||||
if (std::abs(normal.z) > 0.85f) continue;
|
||||
// Skip near-horizontal triangles (floors/ceilings/ramps).
|
||||
// Anything more horizontal than ~55° from vertical is walkable.
|
||||
if (std::abs(normal.z) > 0.55f) continue;
|
||||
|
||||
// Get triangle Z range
|
||||
float triMinZ = std::min({v0.z, v1.z, v2.z});
|
||||
|
|
@ -1852,9 +1856,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
// Skip low geometry that can be stepped over
|
||||
if (triMaxZ <= localFeetZ + MAX_STEP_HEIGHT) continue;
|
||||
|
||||
// Skip ramp surfaces (facing mostly upward) that are very low
|
||||
if (normal.z > 0.60f && triMaxZ <= localFeetZ + 0.8f) continue;
|
||||
|
||||
// Skip very short vertical surfaces (stair risers)
|
||||
if (triHeight < 0.6f && triMaxZ <= localFeetZ + 0.8f) continue;
|
||||
|
||||
|
|
@ -1960,6 +1961,51 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
|
|||
return false;
|
||||
}
|
||||
|
||||
bool WMORenderer::isInsideInteriorWMO(float glX, float glY, float glZ) const {
|
||||
glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f);
|
||||
glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
continue;
|
||||
}
|
||||
if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
|
||||
glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
|
||||
glZ < instance.worldBoundsMin.z || glZ > instance.worldBoundsMax.z) {
|
||||
continue;
|
||||
}
|
||||
auto it = loadedModels.find(instance.modelId);
|
||||
if (it == loadedModels.end()) continue;
|
||||
const ModelData& model = it->second;
|
||||
|
||||
bool anyGroupContains = false;
|
||||
for (size_t gi = 0; gi < model.groups.size() && gi < instance.worldGroupBounds.size(); ++gi) {
|
||||
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
|
||||
if (glX >= gMin.x && glX <= gMax.x &&
|
||||
glY >= gMin.y && glY <= gMax.y &&
|
||||
glZ >= gMin.z && glZ <= gMax.z) {
|
||||
anyGroupContains = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!anyGroupContains) continue;
|
||||
|
||||
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
|
||||
for (const auto& group : model.groups) {
|
||||
if (!(group.groupFlags & 0x2000)) continue; // Skip exterior groups
|
||||
if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x &&
|
||||
localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y &&
|
||||
localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
|
||||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||||
float closestHit = maxDistance;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue