From 3f7da35fb8eda0fa3c4a546f432ff8215c7ed2fb Mon Sep 17 00:00:00 2001 From: Kelsi Date: Mon, 9 Feb 2026 18:08:40 -0800 Subject: [PATCH] Add WMO diagnostic logging and increase ambient light Added detailed logging for WMO vertex data to diagnose pitch black areas: - Log MOCV (vertex colors) chunk presence and first color value - Log MONR (normals) chunk presence and first normal vector - Log WMO group flags to identify interior vs exterior groups Increased WMO ambient light from (0.4, 0.4, 0.5) to (0.55, 0.55, 0.6) to make shadowed/dark areas more visible. This addresses pitch black areas in Stormwind and other locations where diffuse lighting may be insufficient. The diagnostic output will help identify if black areas are caused by: - Missing or incorrect vertex color data (MOCV) - Missing or incorrect normal data (MONR) - Groups incorrectly flagged as interior (0x2000 flag) --- src/pipeline/wmo_loader.cpp | 13 +++++++++++++ src/rendering/wmo_renderer.cpp | 2 +- 2 files changed, 14 insertions(+), 1 deletion(-) diff --git a/src/pipeline/wmo_loader.cpp b/src/pipeline/wmo_loader.cpp index 8e5acb8b..7c1453d3 100644 --- a/src/pipeline/wmo_loader.cpp +++ b/src/pipeline/wmo_loader.cpp @@ -428,6 +428,9 @@ bool WMOLoader::loadGroup(const std::vector& groupData, // Read MOGP header uint32_t mogpOffset = offset; group.flags = read(groupData, mogpOffset); + bool isInterior = (group.flags & 0x2000) != 0; + core::Logger::getInstance().info(" Group flags: 0x", std::hex, group.flags, std::dec, + (isInterior ? " (INTERIOR)" : " (exterior)")); group.boundingBoxMin.x = read(groupData, mogpOffset); group.boundingBoxMin.y = read(groupData, mogpOffset); group.boundingBoxMin.z = read(groupData, mogpOffset); @@ -490,11 +493,16 @@ bool WMOLoader::loadGroup(const std::vector& groupData, } else if (subChunkId == 0x4D4F4E52) { // MONR - Normals uint32_t normalCount = subChunkSize / 12; + core::Logger::getInstance().info(" MONR: ", normalCount, " normals for ", group.vertices.size(), " vertices"); for (uint32_t i = 0; i < normalCount && i < group.vertices.size(); i++) { group.vertices[i].normal.x = read(groupData, mogpOffset); group.vertices[i].normal.y = read(groupData, mogpOffset); group.vertices[i].normal.z = read(groupData, mogpOffset); } + if (normalCount > 0 && !group.vertices.empty()) { + const auto& n = group.vertices[0].normal; + core::Logger::getInstance().debug(" First normal: (", n.x, ", ", n.y, ", ", n.z, ")"); + } } else if (subChunkId == 0x4D4F5456) { // MOTV - Texture coords // Update texture coords for existing vertices @@ -511,6 +519,7 @@ bool WMOLoader::loadGroup(const std::vector& groupData, else if (subChunkId == 0x4D4F4356) { // MOCV - Vertex colors // Update vertex colors uint32_t colorCount = subChunkSize / 4; + core::Logger::getInstance().info(" MOCV: ", colorCount, " vertex colors for ", group.vertices.size(), " vertices"); for (uint32_t i = 0; i < colorCount && i < group.vertices.size(); i++) { uint8_t b = read(groupData, mogpOffset); uint8_t g = read(groupData, mogpOffset); @@ -518,6 +527,10 @@ bool WMOLoader::loadGroup(const std::vector& groupData, uint8_t a = read(groupData, mogpOffset); group.vertices[i].color = glm::vec4(r/255.0f, g/255.0f, b/255.0f, a/255.0f); } + if (colorCount > 0 && !group.vertices.empty()) { + const auto& c = group.vertices[0].color; + core::Logger::getInstance().debug(" First color: (", c.r, ", ", c.g, ", ", c.b, ", ", c.a, ")"); + } } else if (subChunkId == 0x4D4F4241) { // MOBA - Batches // SMOBatch structure (24 bytes): diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index a2331197..cba38be7 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -803,7 +803,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm: shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f)); shader->setUniform("uSpecularIntensity", 0.5f); - shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f)); + shader->setUniform("uAmbientColor", glm::vec3(0.55f, 0.55f, 0.6f)); shader->setUniform("uFogColor", fogColor); shader->setUniform("uFogStart", fogStart); shader->setUniform("uFogEnd", fogEnd);