Performance optimizations and collision improvements

Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload

Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")

Misc:
- Rename window title to "Wowee"
This commit is contained in:
Kelsi 2026-02-02 23:03:45 -08:00
parent 0c85fcd444
commit 4287878a73
16 changed files with 258 additions and 32 deletions

View file

@ -14,7 +14,8 @@ uniform mat4 uProjection;
void main() {
FragPos = vec3(uModel * vec4(aPosition, 1.0));
Normal = mat3(transpose(inverse(uModel))) * aNormal;
// Use mat3(uModel) directly - avoids expensive inverse() per vertex
Normal = mat3(uModel) * aNormal;
TexCoord = aTexCoord;
gl_Position = uProjection * uView * vec4(FragPos, 1.0);

View file

@ -18,8 +18,8 @@ void main() {
vec4 worldPos = uModel * vec4(aPosition, 1.0);
FragPos = worldPos.xyz;
// Transform normal to world space
Normal = mat3(transpose(inverse(uModel))) * aNormal;
// Terrain uses identity model matrix, so normal passes through directly
Normal = aNormal;
TexCoord = aTexCoord;
LayerUV = aLayerUV;