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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-25 08:30:13 +00:00
Fix GPU resource leaks and re-entrant world loading for instance transitions
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes. Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init, add WOWEE_SKIP_* env vars for render isolation debugging.
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parent
19652ae521
commit
48eb0b70a3
9 changed files with 255 additions and 47 deletions
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@ -383,6 +383,85 @@ void CharacterRenderer::shutdown() {
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vkCtx_ = nullptr;
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}
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void CharacterRenderer::clear() {
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if (!vkCtx_) return;
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LOG_INFO("CharacterRenderer::clear instances=", instances.size(),
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" models=", models.size());
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vkDeviceWaitIdle(vkCtx_->getDevice());
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VkDevice device = vkCtx_->getDevice();
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VmaAllocator alloc = vkCtx_->getAllocator();
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// Destroy GPU resources for all models
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for (auto& pair : models) {
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destroyModelGPU(pair.second);
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}
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// Destroy bone buffers for all instances
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for (auto& pair : instances) {
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destroyInstanceBones(pair.second);
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}
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// Clear texture cache (VkTexture unique_ptrs auto-destroy)
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textureCache.clear();
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textureHasAlphaByPtr_.clear();
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textureColorKeyBlackByPtr_.clear();
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textureCacheBytes_ = 0;
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textureCacheCounter_ = 0;
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loggedTextureLoadFails_.clear();
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// Clear composite and failed caches
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compositeCache_.clear();
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failedTextureCache_.clear();
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// Recreate default textures (needed by loadModel/loadTexture fallbacks)
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whiteTexture_.reset();
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transparentTexture_.reset();
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flatNormalTexture_.reset();
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{
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uint8_t white[] = {255, 255, 255, 255};
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whiteTexture_ = std::make_unique<VkTexture>();
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whiteTexture_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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whiteTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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{
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uint8_t transparent[] = {0, 0, 0, 0};
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transparentTexture_ = std::make_unique<VkTexture>();
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transparentTexture_->upload(*vkCtx_, transparent, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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transparentTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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{
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uint8_t flatNormal[] = {128, 128, 255, 128};
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flatNormalTexture_ = std::make_unique<VkTexture>();
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flatNormalTexture_->upload(*vkCtx_, flatNormal, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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flatNormalTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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models.clear();
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instances.clear();
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// Release deferred transient material UBOs
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for (int i = 0; i < 2; i++) {
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for (const auto& b : transientMaterialUbos_[i]) {
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if (b.first) {
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vmaDestroyBuffer(alloc, b.first, b.second);
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}
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}
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transientMaterialUbos_[i].clear();
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}
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// Reset descriptor pools (don't destroy — reuse for new allocations)
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for (int i = 0; i < 2; i++) {
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if (materialDescPools_[i]) {
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vkResetDescriptorPool(device, materialDescPools_[i], 0);
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}
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}
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if (boneDescPool_) {
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vkResetDescriptorPool(device, boneDescPool_, 0);
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}
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}
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void CharacterRenderer::destroyModelGPU(M2ModelGPU& gpuModel) {
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if (!vkCtx_) return;
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VmaAllocator alloc = vkCtx_->getAllocator();
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@ -3254,6 +3254,35 @@ void M2Renderer::clear() {
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for (auto& inst : instances) {
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destroyInstanceBones(inst);
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}
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// Reset descriptor pools so new allocations succeed after reload.
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// destroyModelGPU/destroyInstanceBones don't free individual sets,
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// so the pools fill up across map changes without this reset.
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VkDevice device = vkCtx_->getDevice();
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if (materialDescPool_) {
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vkResetDescriptorPool(device, materialDescPool_, 0);
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// Re-allocate the glow texture descriptor set (pre-allocated during init,
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// invalidated by pool reset).
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if (glowTexture_ && particleTexLayout_) {
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VkDescriptorSetAllocateInfo ai{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
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ai.descriptorPool = materialDescPool_;
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ai.descriptorSetCount = 1;
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ai.pSetLayouts = &particleTexLayout_;
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glowTexDescSet_ = VK_NULL_HANDLE;
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if (vkAllocateDescriptorSets(device, &ai, &glowTexDescSet_) == VK_SUCCESS) {
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VkDescriptorImageInfo imgInfo = glowTexture_->descriptorInfo();
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VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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write.dstSet = glowTexDescSet_;
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write.dstBinding = 0;
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write.descriptorCount = 1;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.pImageInfo = &imgInfo;
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vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
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}
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}
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}
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if (boneDescPool_) {
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vkResetDescriptorPool(device, boneDescPool_, 0);
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}
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}
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models.clear();
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instances.clear();
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@ -3165,6 +3165,10 @@ void Renderer::renderOverlay(const glm::vec4& color) {
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void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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(void)world;
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// GPU crash diagnostic: skip ALL world rendering to isolate crash source
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static const bool skipAll = (std::getenv("WOWEE_SKIP_ALL_RENDER") != nullptr);
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if (skipAll) return;
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auto renderStart = std::chrono::steady_clock::now();
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lastTerrainRenderMs = 0.0;
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lastWMORenderMs = 0.0;
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@ -3208,6 +3212,11 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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skySystem->render(currentCmd, perFrameSet, *camera, skyParams);
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}
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// GPU crash diagnostic: skip individual renderers to isolate which one faults
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static const bool skipWMO = (std::getenv("WOWEE_SKIP_WMO") != nullptr);
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static const bool skipChars = (std::getenv("WOWEE_SKIP_CHARS") != nullptr);
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static const bool skipM2 = (std::getenv("WOWEE_SKIP_M2") != nullptr);
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// Terrain (opaque pass)
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if (terrainRenderer && camera && terrainEnabled) {
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auto terrainStart = std::chrono::steady_clock::now();
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@ -3217,7 +3226,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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}
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// WMO buildings (opaque, drawn before characters so selection circle sits on top)
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if (wmoRenderer && camera) {
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if (wmoRenderer && camera && !skipWMO) {
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auto wmoStart = std::chrono::steady_clock::now();
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wmoRenderer->render(currentCmd, perFrameSet, *camera);
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lastWMORenderMs = std::chrono::duration<double, std::milli>(
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@ -3228,12 +3237,12 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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renderSelectionCircle(view, projection);
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// Characters (after selection circle so units draw over the ring)
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if (characterRenderer && camera) {
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if (characterRenderer && camera && !skipChars) {
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characterRenderer->render(currentCmd, perFrameSet, *camera);
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}
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// M2 doodads, creatures, glow sprites, particles
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if (m2Renderer && camera) {
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if (m2Renderer && camera && !skipM2) {
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if (cameraController) {
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m2Renderer->setInsideInterior(cameraController->isInsideWMO());
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m2Renderer->setOnTaxi(cameraController->isOnTaxi());
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@ -3393,21 +3402,21 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
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if (!wmoRenderer) {
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wmoRenderer = std::make_unique<WMORenderer>();
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wmoRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
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if (shadowRenderPass != VK_NULL_HANDLE) {
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wmoRenderer->initializeShadow(shadowRenderPass);
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}
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}
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// Initialize shadow pipelines (Phase 7/8)
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if (wmoRenderer && shadowRenderPass != VK_NULL_HANDLE) {
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wmoRenderer->initializeShadow(shadowRenderPass);
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}
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if (m2Renderer && shadowRenderPass != VK_NULL_HANDLE) {
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// Initialize shadow pipelines for M2 if not yet done
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if (m2Renderer && shadowRenderPass != VK_NULL_HANDLE && !m2Renderer->hasShadowPipeline()) {
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m2Renderer->initializeShadow(shadowRenderPass);
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}
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if (!characterRenderer) {
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characterRenderer = std::make_unique<CharacterRenderer>();
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characterRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
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}
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if (characterRenderer && shadowRenderPass != VK_NULL_HANDLE) {
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characterRenderer->initializeShadow(shadowRenderPass);
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if (shadowRenderPass != VK_NULL_HANDLE) {
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characterRenderer->initializeShadow(shadowRenderPass);
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}
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}
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// Create and initialize terrain manager
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@ -3862,6 +3871,8 @@ void Renderer::renderReflectionPass() {
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}
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void Renderer::renderShadowPass() {
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static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr);
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if (skipShadows) return;
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if (!shadowsEnabled || shadowDepthImage == VK_NULL_HANDLE) return;
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if (currentCmd == VK_NULL_HANDLE) return;
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@ -557,7 +557,9 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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}
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// --- Bubble spawning ---
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bool underwater = camWaterH && camPos.z < *camWaterH;
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// Require swimming state to prevent spurious bubbles on login/teleport
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// when camera may briefly appear below a water surface before grounding.
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bool underwater = swimming && camWaterH && camPos.z < *camWaterH;
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if (underwater) {
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float bubbleRate = 20.0f;
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bubbleSpawnAccum += bubbleRate * deltaTime;
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@ -1059,6 +1059,11 @@ void WMORenderer::clearAll() {
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if (entry.texture) entry.texture->destroy(device, allocator);
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if (entry.normalHeightMap) entry.normalHeightMap->destroy(device, allocator);
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}
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// Reset descriptor pool so new allocations succeed after reload
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if (materialDescPool_) {
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vkResetDescriptorPool(device, materialDescPool_, 0);
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}
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}
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loadedModels.clear();
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