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https://github.com/Kelsidavis/WoWee.git
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Add spellbook, fix WMO floor clipping, and polish UI/visuals
- Add spellbook screen (P key) with Spell.dbc name lookup and action bar assignment - Default Attack and Hearthstone spells available in single player - Fix WMO floor clipping (gryphon roost) by tightening ceiling rejection threshold - Darken ocean water, increase wave motion and opacity - Add M2 model distance fade-in to prevent pop-in - Reposition chat window, add slash/enter key focus - Remove debug key commands (keep only F1 perf HUD, N minimap) - Performance: return chat history by const ref, use deque for O(1) pop_front
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17 changed files with 486 additions and 431 deletions
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@ -72,10 +72,12 @@ float getEffectiveCollisionTopLocal(const M2ModelGPU& model,
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float h = localMax.z - localMin.z;
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if (model.collisionSteppedFountain) {
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if (r > 0.88f) return localMin.z + h * 0.20f; // outer lip
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if (r > 0.62f) return localMin.z + h * 0.42f; // mid step
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if (r > 0.36f) return localMin.z + h * 0.66f; // inner step
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return localMin.z + h * 0.90f; // center/top approach
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if (r > 0.85f) return localMin.z + h * 0.18f; // outer lip
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if (r > 0.65f) return localMin.z + h * 0.36f; // mid step
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if (r > 0.45f) return localMin.z + h * 0.54f; // inner step
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if (r > 0.28f) return localMin.z + h * 0.70f; // center platform / statue base
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if (r > 0.14f) return localMin.z + h * 0.84f; // statue body / sword
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return localMin.z + h * 0.96f; // statue head / top
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}
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// Low square curb/planter profile:
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@ -239,6 +241,7 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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uniform sampler2D uTexture;
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uniform bool uHasTexture;
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uniform bool uAlphaTest;
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uniform float uFadeAlpha;
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out vec4 FragColor;
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@ -255,6 +258,12 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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discard;
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}
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// Distance fade - discard nearly invisible fragments
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float finalAlpha = texColor.a * uFadeAlpha;
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if (finalAlpha < 0.02) {
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discard;
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}
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vec3 normal = normalize(Normal);
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vec3 lightDir = normalize(uLightDir);
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@ -265,7 +274,7 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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vec3 diffuse = diff * texColor.rgb;
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vec3 result = ambient + diffuse;
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FragColor = vec4(result, texColor.a);
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FragColor = vec4(result, finalAlpha);
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}
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)";
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@ -364,7 +373,13 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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bool isPlanter = (lowerName.find("planter") != std::string::npos);
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gpuModel.collisionPlanter = isPlanter;
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bool statueName =
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(lowerName.find("statue") != std::string::npos) ||
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(lowerName.find("monument") != std::string::npos) ||
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(lowerName.find("sculpture") != std::string::npos);
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gpuModel.collisionStatue = statueName;
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bool smallSolidPropName =
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statueName ||
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(lowerName.find("crate") != std::string::npos) ||
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(lowerName.find("box") != std::string::npos) ||
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(lowerName.find("chest") != std::string::npos) ||
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@ -402,7 +417,8 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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!gpuModel.collisionSteppedLowPlatform &&
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(narrowVerticalName || narrowVerticalShape);
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bool genericSolidPropShape =
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(horiz > 0.6f && horiz < 6.0f && vert > 0.30f && vert < 4.0f && vert > horiz * 0.16f);
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(horiz > 0.6f && horiz < 6.0f && vert > 0.30f && vert < 4.0f && vert > horiz * 0.16f) ||
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statueName;
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bool curbLikeName =
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(lowerName.find("curb") != std::string::npos) ||
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(lowerName.find("planter") != std::string::npos) ||
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@ -619,12 +635,10 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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// Set up GL state for M2 rendering
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND); // No blend leaking from prior renderers
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE); // Some M2 geometry is single-sided
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// Make models render with a bright color for debugging
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Wireframe mode
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// Build frustum for culling
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Frustum frustum;
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frustum.extractFromMatrix(projection * view);
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@ -640,6 +654,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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// Distance-based culling threshold for M2 models
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const float maxRenderDistance = 180.0f; // Aggressive culling for city performance
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const float fadeStartFraction = 0.75f; // Start fading at 75% of max distance
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const glm::vec3 camPos = camera.getPosition();
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for (const auto& instance : instances) {
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@ -669,9 +684,25 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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continue;
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}
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// Distance-based fade alpha for smooth pop-in
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float fadeAlpha = 1.0f;
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float fadeStartDistSq = effectiveMaxDistSq * fadeStartFraction * fadeStartFraction;
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if (distSq > fadeStartDistSq) {
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float dist = std::sqrt(distSq);
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float effectiveMaxDist = std::sqrt(effectiveMaxDistSq);
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float fadeStartDist = effectiveMaxDist * fadeStartFraction;
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fadeAlpha = std::clamp((effectiveMaxDist - dist) / (effectiveMaxDist - fadeStartDist), 0.0f, 1.0f);
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}
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shader->setUniform("uModel", instance.modelMatrix);
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shader->setUniform("uTime", instance.animTime);
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shader->setUniform("uAnimScale", 0.0f); // Disabled - proper M2 animation needs bone/particle systems
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shader->setUniform("uFadeAlpha", fadeAlpha);
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// Disable depth writes for fading objects to avoid z-fighting
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if (fadeAlpha < 1.0f) {
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glDepthMask(GL_FALSE);
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}
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glBindVertexArray(model.vao);
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@ -694,22 +725,15 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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lastDrawCallCount++;
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}
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// Check for GL errors (only first draw)
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static bool checkedOnce = false;
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if (!checkedOnce) {
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checkedOnce = true;
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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LOG_ERROR("GL error after M2 draw: ", err);
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} else {
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LOG_INFO("M2 draw successful: ", model.indexCount, " indices");
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}
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}
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glBindVertexArray(0);
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if (fadeAlpha < 1.0f) {
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glDepthMask(GL_TRUE);
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}
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}
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// Restore cull face state
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// Restore state
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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}
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@ -942,8 +966,12 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ)
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// Reachability filter: allow a bit more climb for stepped low platforms.
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float maxStepUp = 1.0f;
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if (model.collisionSmallSolidProp) {
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if (model.collisionStatue) {
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maxStepUp = 2.5f;
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} else if (model.collisionSmallSolidProp) {
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maxStepUp = 2.0f;
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} else if (model.collisionSteppedFountain) {
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maxStepUp = 2.5f;
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} else if (model.collisionSteppedLowPlatform) {
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maxStepUp = model.collisionPlanter ? 3.0f : 2.4f;
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}
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@ -1020,9 +1048,13 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
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// Swept hard clamp for taller blockers only.
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// Low/stepable objects should be climbable and not "shove" the player off.
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float maxStepUp = 1.20f;
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if (model.collisionSmallSolidProp) {
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if (model.collisionStatue) {
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maxStepUp = 2.5f;
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} else if (model.collisionSmallSolidProp) {
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// Keep box/crate-class props hard-solid to prevent phase-through.
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maxStepUp = 0.75f;
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} else if (model.collisionSteppedFountain) {
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maxStepUp = 2.5f;
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} else if (model.collisionSteppedLowPlatform) {
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maxStepUp = model.collisionPlanter ? 2.8f : 2.4f;
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}
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@ -1070,7 +1102,7 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
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if (allowEscapeRelax) {
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continue;
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}
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if (model.collisionSteppedLowPlatform && stepableLowObject) {
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if ((model.collisionSteppedLowPlatform || model.collisionSteppedFountain) && stepableLowObject) {
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// Already on/near top surface: don't apply lateral push that ejects
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// the player from the object when landing.
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continue;
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