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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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@ -974,17 +974,17 @@ void Renderer::renderWorld(game::World* world) {
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swimEffects->render(*camera);
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}
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// Compute view/projection once for all sub-renderers
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const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f);
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const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f);
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// Render characters (after weather)
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if (characterRenderer && camera) {
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glm::mat4 view = camera->getViewMatrix();
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glm::mat4 projection = camera->getProjectionMatrix();
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characterRenderer->render(*camera, view, projection);
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}
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// Render WMO buildings (after characters, before UI)
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if (wmoRenderer && camera) {
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glm::mat4 view = camera->getViewMatrix();
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glm::mat4 projection = camera->getProjectionMatrix();
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auto wmoStart = std::chrono::steady_clock::now();
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wmoRenderer->render(*camera, view, projection);
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auto wmoEnd = std::chrono::steady_clock::now();
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@ -993,8 +993,6 @@ void Renderer::renderWorld(game::World* world) {
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// Render M2 doodads (trees, rocks, etc.)
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if (m2Renderer && camera) {
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glm::mat4 view = camera->getViewMatrix();
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glm::mat4 projection = camera->getProjectionMatrix();
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auto m2Start = std::chrono::steady_clock::now();
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m2Renderer->render(*camera, view, projection);
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auto m2End = std::chrono::steady_clock::now();
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