Add ambient insect particles near water vegetation, fix firefly particles, and improve water foam

- Spawn dark point-sprite insects buzzing around cattails/reeds/kelp/seaweed
- Fix firefly M2 particles: exempt from alpha dampening and forced gravity
- Make water shoreline/crest foam more irregular with UV warping and bluer tint
This commit is contained in:
Kelsi 2026-02-23 07:18:44 -08:00
parent c35b40391f
commit 4db97e37b7
9 changed files with 332 additions and 20 deletions

View file

@ -76,6 +76,8 @@ struct M2ModelGPU {
bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
bool isInvisibleTrap = false; // Invisible trap objects (don't render, no collision)
bool isGroundDetail = false; // Ground clutter/detail doodads (special fallback render path)
bool isWaterVegetation = false; // Cattails, reeds, kelp etc. near water (insect spawning)
bool isFireflyEffect = false; // Firefly/fireflies M2 (exempt from particle dampeners)
// Collision mesh with spatial grid (from M2 bounding geometry)
struct CollisionMesh {
@ -307,6 +309,8 @@ public:
void setInsideInterior(bool inside) { insideInterior = inside; }
void setOnTaxi(bool onTaxi) { onTaxi_ = onTaxi; }
std::vector<glm::vec3> getWaterVegetationPositions(const glm::vec3& camPos, float maxDist) const;
private:
bool initialized_ = false;
bool insideInterior = false;

View file

@ -11,6 +11,7 @@ namespace rendering {
class Camera;
class CameraController;
class WaterRenderer;
class M2Renderer;
class VkContext;
class SwimEffects {
@ -25,6 +26,7 @@ public:
const WaterRenderer& water, float deltaTime);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
void spawnFootSplash(const glm::vec3& footPos, float waterH);
void setM2Renderer(M2Renderer* renderer) { m2Renderer = renderer; }
private:
struct Particle {
@ -36,14 +38,30 @@ private:
float alpha;
};
struct InsectParticle {
glm::vec3 position;
glm::vec3 orbitCenter; // vegetation position to orbit around
float lifetime;
float maxLifetime;
float size;
float alpha;
float phase; // random phase offset for erratic motion
float orbitRadius;
float orbitSpeed;
float heightOffset; // height above plant
};
static constexpr int MAX_RIPPLE_PARTICLES = 200;
static constexpr int MAX_BUBBLE_PARTICLES = 150;
static constexpr int MAX_INSECT_PARTICLES = 50;
std::vector<Particle> ripples;
std::vector<Particle> bubbles;
std::vector<InsectParticle> insects;
// Vulkan objects
VkContext* vkCtx = nullptr;
M2Renderer* m2Renderer = nullptr;
// Ripple pipeline + dynamic buffer
VkPipeline ripplePipeline = VK_NULL_HANDLE;
@ -61,14 +79,25 @@ private:
VmaAllocationInfo bubbleDynamicVBAllocInfo{};
VkDeviceSize bubbleDynamicVBSize = 0;
// Insect pipeline + dynamic buffer
VkPipeline insectPipeline = VK_NULL_HANDLE;
VkPipelineLayout insectPipelineLayout = VK_NULL_HANDLE;
::VkBuffer insectDynamicVB = VK_NULL_HANDLE;
VmaAllocation insectDynamicVBAlloc = VK_NULL_HANDLE;
VmaAllocationInfo insectDynamicVBAllocInfo{};
VkDeviceSize insectDynamicVBSize = 0;
std::vector<float> rippleVertexData;
std::vector<float> bubbleVertexData;
std::vector<float> insectVertexData;
float rippleSpawnAccum = 0.0f;
float bubbleSpawnAccum = 0.0f;
float insectSpawnAccum = 0.0f;
void spawnRipple(const glm::vec3& pos, const glm::vec3& moveDir, float waterH);
void spawnBubble(const glm::vec3& pos, float waterH);
void spawnInsect(const glm::vec3& vegPos);
};
} // namespace rendering