mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-05 04:33:51 +00:00
Implement comprehensive taxi flight optimizations and proper spline paths
Major improvements: - Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain) - Add 3-second mounting delay with terrain precaching for entire route - Implement LOD system for M2 models with distance-based quality reduction - Add circular terrain loading pattern (13 tiles vs 25, 48% reduction) - Increase terrain cache from 2GB to 8GB for modern systems Performance optimizations during taxi: - Cull small M2 models (boundRadius < 3.0) - not visible from altitude - Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles - Disable specular lighting on M2 models - saves Blinn-Phong calculations - Disable shadow mapping on M2 models - saves shadow map sampling and PCF Technical details: - Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain - Build full path from node pairs using TaxiPathEdge lookup - Precache callback triggers during mounting delay for smooth takeoff - Circular tile loading uses Euclidean distance check (dx²+dy² <= r²) - LOD fallback to base mesh when higher LODs unavailable Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
This commit is contained in:
parent
941dac446d
commit
536b3cea48
9 changed files with 249 additions and 32 deletions
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@ -496,6 +496,11 @@ public:
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// Mount state
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using MountCallback = std::function<void(uint32_t mountDisplayId)>; // 0 = dismount
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void setMountCallback(MountCallback cb) { mountCallback_ = std::move(cb); }
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// Taxi terrain precaching callback
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using TaxiPrecacheCallback = std::function<void(const std::vector<glm::vec3>&)>;
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void setTaxiPrecacheCallback(TaxiPrecacheCallback cb) { taxiPrecacheCallback_ = std::move(cb); }
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bool isMounted() const { return currentMountDisplayId_ != 0; }
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bool isHostileAttacker(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
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float getServerRunSpeed() const { return serverRunSpeed_; }
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@ -522,6 +527,13 @@ public:
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uint32_t fromNode = 0, toNode = 0;
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uint32_t cost = 0;
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};
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struct TaxiPathNode {
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uint32_t id = 0;
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uint32_t pathId = 0;
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uint32_t nodeIndex = 0;
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uint32_t mapId = 0;
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float x = 0, y = 0, z = 0;
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};
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const std::unordered_map<uint32_t, TaxiNode>& getTaxiNodes() const { return taxiNodes_; }
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uint32_t getTaxiCostTo(uint32_t destNodeId) const;
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@ -934,6 +946,7 @@ private:
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// Taxi / Flight Paths
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std::unordered_map<uint32_t, TaxiNode> taxiNodes_;
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std::vector<TaxiPathEdge> taxiPathEdges_;
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std::unordered_map<uint32_t, std::vector<TaxiPathNode>> taxiPathNodes_; // pathId -> ordered waypoints
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bool taxiDbcLoaded_ = false;
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bool taxiWindowOpen_ = false;
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ShowTaxiNodesData currentTaxiData_;
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@ -948,6 +961,9 @@ private:
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std::vector<glm::vec3> taxiClientPath_;
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float taxiClientSpeed_ = 32.0f;
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float taxiClientSegmentProgress_ = 0.0f;
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bool taxiMountingDelay_ = false; // Delay before flight starts (terrain precache time)
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float taxiMountingTimer_ = 0.0f;
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std::vector<uint32_t> taxiPendingPath_; // Path nodes waiting for mounting delay
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bool taxiRecoverPending_ = false;
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uint32_t taxiRecoverMapId_ = 0;
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glm::vec3 taxiRecoverPos_{0.0f};
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@ -1006,6 +1022,7 @@ private:
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MeleeSwingCallback meleeSwingCallback_;
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NpcSwingCallback npcSwingCallback_;
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MountCallback mountCallback_;
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TaxiPrecacheCallback taxiPrecacheCallback_;
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uint32_t currentMountDisplayId_ = 0;
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float serverRunSpeed_ = 7.0f;
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bool playerDead_ = false;
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@ -76,6 +76,7 @@ public:
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bool isSitting() const { return sitting; }
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bool isSwimming() const { return swimming; }
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bool isInsideWMO() const { return cachedInsideWMO; }
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bool isOnTaxi() const { return externalFollow_; }
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const glm::vec3* getFollowTarget() const { return followTarget; }
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glm::vec3* getFollowTargetMutable() { return followTarget; }
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@ -35,6 +35,7 @@ struct M2ModelGPU {
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uint16_t textureAnimIndex = 0xFFFF; // 0xFFFF = no texture animation
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uint16_t blendMode = 0; // 0=Opaque, 1=AlphaKey, 2=Alpha, 3=Add, etc.
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uint16_t materialFlags = 0; // M2 material flags (0x01=Unlit, 0x04=TwoSided, 0x10=NoDepthWrite)
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uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
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glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
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float glowSize = 1.0f; // Approx radius of batch geometry
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};
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@ -58,6 +59,7 @@ struct M2ModelGPU {
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bool collisionTreeTrunk = false;
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bool collisionNoBlock = false;
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bool collisionStatue = false;
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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// Collision mesh with spatial grid (from M2 bounding geometry)
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struct CollisionMesh {
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@ -310,9 +312,11 @@ public:
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void clearShadowMap() { shadowEnabled = false; }
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void setInsideInterior(bool inside) { insideInterior = inside; }
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void setOnTaxi(bool onTaxi) { onTaxi_ = onTaxi; }
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private:
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bool insideInterior = false;
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bool onTaxi_ = false;
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pipeline::AssetManager* assetManager = nullptr;
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std::unique_ptr<Shader> shader;
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@ -166,6 +166,12 @@ public:
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*/
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void unloadAll();
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/**
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* Precache a set of tiles (for taxi routes, etc.)
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* @param tiles Vector of (x, y) tile coordinates to preload
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*/
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void precacheTiles(const std::vector<std::pair<int, int>>& tiles);
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/**
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* Set streaming parameters
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*/
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@ -294,7 +300,7 @@ private:
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std::unordered_map<TileCoord, CachedTile, TileCoord::Hash> tileCache_;
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std::list<TileCoord> tileCacheLru_;
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size_t tileCacheBytes_ = 0;
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size_t tileCacheBudgetBytes_ = 2ull * 1024 * 1024 * 1024; // 2GB default
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size_t tileCacheBudgetBytes_ = 8ull * 1024 * 1024 * 1024; // 8GB for modern systems
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std::mutex tileCacheMutex_;
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std::shared_ptr<PendingTile> getCachedTile(const TileCoord& coord);
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@ -420,11 +420,11 @@ void Application::update(float deltaTime) {
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}
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if (renderer && renderer->getTerrainManager()) {
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renderer->getTerrainManager()->setStreamingEnabled(true);
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// With 2GB tile cache, keep streaming active during taxi at moderate rate.
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// With 8GB tile cache, keep streaming active during taxi at moderate rate.
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// Increase load radius to pre-cache tiles ahead of flight path.
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if (onTaxi) {
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renderer->getTerrainManager()->setUpdateInterval(0.3f);
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renderer->getTerrainManager()->setLoadRadius(4); // 9x9 grid for taxi
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renderer->getTerrainManager()->setLoadRadius(2); // 5x5 grid for taxi (each tile ~533 yards)
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} else {
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// Ramp streaming back in after taxi to avoid end-of-flight hitches.
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if (lastTaxiFlight_) {
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@ -689,6 +689,35 @@ void Application::setupUICallbacks() {
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pendingMountDisplayId_ = mountDisplayId;
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});
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// Taxi precache callback - preload terrain tiles along flight path
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gameHandler->setTaxiPrecacheCallback([this](const std::vector<glm::vec3>& path) {
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if (!renderer || !renderer->getTerrainManager()) return;
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std::set<std::pair<int, int>> uniqueTiles;
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// Sample waypoints along path and gather tiles
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for (const auto& waypoint : path) {
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glm::vec3 renderPos = core::coords::canonicalToRender(waypoint);
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int tileX = static_cast<int>(32 - (renderPos.x / 533.33333f));
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int tileY = static_cast<int>(32 - (renderPos.y / 533.33333f));
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// Load tile at waypoint + 1 radius around it (3x3 per waypoint)
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for (int dy = -1; dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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int tx = tileX + dx;
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int ty = tileY + dy;
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if (tx >= 0 && tx <= 63 && ty >= 0 && ty <= 63) {
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uniqueTiles.insert({tx, ty});
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}
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}
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}
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}
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std::vector<std::pair<int, int>> tilesToLoad(uniqueTiles.begin(), uniqueTiles.end());
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LOG_INFO("Precaching ", tilesToLoad.size(), " tiles for taxi route");
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renderer->getTerrainManager()->precacheTiles(tilesToLoad);
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});
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// Creature move callback (online mode) - update creature positions
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gameHandler->setCreatureMoveCallback([this](uint64_t guid, float x, float y, float z, uint32_t durationMs) {
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auto it = creatureInstances_.find(guid);
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@ -262,6 +262,20 @@ void GameHandler::update(float deltaTime) {
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}
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}
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// Mounting delay for taxi (terrain precache time)
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if (taxiMountingDelay_) {
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taxiMountingTimer_ += deltaTime;
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// 3 second delay for "mounting" animation and terrain precache
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if (taxiMountingTimer_ >= 3.0f) {
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taxiMountingDelay_ = false;
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taxiMountingTimer_ = 0.0f;
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if (!taxiPendingPath_.empty()) {
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startClientTaxiPath(taxiPendingPath_);
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taxiPendingPath_.clear();
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}
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}
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}
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// Leave combat if auto-attack target is too far away (leash range)
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if (autoAttacking && autoAttackTarget != 0) {
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auto targetEntity = entityManager.getEntity(autoAttackTarget);
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@ -5003,6 +5017,33 @@ void GameHandler::loadTaxiDbc() {
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} else {
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LOG_WARNING("Could not load TaxiPath.dbc");
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}
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// Load TaxiPathNode.dbc: actual spline waypoints for each path
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// 0=ID, 1=PathID, 2=NodeIndex, 3=MapID, 4=X, 5=Y, 6=Z
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auto pathNodeDbc = am->loadDBC("TaxiPathNode.dbc");
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if (pathNodeDbc && pathNodeDbc->isLoaded()) {
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for (uint32_t i = 0; i < pathNodeDbc->getRecordCount(); i++) {
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TaxiPathNode node;
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node.id = pathNodeDbc->getUInt32(i, 0);
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node.pathId = pathNodeDbc->getUInt32(i, 1);
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node.nodeIndex = pathNodeDbc->getUInt32(i, 2);
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node.mapId = pathNodeDbc->getUInt32(i, 3);
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node.x = pathNodeDbc->getFloat(i, 4);
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node.y = pathNodeDbc->getFloat(i, 5);
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node.z = pathNodeDbc->getFloat(i, 6);
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taxiPathNodes_[node.pathId].push_back(node);
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}
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// Sort waypoints by nodeIndex for each path
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for (auto& [pathId, nodes] : taxiPathNodes_) {
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std::sort(nodes.begin(), nodes.end(),
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[](const TaxiPathNode& a, const TaxiPathNode& b) {
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return a.nodeIndex < b.nodeIndex;
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});
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}
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LOG_INFO("Loaded ", pathNodeDbc->getRecordCount(), " taxi path waypoints from TaxiPathNode.dbc");
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} else {
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LOG_WARNING("Could not load TaxiPathNode.dbc");
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}
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}
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void GameHandler::handleShowTaxiNodes(network::Packet& packet) {
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@ -5107,15 +5148,41 @@ void GameHandler::startClientTaxiPath(const std::vector<uint32_t>& pathNodes) {
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taxiClientActive_ = false;
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taxiClientSegmentProgress_ = 0.0f;
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for (uint32_t nodeId : pathNodes) {
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auto it = taxiNodes_.find(nodeId);
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if (it == taxiNodes_.end()) continue;
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glm::vec3 serverPos(it->second.x, it->second.y, it->second.z);
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glm::vec3 canonical = core::coords::serverToCanonical(serverPos);
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taxiClientPath_.push_back(canonical);
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// Build full spline path using TaxiPathNode waypoints (not just node positions)
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for (size_t i = 0; i + 1 < pathNodes.size(); i++) {
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uint32_t fromNode = pathNodes[i];
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uint32_t toNode = pathNodes[i + 1];
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// Find the pathId connecting these nodes
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uint32_t pathId = 0;
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for (const auto& edge : taxiPathEdges_) {
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if (edge.fromNode == fromNode && edge.toNode == toNode) {
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pathId = edge.pathId;
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break;
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}
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}
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if (pathId == 0) {
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LOG_WARNING("No taxi path found from node ", fromNode, " to ", toNode);
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continue;
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}
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// Get spline waypoints for this path segment
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auto pathIt = taxiPathNodes_.find(pathId);
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if (pathIt != taxiPathNodes_.end()) {
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for (const auto& wpNode : pathIt->second) {
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glm::vec3 serverPos(wpNode.x, wpNode.y, wpNode.z);
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glm::vec3 canonical = core::coords::serverToCanonical(serverPos);
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taxiClientPath_.push_back(canonical);
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}
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} else {
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LOG_WARNING("No spline waypoints found for taxi pathId ", pathId);
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}
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}
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if (taxiClientPath_.size() < 2) return;
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if (taxiClientPath_.size() < 2) {
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LOG_WARNING("Taxi path too short: ", taxiClientPath_.size(), " waypoints");
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return;
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}
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LOG_INFO("Taxi flight started with ", taxiClientPath_.size(), " spline waypoints");
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taxiClientActive_ = true;
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}
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@ -5335,7 +5402,44 @@ void GameHandler::activateTaxi(uint32_t destNodeId) {
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onTaxiFlight_ = true;
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applyTaxiMountForCurrentNode();
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}
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startClientTaxiPath(path);
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// Start mounting delay (gives terrain precache time to load)
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taxiMountingDelay_ = true;
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taxiMountingTimer_ = 0.0f;
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taxiPendingPath_ = path;
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// Trigger terrain precache immediately (uses mounting delay time to load)
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if (taxiPrecacheCallback_) {
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std::vector<glm::vec3> previewPath;
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// Build full spline path using TaxiPathNode waypoints
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for (size_t i = 0; i + 1 < path.size(); i++) {
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uint32_t fromNode = path[i];
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uint32_t toNode = path[i + 1];
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// Find the pathId connecting these nodes
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uint32_t pathId = 0;
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for (const auto& edge : taxiPathEdges_) {
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if (edge.fromNode == fromNode && edge.toNode == toNode) {
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pathId = edge.pathId;
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break;
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}
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}
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if (pathId == 0) continue;
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// Get spline waypoints for this path segment
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auto pathIt = taxiPathNodes_.find(pathId);
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if (pathIt != taxiPathNodes_.end()) {
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for (const auto& wpNode : pathIt->second) {
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glm::vec3 serverPos(wpNode.x, wpNode.y, wpNode.z);
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glm::vec3 canonical = core::coords::serverToCanonical(serverPos);
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previewPath.push_back(canonical);
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}
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}
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}
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if (previewPath.size() >= 2) {
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taxiPrecacheCallback_(previewPath);
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}
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}
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addSystemChatMessage("Mounting for flight...");
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// Save recovery target in case of disconnect during taxi.
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auto destIt = taxiNodes_.find(destNodeId);
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@ -1084,6 +1084,9 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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bgpu.materialFlags = model.materials[batch.materialIndex].flags;
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}
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// Copy LOD level from batch
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bgpu.submeshLevel = batch.submeshLevel;
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// Resolve texture: batch.textureIndex → textureLookup → allTextures
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GLuint tex = whiteTexture;
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if (batch.textureIndex < model.textureLookup.size()) {
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@ -1621,15 +1624,17 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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shader->setUniform("uProjection", projection);
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shader->setUniform("uLightDir", lightDir);
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shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f));
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shader->setUniform("uSpecularIntensity", 0.5f);
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shader->setUniform("uSpecularIntensity", onTaxi_ ? 0.0f : 0.5f); // Disable specular during taxi for performance
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shader->setUniform("uAmbientColor", ambientColor);
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shader->setUniform("uViewPos", camera.getPosition());
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shader->setUniform("uFogColor", fogColor);
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shader->setUniform("uFogStart", fogStart);
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shader->setUniform("uFogEnd", fogEnd);
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shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
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// Disable shadows during taxi for better performance
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bool useShadows = shadowEnabled && !onTaxi_;
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shader->setUniform("uShadowEnabled", useShadows ? 1 : 0);
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shader->setUniform("uShadowStrength", 0.65f);
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if (shadowEnabled) {
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if (useShadows) {
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shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, shadowDepthTex);
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const M2ModelGPU& model = *currentModel;
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// Skip small models when on taxi (performance optimization)
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// Small props/foliage aren't visible from flight altitude anyway
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if (onTaxi_ && model.boundRadius < 3.0f) {
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continue;
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}
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// Distance-based fade alpha for smooth pop-in (squared-distance, no sqrt)
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float fadeAlpha = 1.0f;
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float fadeFrac = model.disableAnimation ? 0.55f : fadeStartFraction;
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@ -1734,20 +1745,35 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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glDepthMask(GL_FALSE);
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}
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// LOD selection based on distance (WoW retail behavior)
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// submeshLevel: 0=base detail, 1=LOD1, 2=LOD2, 3=LOD3
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float dist = std::sqrt(entry.distSq);
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uint16_t desiredLOD = 0;
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if (dist > 150.0f) desiredLOD = 3; // Far: LOD3 (lowest detail)
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else if (dist > 80.0f) desiredLOD = 2; // Medium-far: LOD2
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else if (dist > 40.0f) desiredLOD = 1; // Medium: LOD1
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// else desiredLOD = 0 (close: base detail)
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// Check if model has the desired LOD level; if not, fall back to LOD 0
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uint16_t targetLOD = desiredLOD;
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if (desiredLOD > 0) {
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bool hasDesiredLOD = false;
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for (const auto& b : model.batches) {
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if (b.submeshLevel == desiredLOD) {
|
||||
hasDesiredLOD = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!hasDesiredLOD) {
|
||||
targetLOD = 0; // Fall back to base LOD
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& batch : model.batches) {
|
||||
if (batch.indexCount == 0) continue;
|
||||
|
||||
// LOD selection based on distance (WoW retail behavior)
|
||||
// submeshLevel: 0=base detail, 1=LOD1, 2=LOD2, 3=LOD3
|
||||
float dist = std::sqrt(entry.distSq);
|
||||
uint16_t desiredLOD = 0;
|
||||
if (dist > 150.0f) desiredLOD = 3; // Far: LOD3 (lowest detail)
|
||||
else if (dist > 80.0f) desiredLOD = 2; // Medium-far: LOD2
|
||||
else if (dist > 40.0f) desiredLOD = 1; // Medium: LOD1
|
||||
// else desiredLOD = 0 (close: base detail)
|
||||
|
||||
// Skip batches that don't match desired LOD level
|
||||
if (batch.submeshLevel != desiredLOD) continue;
|
||||
// Skip batches that don't match target LOD level
|
||||
if (batch.submeshLevel != targetLOD) continue;
|
||||
|
||||
// Additive/mod batches (glow halos, light effects): collect as glow sprites
|
||||
// instead of rendering the mesh geometry which appears as flat orange disks.
|
||||
|
|
|
|||
|
|
@ -1552,7 +1552,9 @@ void Renderer::renderWorld(game::World* world) {
|
|||
}
|
||||
|
||||
// Render weather particles (after terrain/water, before characters)
|
||||
if (weather && camera) {
|
||||
// Skip during taxi flights for performance and visual clarity
|
||||
bool onTaxi = cameraController && cameraController->isOnTaxi();
|
||||
if (weather && camera && !onTaxi) {
|
||||
weather->render(*camera);
|
||||
}
|
||||
|
||||
|
|
@ -1586,11 +1588,15 @@ void Renderer::renderWorld(game::World* world) {
|
|||
// Dim M2 lighting when player is inside a WMO
|
||||
if (cameraController) {
|
||||
m2Renderer->setInsideInterior(cameraController->isInsideWMO());
|
||||
m2Renderer->setOnTaxi(cameraController->isOnTaxi());
|
||||
}
|
||||
auto m2Start = std::chrono::steady_clock::now();
|
||||
m2Renderer->render(*camera, view, projection);
|
||||
m2Renderer->renderSmokeParticles(*camera, view, projection);
|
||||
m2Renderer->renderM2Particles(view, projection);
|
||||
// Skip particle fog during taxi (expensive and visually distracting)
|
||||
if (!onTaxi) {
|
||||
m2Renderer->renderSmokeParticles(*camera, view, projection);
|
||||
m2Renderer->renderM2Particles(view, projection);
|
||||
}
|
||||
auto m2End = std::chrono::steady_clock::now();
|
||||
lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1161,6 +1161,11 @@ void TerrainManager::streamTiles() {
|
|||
continue;
|
||||
}
|
||||
|
||||
// Circular pattern: skip corner tiles beyond radius (Euclidean distance)
|
||||
if (dx*dx + dy*dy > loadRadius*loadRadius) {
|
||||
continue;
|
||||
}
|
||||
|
||||
TileCoord coord = {tileX, tileY};
|
||||
|
||||
// Skip if already loaded, pending, or failed
|
||||
|
|
@ -1183,11 +1188,11 @@ void TerrainManager::streamTiles() {
|
|||
for (const auto& pair : loadedTiles) {
|
||||
const TileCoord& coord = pair.first;
|
||||
|
||||
int dx = std::abs(coord.x - currentTile.x);
|
||||
int dy = std::abs(coord.y - currentTile.y);
|
||||
int dx = coord.x - currentTile.x;
|
||||
int dy = coord.y - currentTile.y;
|
||||
|
||||
// Chebyshev distance
|
||||
if (dx > unloadRadius || dy > unloadRadius) {
|
||||
// Circular pattern: unload beyond radius (Euclidean distance)
|
||||
if (dx*dx + dy*dy > unloadRadius*unloadRadius) {
|
||||
tilesToUnload.push_back(coord);
|
||||
}
|
||||
}
|
||||
|
|
@ -1210,5 +1215,24 @@ void TerrainManager::streamTiles() {
|
|||
}
|
||||
}
|
||||
|
||||
void TerrainManager::precacheTiles(const std::vector<std::pair<int, int>>& tiles) {
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
|
||||
for (const auto& [x, y] : tiles) {
|
||||
TileCoord coord = {x, y};
|
||||
|
||||
// Skip if already loaded, pending, or failed
|
||||
if (loadedTiles.find(coord) != loadedTiles.end()) continue;
|
||||
if (pendingTiles.find(coord) != pendingTiles.end()) continue;
|
||||
if (failedTiles.find(coord) != failedTiles.end()) continue;
|
||||
|
||||
loadQueue.push(coord);
|
||||
pendingTiles[coord] = true;
|
||||
}
|
||||
|
||||
// Notify workers to start loading
|
||||
queueCV.notify_all();
|
||||
}
|
||||
|
||||
} // namespace rendering
|
||||
} // namespace wowee
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue