chore(renderer): refactor renderer and add post-process + spell visuals systems

- Updated core render pipeline and renderer integration in CMakeLists.txt, renderer.cpp, renderer.hpp
- Added post-process pipeline module:
  - post_process_pipeline.hpp
  - post_process_pipeline.cpp
- Added spell visual system module:
  - spell_visual_system.hpp
  - spell_visual_system.cpp
- Adjusted application/audio integration:
  - application.cpp
  - audio_coordinator.cpp
This commit is contained in:
Paul 2026-04-02 00:21:21 +03:00
parent 1c0e9dd1df
commit 5ef600098a
9 changed files with 2803 additions and 2380 deletions

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#include "rendering/spell_visual_system.hpp"
#include "rendering/m2_renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/dbc_layout.hpp"
#include "pipeline/m2_loader.hpp"
#include "core/application.hpp"
#include "core/logger.hpp"
#include <algorithm>
namespace wowee {
namespace rendering {
void SpellVisualSystem::initialize(M2Renderer* m2Renderer) {
m2Renderer_ = m2Renderer;
}
void SpellVisualSystem::shutdown() {
reset();
m2Renderer_ = nullptr;
cachedAssetManager_ = nullptr;
}
// Load SpellVisual DBC chain: SpellVisualEffectName → SpellVisualKit → SpellVisual
// to build cast/impact M2 path lookup maps.
void SpellVisualSystem::loadSpellVisualDbc() {
if (spellVisualDbcLoaded_) return;
spellVisualDbcLoaded_ = true; // Set early to prevent re-entry on failure
if (!cachedAssetManager_) {
cachedAssetManager_ = core::Application::getInstance().getAssetManager();
}
if (!cachedAssetManager_) return;
auto* layout = pipeline::getActiveDBCLayout();
const pipeline::DBCFieldMap* svLayout = layout ? layout->getLayout("SpellVisual") : nullptr;
const pipeline::DBCFieldMap* kitLayout = layout ? layout->getLayout("SpellVisualKit") : nullptr;
const pipeline::DBCFieldMap* fxLayout = layout ? layout->getLayout("SpellVisualEffectName") : nullptr;
uint32_t svCastKitField = svLayout ? (*svLayout)["CastKit"] : 2;
uint32_t svImpactKitField = svLayout ? (*svLayout)["ImpactKit"] : 3;
uint32_t svMissileField = svLayout ? (*svLayout)["MissileModel"] : 8;
uint32_t kitSpecial0Field = kitLayout ? (*kitLayout)["SpecialEffect0"] : 11;
uint32_t kitBaseField = kitLayout ? (*kitLayout)["BaseEffect"] : 5;
uint32_t fxFilePathField = fxLayout ? (*fxLayout)["FilePath"] : 2;
// Helper to look up effectName path from a kit ID
// Load SpellVisualEffectName.dbc — ID → M2 path
auto fxDbc = cachedAssetManager_->loadDBC("SpellVisualEffectName.dbc");
if (!fxDbc || !fxDbc->isLoaded() || fxDbc->getFieldCount() <= fxFilePathField) {
LOG_DEBUG("SpellVisual: SpellVisualEffectName.dbc unavailable (fc=",
fxDbc ? fxDbc->getFieldCount() : 0, ")");
return;
}
std::unordered_map<uint32_t, std::string> effectPaths; // effectNameId → path
for (uint32_t i = 0; i < fxDbc->getRecordCount(); ++i) {
uint32_t id = fxDbc->getUInt32(i, 0);
std::string p = fxDbc->getString(i, fxFilePathField);
if (id && !p.empty()) effectPaths[id] = p;
}
// Load SpellVisualKit.dbc — kitId → best SpellVisualEffectName ID
auto kitDbc = cachedAssetManager_->loadDBC("SpellVisualKit.dbc");
std::unordered_map<uint32_t, uint32_t> kitToEffectName; // kitId → effectNameId
if (kitDbc && kitDbc->isLoaded()) {
uint32_t fc = kitDbc->getFieldCount();
for (uint32_t i = 0; i < kitDbc->getRecordCount(); ++i) {
uint32_t kitId = kitDbc->getUInt32(i, 0);
if (!kitId) continue;
// Prefer SpecialEffect0, fall back to BaseEffect
uint32_t eff = 0;
if (kitSpecial0Field < fc) eff = kitDbc->getUInt32(i, kitSpecial0Field);
if (!eff && kitBaseField < fc) eff = kitDbc->getUInt32(i, kitBaseField);
if (eff) kitToEffectName[kitId] = eff;
}
}
// Helper: resolve path for a given kit ID
auto kitPath = [&](uint32_t kitId) -> std::string {
if (!kitId) return {};
auto kitIt = kitToEffectName.find(kitId);
if (kitIt == kitToEffectName.end()) return {};
auto fxIt = effectPaths.find(kitIt->second);
return (fxIt != effectPaths.end()) ? fxIt->second : std::string{};
};
auto missilePath = [&](uint32_t effId) -> std::string {
if (!effId) return {};
auto fxIt = effectPaths.find(effId);
return (fxIt != effectPaths.end()) ? fxIt->second : std::string{};
};
// Load SpellVisual.dbc — visualId → cast/impact M2 paths via kit chain
auto svDbc = cachedAssetManager_->loadDBC("SpellVisual.dbc");
if (!svDbc || !svDbc->isLoaded()) {
LOG_DEBUG("SpellVisual: SpellVisual.dbc unavailable");
return;
}
uint32_t svFc = svDbc->getFieldCount();
uint32_t loadedCast = 0, loadedImpact = 0;
for (uint32_t i = 0; i < svDbc->getRecordCount(); ++i) {
uint32_t vid = svDbc->getUInt32(i, 0);
if (!vid) continue;
// Cast path: CastKit → SpecialEffect0/BaseEffect, fallback to MissileModel
{
std::string path;
if (svCastKitField < svFc)
path = kitPath(svDbc->getUInt32(i, svCastKitField));
if (path.empty() && svMissileField < svFc)
path = missilePath(svDbc->getUInt32(i, svMissileField));
if (!path.empty()) { spellVisualCastPath_[vid] = path; ++loadedCast; }
}
// Impact path: ImpactKit → SpecialEffect0/BaseEffect, fallback to MissileModel
{
std::string path;
if (svImpactKitField < svFc)
path = kitPath(svDbc->getUInt32(i, svImpactKitField));
if (path.empty() && svMissileField < svFc)
path = missilePath(svDbc->getUInt32(i, svMissileField));
if (!path.empty()) { spellVisualImpactPath_[vid] = path; ++loadedImpact; }
}
}
LOG_INFO("SpellVisual: loaded cast=", loadedCast, " impact=", loadedImpact,
" visual→M2 mappings (of ", svDbc->getRecordCount(), " records)");
}
void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worldPosition,
bool useImpactKit) {
if (!m2Renderer_ || visualId == 0) return;
if (!cachedAssetManager_)
cachedAssetManager_ = core::Application::getInstance().getAssetManager();
if (!cachedAssetManager_) return;
if (!spellVisualDbcLoaded_) loadSpellVisualDbc();
// Select cast or impact path map
auto& pathMap = useImpactKit ? spellVisualImpactPath_ : spellVisualCastPath_;
auto pathIt = pathMap.find(visualId);
if (pathIt == pathMap.end()) return; // No model for this visual
const std::string& modelPath = pathIt->second;
// Get or assign a model ID for this path
auto midIt = spellVisualModelIds_.find(modelPath);
uint32_t modelId = 0;
if (midIt != spellVisualModelIds_.end()) {
modelId = midIt->second;
} else {
if (nextSpellVisualModelId_ >= 999800) {
LOG_WARNING("SpellVisual: model ID pool exhausted");
return;
}
modelId = nextSpellVisualModelId_++;
spellVisualModelIds_[modelPath] = modelId;
}
// Skip models that have previously failed to load (avoid repeated I/O)
if (spellVisualFailedModels_.count(modelId)) return;
// Load the M2 model if not already loaded
if (!m2Renderer_->hasModel(modelId)) {
auto m2Data = cachedAssetManager_->readFile(modelPath);
if (m2Data.empty()) {
LOG_DEBUG("SpellVisual: could not read model: ", modelPath);
spellVisualFailedModels_.insert(modelId);
return;
}
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
if (model.vertices.empty() && model.particleEmitters.empty()) {
LOG_DEBUG("SpellVisual: empty model: ", modelPath);
spellVisualFailedModels_.insert(modelId);
return;
}
// Load skin file for WotLK-format M2s
if (model.version >= 264) {
std::string skinPath = modelPath.substr(0, modelPath.rfind('.')) + "00.skin";
auto skinData = cachedAssetManager_->readFile(skinPath);
if (!skinData.empty()) pipeline::M2Loader::loadSkin(skinData, model);
}
if (!m2Renderer_->loadModel(model, modelId)) {
LOG_WARNING("SpellVisual: failed to load model to GPU: ", modelPath);
spellVisualFailedModels_.insert(modelId);
return;
}
LOG_DEBUG("SpellVisual: loaded model id=", modelId, " path=", modelPath);
}
// Spawn instance at world position
uint32_t instanceId = m2Renderer_->createInstance(modelId, worldPosition,
glm::vec3(0.0f), 1.0f);
if (instanceId == 0) {
LOG_WARNING("SpellVisual: failed to create instance for visualId=", visualId);
return;
}
// Determine lifetime from M2 animation duration (clamp to reasonable range)
float animDurMs = m2Renderer_->getInstanceAnimDuration(instanceId);
float duration = (animDurMs > 100.0f)
? std::clamp(animDurMs / 1000.0f, 0.5f, SPELL_VISUAL_MAX_DURATION)
: SPELL_VISUAL_DEFAULT_DURATION;
activeSpellVisuals_.push_back({instanceId, 0.0f, duration});
LOG_DEBUG("SpellVisual: spawned visualId=", visualId, " instanceId=", instanceId,
" duration=", duration, "s model=", modelPath);
}
void SpellVisualSystem::update(float deltaTime) {
if (activeSpellVisuals_.empty() || !m2Renderer_) return;
for (auto it = activeSpellVisuals_.begin(); it != activeSpellVisuals_.end(); ) {
it->elapsed += deltaTime;
if (it->elapsed >= it->duration) {
m2Renderer_->removeInstance(it->instanceId);
it = activeSpellVisuals_.erase(it);
} else {
++it;
}
}
}
void SpellVisualSystem::reset() {
// Clear lingering spell visual instances from the previous map/combat session.
// Without this, old effects could remain visible after teleport or map change.
for (auto& sv : activeSpellVisuals_) {
if (m2Renderer_) m2Renderer_->removeInstance(sv.instanceId);
}
activeSpellVisuals_.clear();
// Reset the negative cache so models that failed during asset loading can retry.
spellVisualFailedModels_.clear();
}
} // namespace rendering
} // namespace wowee