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rendering: fix WMO portal culling and chat message format
- wmo_renderer: pass character position (not camera position) to portal visibility traversal — the 3rd-person camera can orbit outside a WMO while the character is inside, causing interior groups to cull; render() now accepts optional viewerPos that defaults to camPos for compatibility - renderer: pass &characterPosition to wmoRenderer->render() at both main and single-threaded call sites; reflection pass keeps camPos - renderer: apply mount pitch/roll to rider during all flight, not just taxiFlight_ (fixes zero rider tilt during player-controlled flying) - game_screen: format SAY/YELL/WHISPER/EMOTE using WoW-style "Name says:" instead of "[SAY] Name:" bracket prefix
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4 changed files with 21 additions and 11 deletions
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@ -150,7 +150,8 @@ public:
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*/
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/** Pre-update mutable state (frame ID, material UBOs) on main thread before parallel render. */
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void prepareRender();
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera,
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const glm::vec3* viewerPos = nullptr);
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/**
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* Initialize shadow pipeline (Phase 7)
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@ -2096,8 +2096,8 @@ void Renderer::updateCharacterAnimation() {
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// Rider uses character facing yaw, not mount bone rotation
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// (rider faces character direction, seat bone only provides position)
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float yawRad = glm::radians(characterYaw);
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float riderPitch = taxiFlight_ ? mountPitch_ * 0.35f : 0.0f;
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float riderRoll = taxiFlight_ ? mountRoll_ * 0.35f : 0.0f;
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float riderPitch = mountPitch_ * 0.35f;
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float riderRoll = mountRoll_ * 0.35f;
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characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, yawRad));
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} else {
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// Fallback to old manual positioning if attachment not found
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@ -4737,7 +4737,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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auto t0 = std::chrono::steady_clock::now();
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VkCommandBuffer cmd = beginSecondary(SEC_WMO);
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setSecondaryViewportScissor(cmd);
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wmoRenderer->render(cmd, perFrameSet, *camera);
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wmoRenderer->render(cmd, perFrameSet, *camera, &characterPosition);
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vkEndCommandBuffer(cmd);
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return std::chrono::duration<double, std::milli>(
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std::chrono::steady_clock::now() - t0).count();
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@ -4905,7 +4905,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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if (wmoRenderer && camera && !skipWMO) {
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wmoRenderer->prepareRender();
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auto wmoStart = std::chrono::steady_clock::now();
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wmoRenderer->render(currentCmd, perFrameSet, *camera);
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wmoRenderer->render(currentCmd, perFrameSet, *camera, &characterPosition);
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lastWMORenderMs = std::chrono::duration<double, std::milli>(
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std::chrono::steady_clock::now() - wmoStart).count();
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}
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@ -1356,7 +1356,8 @@ void WMORenderer::prepareRender() {
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}
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}
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void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
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void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera,
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const glm::vec3* viewerPos) {
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if (!opaquePipeline_ || instances.empty()) {
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lastDrawCalls = 0;
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return;
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@ -1380,6 +1381,11 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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}
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glm::vec3 camPos = camera.getPosition();
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// For portal culling, use the character/player position when available.
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// The 3rd-person camera can orbit outside a WMO while the character is inside,
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// causing the portal traversal to start from outside and cull interior groups.
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// Passing the actual character position as the viewer fixes this.
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glm::vec3 portalViewerPos = viewerPos ? *viewerPos : camPos;
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bool doPortalCull = portalCulling;
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bool doDistanceCull = distanceCulling;
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@ -1400,7 +1406,7 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
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if (usePortalCulling) {
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std::unordered_set<uint32_t> pvgSet;
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glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camPos, 1.0f);
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glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(portalViewerPos, 1.0f);
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getVisibleGroupsViaPortals(model, glm::vec3(localCamPos), frustum,
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instance.modelMatrix, pvgSet);
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portalVisibleGroups.assign(pvgSet.begin(), pvgSet.end());
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@ -1203,16 +1203,19 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
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} else if (msg.type == game::ChatType::TEXT_EMOTE) {
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renderTextWithLinks(tsPrefix + processedMessage, color);
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} else if (!msg.senderName.empty()) {
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if (msg.type == game::ChatType::MONSTER_SAY || msg.type == game::ChatType::MONSTER_PARTY) {
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if (msg.type == game::ChatType::SAY ||
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msg.type == game::ChatType::MONSTER_SAY || msg.type == game::ChatType::MONSTER_PARTY) {
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std::string fullMsg = tsPrefix + msg.senderName + " says: " + processedMessage;
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renderTextWithLinks(fullMsg, color);
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} else if (msg.type == game::ChatType::MONSTER_YELL) {
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} else if (msg.type == game::ChatType::YELL || msg.type == game::ChatType::MONSTER_YELL) {
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std::string fullMsg = tsPrefix + msg.senderName + " yells: " + processedMessage;
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renderTextWithLinks(fullMsg, color);
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} else if (msg.type == game::ChatType::MONSTER_WHISPER || msg.type == game::ChatType::RAID_BOSS_WHISPER) {
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} else if (msg.type == game::ChatType::WHISPER ||
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msg.type == game::ChatType::MONSTER_WHISPER || msg.type == game::ChatType::RAID_BOSS_WHISPER) {
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std::string fullMsg = tsPrefix + msg.senderName + " whispers: " + processedMessage;
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renderTextWithLinks(fullMsg, color);
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} else if (msg.type == game::ChatType::MONSTER_EMOTE || msg.type == game::ChatType::RAID_BOSS_EMOTE) {
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} else if (msg.type == game::ChatType::EMOTE ||
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msg.type == game::ChatType::MONSTER_EMOTE || msg.type == game::ChatType::RAID_BOSS_EMOTE) {
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std::string fullMsg = tsPrefix + msg.senderName + " " + processedMessage;
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renderTextWithLinks(fullMsg, color);
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} else if (msg.type == game::ChatType::CHANNEL && !msg.channelName.empty()) {
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