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
This commit is contained in:
Kelsi 2026-03-10 14:59:02 -07:00
parent 920d6ac120
commit 60ebb565bb
4 changed files with 21 additions and 11 deletions

View file

@ -1356,7 +1356,8 @@ void WMORenderer::prepareRender() {
}
}
void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera,
const glm::vec3* viewerPos) {
if (!opaquePipeline_ || instances.empty()) {
lastDrawCalls = 0;
return;
@ -1380,6 +1381,11 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
}
glm::vec3 camPos = camera.getPosition();
// For portal culling, use the character/player position when available.
// The 3rd-person camera can orbit outside a WMO while the character is inside,
// causing the portal traversal to start from outside and cull interior groups.
// Passing the actual character position as the viewer fixes this.
glm::vec3 portalViewerPos = viewerPos ? *viewerPos : camPos;
bool doPortalCull = portalCulling;
bool doDistanceCull = distanceCulling;
@ -1400,7 +1406,7 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
if (usePortalCulling) {
std::unordered_set<uint32_t> pvgSet;
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camPos, 1.0f);
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(portalViewerPos, 1.0f);
getVisibleGroupsViaPortals(model, glm::vec3(localCamPos), frustum,
instance.modelMatrix, pvgSet);
portalVisibleGroups.assign(pvgSet.begin(), pvgSet.end());