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Hide M2 particle emitter volumes rendering as grey boxes
M2 models like OrgrimmarFloatingEmbers and OrgrimmarSmokeEmitter have a simple box mesh (24 verts, 36 indices) meant only to define particle emitter bounds. Their blendMode was 0 (opaque), causing them to render as large grey boxes. Detect these by checking for box geometry with particle emitters and large bounds (>5 units), then mark as invisible. Also add ANTIPORTAL and batch-disable flag checks to WMO group filtering.
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3 changed files with 23 additions and 3 deletions
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@ -426,6 +426,8 @@ bool WMOLoader::loadGroup(const std::vector<uint8_t>& groupData,
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}
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// Read MOGP header
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// NOTE: In WMO group files, the MOGP data starts directly at flags
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// (groupName/descriptiveGroupName are handled by the root WMO's MOGI chunk).
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uint32_t mogpOffset = offset;
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group.flags = read<uint32_t>(groupData, mogpOffset);
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bool isInterior = (group.flags & 0x2000) != 0;
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@ -1198,6 +1198,20 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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gpuModel.batches.push_back(bgpu);
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}
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// Detect particle emitter volume models: box mesh (24 verts, 36 indices)
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// with disproportionately large bounds. These are invisible bounding volumes
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// that only exist to spawn particles — their mesh should never be rendered.
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if (!isInvisibleTrap && gpuModel.vertexCount <= 24 && gpuModel.indexCount <= 36
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&& !model.particleEmitters.empty()) {
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glm::vec3 size = gpuModel.boundMax - gpuModel.boundMin;
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float maxDim = std::max({size.x, size.y, size.z});
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if (maxDim > 5.0f) {
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gpuModel.isInvisibleTrap = true;
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LOG_DEBUG("M2 emitter volume hidden: '", model.name, "' size=(",
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size.x, " x ", size.y, " x ", size.z, ")");
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}
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}
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models[modelId] = std::move(gpuModel);
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LOG_DEBUG("Loaded M2 model: ", model.name, " (", models[modelId].vertexCount, " vertices, ",
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@ -371,6 +371,7 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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}
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}
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bool alphaTest = false;
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uint32_t blendMode = 0;
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if (batch.materialId < modelData.materialBlendModes.size()) {
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@ -1206,9 +1207,11 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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for (uint32_t gi : dl.visibleGroups) {
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const auto& group = model.groups[gi];
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// Skip groups with SHOW_SKYBOX flag (0x20000) — these are transparent
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// sky windows meant to show the skybox behind them, not solid geometry
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if (group.groupFlags & 0x20000) {
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// Skip non-renderable groups:
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// 0x20000 = SHOW_SKYBOX (transparent sky windows)
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// 0x4000000 = ANTIPORTAL (occlusion planes, not visible geometry)
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// 0x8000000 = disables batch rendering
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if (group.groupFlags & (0x20000 | 0x4000000 | 0x8000000)) {
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continue;
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}
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@ -1218,6 +1221,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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continue;
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}
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// STORMWIND.WMO specific fix: LOD shell visibility control
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// Combination of distance culling + backface culling for best results
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bool isLODShell = false;
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