Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision

- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
This commit is contained in:
Kelsi 2026-02-07 15:29:19 -08:00
parent ca88860929
commit 751e6fdbde
11 changed files with 741 additions and 307 deletions

View file

@ -324,6 +324,10 @@ public:
const std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() const { return actionBar; }
void setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id);
void saveCharacterConfig();
void loadCharacterConfig();
static std::string getCharacterConfigDir();
// Auras
const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
@ -449,7 +453,7 @@ public:
// Vendor
void openVendor(uint64_t npcGuid);
void closeVendor();
void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count);
void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count);
void sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint32_t count);
void sellItemBySlot(int backpackIndex);
void autoEquipItemBySlot(int backpackIndex);

View file

@ -1637,7 +1637,7 @@ public:
/** CMSG_BUY_ITEM packet builder */
class BuyItemPacket {
public:
static network::Packet build(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count);
static network::Packet build(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count);
};
/** CMSG_SELL_ITEM packet builder */

View file

@ -245,6 +245,8 @@ private:
glm::vec3 boundingBoxMin;
glm::vec3 boundingBoxMax;
uint32_t groupFlags = 0;
// Material batches (start index, count, material ID)
struct Batch {
uint32_t startIndex; // First index in EBO
@ -258,6 +260,8 @@ private:
GLuint texId;
bool hasTexture;
bool alphaTest;
bool unlit = false;
uint32_t blendMode = 0;
std::vector<GLsizei> counts;
std::vector<const void*> offsets;
};
@ -302,6 +306,9 @@ private:
// Material blend modes (materialId -> blendMode; 1 = alpha-test cutout)
std::vector<uint32_t> materialBlendModes;
// Material flags (materialId -> flags; 0x01 = unlit)
std::vector<uint32_t> materialFlags;
// Portal visibility data
std::vector<PortalData> portals;
std::vector<glm::vec3> portalVertices;
@ -339,7 +346,7 @@ private:
/**
* Create GPU resources for a WMO group
*/
bool createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources);
bool createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources, uint32_t groupFlags = 0);
/**
* Render a single group
@ -492,6 +499,17 @@ private:
mutable std::vector<size_t> candidateScratch;
mutable std::unordered_set<uint32_t> candidateIdScratch;
// Parallel visibility culling
uint32_t numCullThreads_ = 1;
struct InstanceDrawList {
size_t instanceIndex;
std::vector<uint32_t> visibleGroups; // group indices that passed culling
uint32_t portalCulled = 0;
uint32_t distanceCulled = 0;
uint32_t occlusionCulled = 0;
};
// Collision query profiling (per frame).
mutable double queryTimeMs = 0.0;
mutable uint32_t queryCallCount = 0;

View file

@ -54,6 +54,7 @@ private:
int selectedCharacterIndex = -1;
bool characterSelected = false;
uint64_t selectedCharacterGuid = 0;
bool restoredLastCharacter = false;
// Status
std::string statusMessage;
@ -69,6 +70,13 @@ private:
* Get faction color based on race
*/
ImVec4 getFactionColor(game::Race race) const;
/**
* Persist / restore last selected character GUID
*/
static std::string getConfigDir();
void saveLastCharacter(uint64_t guid);
uint64_t loadLastCharacter();
};
}} // namespace wowee::ui

View file

@ -37,6 +37,9 @@ public:
*/
bool isChatInputActive() const { return chatInputActive; }
void saveSettings();
void loadSettings();
private:
// Chat state
char chatInputBuffer[512] = "";
@ -66,10 +69,10 @@ private:
int pendingSfxVolume = 100;
float pendingMouseSensitivity = 0.2f;
bool pendingInvertMouse = false;
int pendingUiOpacity = 100;
int pendingUiOpacity = 65;
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
float uiOpacity_ = 1.0f;
float uiOpacity_ = 0.65f;
/**
* Render player info window
@ -152,6 +155,7 @@ private:
void renderWorldMap(game::GameHandler& gameHandler);
InventoryScreen inventoryScreen;
uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
QuestLogScreen questLogScreen;
SpellbookScreen spellbookScreen;
TalentScreen talentScreen;
@ -174,6 +178,8 @@ private:
int actionBarDragSlot_ = -1;
GLuint actionBarDragIcon_ = 0;
static std::string getSettingsPath();
// Left-click targeting: distinguish click from camera drag
glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
bool leftClickWasPress_ = false;

View file

@ -903,6 +903,43 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
// Store player GUID
playerGuid = characterGuid;
// Reset per-character state so previous character data doesn't bleed through
inventory = Inventory();
onlineItems_.clear();
pendingItemQueries_.clear();
equipSlotGuids_ = {};
backpackSlotGuids_ = {};
invSlotBase_ = -1;
packSlotBase_ = -1;
lastPlayerFields_.clear();
onlineEquipDirty_ = false;
playerMoneyCopper_ = 0;
knownSpells.clear();
spellCooldowns.clear();
actionBar = {};
playerAuras.clear();
targetAuras.clear();
playerXp_ = 0;
playerNextLevelXp_ = 0;
serverPlayerLevel_ = 1;
playerSkills_.clear();
questLog_.clear();
npcQuestStatus_.clear();
hostileAttackers_.clear();
combatText.clear();
autoAttacking = false;
autoAttackTarget = 0;
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
castTimeTotal = 0.0f;
playerDead_ = false;
targetGuid = 0;
focusGuid = 0;
lastTargetGuid = 0;
tabCycleStale = true;
entityManager = EntityManager();
// Build CMSG_PLAYER_LOGIN packet
auto packet = PlayerLoginPacket::build(characterGuid);
@ -3058,6 +3095,7 @@ void GameHandler::setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t
if (slot < 0 || slot >= ACTION_BAR_SLOTS) return;
actionBar[slot].type = type;
actionBar[slot].id = id;
saveCharacterConfig();
}
float GameHandler::getSpellCooldown(uint32_t spellId) const {
@ -3086,11 +3124,12 @@ void GameHandler::handleInitialSpells(network::Packet& packet) {
}
}
// Auto-populate action bar: Attack in slot 1, Hearthstone in slot 12
// Load saved action bar or use defaults (Attack slot 1, Hearthstone slot 12)
actionBar[0].type = ActionBarSlot::SPELL;
actionBar[0].id = 6603; // Attack
actionBar[11].type = ActionBarSlot::SPELL;
actionBar[11].id = 8690; // Hearthstone
loadCharacterConfig();
LOG_INFO("Learned ", knownSpells.size(), " spells");
}
@ -3502,7 +3541,7 @@ void GameHandler::closeVendor() {
currentVendorItems = ListInventoryData{};
}
void GameHandler::buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count) {
void GameHandler::buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = BuyItemPacket::build(vendorGuid, itemId, slot, count);
socket->send(packet);
@ -4060,5 +4099,98 @@ void GameHandler::extractSkillFields(const std::map<uint16_t, uint32_t>& fields)
playerSkills_ = std::move(newSkills);
}
std::string GameHandler::getCharacterConfigDir() {
std::string dir;
#ifdef _WIN32
const char* appdata = std::getenv("APPDATA");
dir = appdata ? std::string(appdata) + "\\wowee\\characters" : "characters";
#else
const char* home = std::getenv("HOME");
dir = home ? std::string(home) + "/.wowee/characters" : "characters";
#endif
return dir;
}
void GameHandler::saveCharacterConfig() {
const Character* ch = getActiveCharacter();
if (!ch || ch->name.empty()) return;
std::string dir = getCharacterConfigDir();
std::error_code ec;
std::filesystem::create_directories(dir, ec);
std::string path = dir + "/" + ch->name + ".cfg";
std::ofstream out(path);
if (!out.is_open()) {
LOG_WARNING("Could not save character config to ", path);
return;
}
out << "character_guid=" << playerGuid << "\n";
for (int i = 0; i < ACTION_BAR_SLOTS; i++) {
out << "action_bar_" << i << "_type=" << static_cast<int>(actionBar[i].type) << "\n";
out << "action_bar_" << i << "_id=" << actionBar[i].id << "\n";
}
LOG_INFO("Character config saved to ", path);
}
void GameHandler::loadCharacterConfig() {
const Character* ch = getActiveCharacter();
if (!ch || ch->name.empty()) return;
std::string path = getCharacterConfigDir() + "/" + ch->name + ".cfg";
std::ifstream in(path);
if (!in.is_open()) return;
uint64_t savedGuid = 0;
std::array<int, ACTION_BAR_SLOTS> types{};
std::array<uint32_t, ACTION_BAR_SLOTS> ids{};
bool hasSlots = false;
std::string line;
while (std::getline(in, line)) {
size_t eq = line.find('=');
if (eq == std::string::npos) continue;
std::string key = line.substr(0, eq);
std::string val = line.substr(eq + 1);
if (key == "character_guid") {
try { savedGuid = std::stoull(val); } catch (...) {}
} else if (key.rfind("action_bar_", 0) == 0) {
// Parse action_bar_N_type or action_bar_N_id
size_t firstUnderscore = 11; // length of "action_bar_"
size_t secondUnderscore = key.find('_', firstUnderscore);
if (secondUnderscore == std::string::npos) continue;
int slot = -1;
try { slot = std::stoi(key.substr(firstUnderscore, secondUnderscore - firstUnderscore)); } catch (...) { continue; }
if (slot < 0 || slot >= ACTION_BAR_SLOTS) continue;
std::string suffix = key.substr(secondUnderscore + 1);
try {
if (suffix == "type") {
types[slot] = std::stoi(val);
hasSlots = true;
} else if (suffix == "id") {
ids[slot] = static_cast<uint32_t>(std::stoul(val));
hasSlots = true;
}
} catch (...) {}
}
}
// Validate guid matches current character
if (savedGuid != 0 && savedGuid != playerGuid) {
LOG_WARNING("Character config guid mismatch for ", ch->name, ", using defaults");
return;
}
if (hasSlots) {
for (int i = 0; i < ACTION_BAR_SLOTS; i++) {
actionBar[i].type = static_cast<ActionBarSlot::Type>(types[i]);
actionBar[i].id = ids[i];
}
LOG_INFO("Character config loaded from ", path);
}
}
} // namespace game
} // namespace wowee

View file

@ -2530,12 +2530,12 @@ network::Packet ListInventoryPacket::build(uint64_t npcGuid) {
return packet;
}
network::Packet BuyItemPacket::build(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count) {
network::Packet BuyItemPacket::build(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count) {
network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_BUY_ITEM));
packet.writeUInt64(vendorGuid);
packet.writeUInt32(itemId);
packet.writeUInt32(slot);
packet.writeUInt8(count);
packet.writeUInt32(count);
packet.writeUInt8(0); // bag slot (0 = find any available bag slot)
return packet;
}

View file

@ -577,18 +577,23 @@ void CameraController::update(float deltaTime) {
return base;
};
// Sample center + footprint to avoid slipping through narrow floor pieces.
// Sample center + movement-aligned offsets to avoid slipping through narrow floor pieces.
// Use 3 samples instead of 5 — center plus two movement-direction probes.
std::optional<float> groundH;
constexpr float FOOTPRINT = 0.4f; // Larger footprint for better floor detection
const glm::vec2 offsets[] = {
{0.0f, 0.0f},
{FOOTPRINT, 0.0f}, {-FOOTPRINT, 0.0f},
{0.0f, FOOTPRINT}, {0.0f, -FOOTPRINT}
};
for (const auto& o : offsets) {
auto h = sampleGround(targetPos.x + o.x, targetPos.y + o.y);
if (h && (!groundH || *h > *groundH)) {
groundH = h;
groundH = sampleGround(targetPos.x, targetPos.y);
{
constexpr float FOOTPRINT = 0.4f;
glm::vec2 moveXY(targetPos.x - followTarget->x, targetPos.y - followTarget->y);
float moveLen = glm::length(moveXY);
if (moveLen > 0.01f) {
glm::vec2 moveDir2 = moveXY / moveLen;
glm::vec2 perpDir(-moveDir2.y, moveDir2.x);
auto h1 = sampleGround(targetPos.x + moveDir2.x * FOOTPRINT,
targetPos.y + moveDir2.y * FOOTPRINT);
if (h1 && (!groundH || *h1 > *groundH)) groundH = h1;
auto h2 = sampleGround(targetPos.x + perpDir.x * FOOTPRINT,
targetPos.y + perpDir.y * FOOTPRINT);
if (h2 && (!groundH || *h2 > *groundH)) groundH = h2;
}
}

View file

@ -14,7 +14,9 @@
#include <cmath>
#include <filesystem>
#include <fstream>
#include <future>
#include <limits>
#include <thread>
#include <unordered_set>
namespace wowee {
@ -38,6 +40,8 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
assetManager = assets;
numCullThreads_ = std::min(4u, std::max(1u, std::thread::hardware_concurrency() - 1));
// Create WMO shader with texture support
const char* vertexSrc = R"(
#version 330 core
@ -83,6 +87,8 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
uniform sampler2D uTexture;
uniform bool uHasTexture;
uniform bool uAlphaTest;
uniform bool uUnlit;
uniform bool uIsInterior;
uniform vec3 uFogColor;
uniform float uFogStart;
@ -96,32 +102,54 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
out vec4 FragColor;
void main() {
// Sample texture or use vertex color
vec4 texColor;
float alpha = 1.0;
if (uHasTexture) {
texColor = texture(uTexture, TexCoord);
// Alpha test only for cutout materials (lattice, grating, etc.)
if (uAlphaTest && texColor.a < 0.5) discard;
// Multiply vertex color (MOCV baked lighting/AO) into texture
texColor.rgb *= VertexColor.rgb;
alpha = texColor.a;
} else {
// MOCV vertex color alpha is a lighting blend factor, not transparency
texColor = vec4(VertexColor.rgb, 1.0);
}
// Unlit materials (windows, lamps) — emit texture color directly
if (uUnlit) {
// Apply fog only
float fogDist = length(uViewPos - FragPos);
float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0);
vec3 result = mix(uFogColor, texColor.rgb, fogFactor);
FragColor = vec4(result, alpha);
return;
}
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(uLightDir);
// Interior vs exterior lighting
vec3 ambient;
float dirScale;
if (uIsInterior) {
ambient = vec3(0.7, 0.7, 0.7);
dirScale = 0.3;
} else {
ambient = uAmbientColor;
dirScale = 1.0;
}
// Diffuse lighting
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0);
// Ambient
vec3 ambient = uAmbientColor;
vec3 diffuse = diff * vec3(1.0) * dirScale;
// Blinn-Phong specular
vec3 viewDir = normalize(uViewPos - FragPos);
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
vec3 specular = spec * uLightColor * uSpecularIntensity;
// Sample texture or use vertex color
vec4 texColor;
if (uHasTexture) {
texColor = texture(uTexture, TexCoord);
// Alpha test only for cutout materials (lattice, grating, etc.)
if (uAlphaTest && texColor.a < 0.5) discard;
} else {
// MOCV vertex color alpha is a lighting blend factor, not transparency
texColor = vec4(VertexColor.rgb, 1.0);
}
vec3 specular = spec * uLightColor * uSpecularIntensity * dirScale;
// Shadow mapping
float shadow = 1.0;
@ -153,7 +181,7 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0);
result = mix(uFogColor, result, fogFactor);
FragColor = vec4(result, 1.0);
FragColor = vec4(result, alpha);
}
)";
@ -289,6 +317,7 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
modelData.materialTextureIndices.push_back(texIndex);
modelData.materialBlendModes.push_back(mat.blendMode);
modelData.materialFlags.push_back(mat.flags);
}
// Create GPU resources for each group
@ -300,7 +329,7 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
}
GroupResources resources;
if (createGroupResources(wmoGroup, resources)) {
if (createGroupResources(wmoGroup, resources, wmoGroup.flags)) {
modelData.groups.push_back(resources);
loadedGroups++;
}
@ -328,16 +357,28 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
}
bool alphaTest = false;
uint32_t blendMode = 0;
if (batch.materialId < modelData.materialBlendModes.size()) {
alphaTest = (modelData.materialBlendModes[batch.materialId] == 1);
blendMode = modelData.materialBlendModes[batch.materialId];
alphaTest = (blendMode == 1);
}
uint64_t key = (static_cast<uint64_t>(texId) << 1) | (alphaTest ? 1 : 0);
bool unlit = false;
if (batch.materialId < modelData.materialFlags.size()) {
unlit = (modelData.materialFlags[batch.materialId] & 0x01) != 0;
}
// Merge key: texture ID + alphaTest + unlit (unlit batches must not merge with lit)
uint64_t key = (static_cast<uint64_t>(texId) << 2)
| (alphaTest ? 1ULL : 0ULL)
| (unlit ? 2ULL : 0ULL);
auto& mb = batchMap[key];
if (mb.counts.empty()) {
mb.texId = texId;
mb.hasTexture = hasTexture;
mb.alphaTest = alphaTest;
mb.unlit = unlit;
mb.blendMode = blendMode;
}
mb.counts.push_back(static_cast<GLsizei>(batch.indexCount));
mb.offsets.push_back(reinterpret_cast<const void*>(batch.startIndex * sizeof(uint16_t)));
@ -746,6 +787,10 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
glActiveTexture(GL_TEXTURE0);
shader->setUniform("uTexture", 0);
// Initialize new uniforms to defaults
shader->setUniform("uUnlit", false);
shader->setUniform("uIsInterior", false);
// Enable wireframe if requested
if (wireframeMode) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@ -778,82 +823,139 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
}
}
// Render all instances with instance-level culling
for (const auto& instance : instances) {
// NOTE: Disabled hard instance-distance culling for WMOs.
// Large city WMOs can have instance origins far from local camera position,
// causing whole city sections to disappear unexpectedly.
auto modelIt = loadedModels.find(instance.modelId);
if (modelIt == loadedModels.end()) {
// ── Phase 1: Parallel visibility culling ──────────────────────────
// Build list of instances that pass the coarse instance-level frustum test.
std::vector<size_t> visibleInstances;
visibleInstances.reserve(instances.size());
for (size_t i = 0; i < instances.size(); ++i) {
const auto& instance = instances[i];
if (loadedModels.find(instance.modelId) == loadedModels.end())
continue;
}
if (frustumCulling) {
glm::vec3 instMin = instance.worldBoundsMin - glm::vec3(0.5f);
glm::vec3 instMax = instance.worldBoundsMax + glm::vec3(0.5f);
if (!frustum.intersectsAABB(instMin, instMax)) {
if (!frustum.intersectsAABB(instMin, instMax))
continue;
}
}
visibleInstances.push_back(i);
}
const ModelData& model = modelIt->second;
// Per-instance cull lambda — produces an InstanceDrawList for one instance.
// Reads only const data; each invocation writes to its own output.
glm::vec3 camPos = camera.getPosition();
bool doPortalCull = portalCulling;
bool doOcclusionCull = occlusionCulling;
bool doFrustumCull = frustumCulling;
// Run occlusion queries for this instance (pre-pass)
if (occlusionCulling && occlusionShader && bboxVao != 0) {
runOcclusionQueries(instance, model, view, projection);
// Re-bind main shader after occlusion pass
shader->use();
}
auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
const auto& instance = instances[instIdx];
const ModelData& model = loadedModels.find(instance.modelId)->second;
shader->setUniform("uModel", instance.modelMatrix);
InstanceDrawList result;
result.instanceIndex = instIdx;
// Portal-based visibility culling
// Portal-based visibility
std::unordered_set<uint32_t> portalVisibleGroups;
bool usePortalCulling = portalCulling && !model.portals.empty() && !model.portalRefs.empty();
bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
if (usePortalCulling) {
// Transform camera position to model's local space
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camera.getPosition(), 1.0f);
glm::vec3 cameraLocalPos(localCamPos);
getVisibleGroupsViaPortals(model, cameraLocalPos, frustum, instance.modelMatrix, portalVisibleGroups);
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camPos, 1.0f);
getVisibleGroupsViaPortals(model, glm::vec3(localCamPos), frustum,
instance.modelMatrix, portalVisibleGroups);
}
// Render all groups using cached world-space bounds
glm::vec3 camPos = camera.getPosition();
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
// Portal culling check
if (usePortalCulling && portalVisibleGroups.find(static_cast<uint32_t>(gi)) == portalVisibleGroups.end()) {
lastPortalCulledGroups++;
// Portal culling
if (usePortalCulling &&
portalVisibleGroups.find(static_cast<uint32_t>(gi)) == portalVisibleGroups.end()) {
result.portalCulled++;
continue;
}
// Occlusion culling check first (uses previous frame results)
if (occlusionCulling && isGroupOccluded(instance.id, static_cast<uint32_t>(gi))) {
lastOcclusionCulledGroups++;
// Occlusion culling (reads previous-frame results, read-only map)
if (doOcclusionCull && isGroupOccluded(instance.id, static_cast<uint32_t>(gi))) {
result.occlusionCulled++;
continue;
}
if (gi < instance.worldGroupBounds.size()) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
// Hard distance cutoff - skip groups entirely if closest point is too far
// Hard distance cutoff
glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
if (distSq > 25600.0f) { // Beyond 160 units - hard skip
lastDistanceCulledGroups++;
if (distSq > 25600.0f) {
result.distanceCulled++;
continue;
}
// Frustum culling
if (frustumCulling && !frustum.intersectsAABB(gMin, gMax)) {
if (doFrustumCull && !frustum.intersectsAABB(gMin, gMax))
continue;
}
}
renderGroup(model.groups[gi], model, instance.modelMatrix, view, projection);
result.visibleGroups.push_back(static_cast<uint32_t>(gi));
}
return result;
};
// Dispatch culling — parallel when enough instances, sequential otherwise.
std::vector<InstanceDrawList> drawLists;
drawLists.reserve(visibleInstances.size());
if (visibleInstances.size() >= 4 && numCullThreads_ > 1) {
const size_t numThreads = std::min(static_cast<size_t>(numCullThreads_),
visibleInstances.size());
const size_t chunkSize = visibleInstances.size() / numThreads;
const size_t remainder = visibleInstances.size() % numThreads;
// Each future returns a vector of InstanceDrawList for its chunk.
std::vector<std::future<std::vector<InstanceDrawList>>> futures;
futures.reserve(numThreads);
size_t start = 0;
for (size_t t = 0; t < numThreads; ++t) {
size_t end = start + chunkSize + (t < remainder ? 1 : 0);
futures.push_back(std::async(std::launch::async,
[&, start, end]() {
std::vector<InstanceDrawList> chunk;
chunk.reserve(end - start);
for (size_t j = start; j < end; ++j)
chunk.push_back(cullInstance(visibleInstances[j]));
return chunk;
}));
start = end;
}
for (auto& f : futures) {
auto chunk = f.get();
for (auto& dl : chunk)
drawLists.push_back(std::move(dl));
}
} else {
for (size_t idx : visibleInstances)
drawLists.push_back(cullInstance(idx));
}
// ── Phase 2: Sequential GL draw ────────────────────────────────
for (const auto& dl : drawLists) {
const auto& instance = instances[dl.instanceIndex];
const ModelData& model = loadedModels.find(instance.modelId)->second;
// Occlusion query pre-pass (GL calls — must be main thread)
if (occlusionCulling && occlusionShader && bboxVao != 0) {
runOcclusionQueries(instance, model, view, projection);
shader->use();
}
shader->setUniform("uModel", instance.modelMatrix);
for (uint32_t gi : dl.visibleGroups)
renderGroup(model.groups[gi], model, instance.modelMatrix, view, projection);
lastPortalCulledGroups += dl.portalCulled;
lastDistanceCulledGroups += dl.distanceCulled;
lastOcclusionCulledGroups += dl.occlusionCulled;
}
// Restore polygon mode
@ -898,11 +1000,13 @@ uint32_t WMORenderer::getTotalTriangleCount() const {
return total;
}
bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources) {
bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources, uint32_t groupFlags) {
if (group.vertices.empty() || group.indices.empty()) {
return false;
}
resources.groupFlags = groupFlags;
resources.vertexCount = group.vertices.size();
resources.indexCount = group.indices.size();
resources.boundingBoxMin = group.boundingBoxMin;
@ -1012,11 +1116,16 @@ void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] cons
[[maybe_unused]] const glm::mat4& projection) {
glBindVertexArray(group.vao);
// Set interior flag once per group (0x2000 = interior)
bool isInterior = (group.groupFlags & 0x2000) != 0;
shader->setUniform("uIsInterior", isInterior);
// Use pre-computed merged batches (built at load time)
// Track bound state to avoid redundant GL calls
static GLuint lastBoundTex = 0;
static bool lastHasTexture = false;
static bool lastAlphaTest = false;
static bool lastUnlit = false;
for (const auto& mb : group.mergedBatches) {
if (mb.texId != lastBoundTex) {
@ -1031,10 +1140,25 @@ void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] cons
shader->setUniform("uAlphaTest", mb.alphaTest);
lastAlphaTest = mb.alphaTest;
}
if (mb.unlit != lastUnlit) {
shader->setUniform("uUnlit", mb.unlit);
lastUnlit = mb.unlit;
}
// Enable alpha blending for translucent materials (blendMode >= 2)
bool needsBlend = (mb.blendMode >= 2);
if (needsBlend) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glMultiDrawElements(GL_TRIANGLES, mb.counts.data(), GL_UNSIGNED_SHORT,
mb.offsets.data(), static_cast<GLsizei>(mb.counts.size()));
lastDrawCalls++;
if (needsBlend) {
glDisable(GL_BLEND);
}
}
glBindVertexArray(0);
@ -1407,12 +1531,6 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
// Debug: log when no instances
static int debugCounter = 0;
if (instances.empty() && (debugCounter++ % 300 == 0)) {
core::Logger::getInstance().warning("WMO getFloorHeight: no instances loaded!");
}
glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 8.0f);
glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 10.0f);
gatherCandidates(queryMin, queryMax, candidateScratch);
@ -1436,23 +1554,41 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
const ModelData& model = it->second;
// World-space pre-pass: check which groups' world XY bounds contain
// the query point. For a vertical ray this eliminates most groups
// before any local-space math.
bool anyGroupOverlaps = false;
for (size_t gi = 0; gi < model.groups.size() && gi < instance.worldGroupBounds.size(); ++gi) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (glX >= gMin.x && glX <= gMax.x &&
glY >= gMin.y && glY <= gMax.y &&
glZ - 4.0f <= gMax.z) {
anyGroupOverlaps = true;
break;
}
}
if (!anyGroupOverlaps) continue;
// Use cached inverse matrix
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
int groupsChecked = 0;
int groupsSkipped = 0;
int trianglesHit = 0;
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
// World-space group cull — vertical ray at (glX, glY)
if (gi < instance.worldGroupBounds.size()) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (glX < gMin.x || glX > gMax.x ||
glY < gMin.y || glY > gMax.y ||
glZ - 4.0f > gMax.z) {
continue;
}
}
for (const auto& group : model.groups) {
// Quick bounding box check
const auto& group = model.groups[gi];
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
groupsSkipped++;
continue;
}
groupsChecked++;
// Raycast against triangles
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
@ -1461,22 +1597,15 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
// Try both winding orders (two-sided collision)
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
if (t <= 0.0f) {
// Try reverse winding
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
}
if (t > 0.0f) {
trianglesHit++;
// Hit point in local space -> world space
glm::vec3 hitLocal = localOrigin + localDir * t;
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
// Only use floors below or near the query point.
// Callers already elevate glZ by +5..+6; keep buffer small
// to avoid selecting ceilings above the player.
if (hitWorld.z <= glZ + 0.5f) {
if (!bestFloor || hitWorld.z > *bestFloor) {
bestFloor = hitWorld.z;
@ -1485,14 +1614,6 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
}
}
}
// Debug logging (every ~5 seconds at 60fps)
static int logCounter = 0;
if ((logCounter++ % 300 == 0) && (groupsChecked > 0 || groupsSkipped > 0)) {
core::Logger::getInstance().debug("Floor check: ", groupsChecked, " groups checked, ",
groupsSkipped, " skipped, ", trianglesHit, " hits, best=",
bestFloor ? std::to_string(*bestFloor) : "none");
}
}
// Cache the result in persistent grid.
@ -1519,11 +1640,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks
const float MAX_STEP_HEIGHT = 1.0f; // Allow stepping up stairs
// Debug logging
static int wallDebugCounter = 0;
int groupsChecked = 0;
int wallsHit = 0;
glm::vec3 queryMin = glm::min(from, to) - glm::vec3(8.0f, 8.0f, 5.0f);
glm::vec3 queryMax = glm::max(from, to) + glm::vec3(8.0f, 8.0f, 5.0f);
gatherCandidates(queryMin, queryMax, candidateScratch);
@ -1548,19 +1664,43 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
const ModelData& model = it->second;
// World-space pre-pass: skip instances where no groups are near the movement
const float wallMargin = PLAYER_RADIUS + 2.0f;
bool anyGroupNear = false;
for (size_t gi = 0; gi < model.groups.size() && gi < instance.worldGroupBounds.size(); ++gi) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (to.x >= gMin.x - wallMargin && to.x <= gMax.x + wallMargin &&
to.y >= gMin.y - wallMargin && to.y <= gMax.y + wallMargin &&
to.z + PLAYER_HEIGHT >= gMin.z && to.z <= gMax.z + wallMargin) {
anyGroupNear = true;
break;
}
}
if (!anyGroupNear) continue;
// Transform positions into local space using cached inverse
glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f));
glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
float localFeetZ = localTo.z;
for (const auto& group : model.groups) {
// Quick bounding box check
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
// World-space group cull
if (gi < instance.worldGroupBounds.size()) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (to.x < gMin.x - wallMargin || to.x > gMax.x + wallMargin ||
to.y < gMin.y - wallMargin || to.y > gMax.y + wallMargin ||
to.z > gMax.z + PLAYER_HEIGHT || to.z + PLAYER_HEIGHT < gMin.z) {
continue;
}
}
const auto& group = model.groups[gi];
// Local-space AABB check
float margin = PLAYER_RADIUS + 2.0f;
if (localTo.x < group.boundingBoxMin.x - margin || localTo.x > group.boundingBoxMax.x + margin ||
localTo.y < group.boundingBoxMin.y - margin || localTo.y > group.boundingBoxMax.y + margin ||
localTo.z < group.boundingBoxMin.z - margin || localTo.z > group.boundingBoxMax.z + margin) {
continue;
}
groupsChecked++;
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
@ -1631,7 +1771,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
glm::vec3 delta = localTo - closest;
float horizDist = glm::length(glm::vec2(delta.x, delta.y));
if (horizDist <= PLAYER_RADIUS) {
wallsHit++;
float pushDist = PLAYER_RADIUS - horizDist + 0.02f;
glm::vec2 pushDir2;
if (horizDist > 1e-4f) {
@ -1643,10 +1782,8 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
}
glm::vec3 pushLocal(pushDir2.x * pushDist, pushDir2.y * pushDist, 0.0f);
// Transform push vector back to world space
glm::vec3 pushWorld = glm::vec3(instance.modelMatrix * glm::vec4(pushLocal, 0.0f));
// Only horizontal push
adjustedPos.x += pushWorld.x;
adjustedPos.y += pushWorld.y;
blocked = true;
@ -1655,12 +1792,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
}
}
// Debug logging every ~5 seconds
if ((wallDebugCounter++ % 300 == 0) && !instances.empty()) {
core::Logger::getInstance().debug("Wall collision: ", instances.size(), " instances, ",
groupsChecked, " groups checked, ", wallsHit, " walls hit, blocked=", blocked);
}
return blocked;
}
@ -1687,9 +1818,21 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
if (it == loadedModels.end()) continue;
const ModelData& model = it->second;
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
// Check if inside any group's bounding box
// World-space pre-check: skip instance if no group's world bounds contain point
bool anyGroupContains = false;
for (size_t gi = 0; gi < model.groups.size() && gi < instance.worldGroupBounds.size(); ++gi) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (glX >= gMin.x && glX <= gMax.x &&
glY >= gMin.y && glY <= gMax.y &&
glZ >= gMin.z && glZ <= gMax.z) {
anyGroupContains = true;
break;
}
}
if (!anyGroupContains) continue;
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
for (const auto& group : model.groups) {
if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x &&
localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y &&
@ -1746,8 +1889,17 @@ float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(direction, 0.0f)));
for (const auto& group : model.groups) {
// Broad-phase cull with local AABB first.
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
// World-space group cull — skip groups whose world AABB doesn't intersect the ray
if (gi < instance.worldGroupBounds.size()) {
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
if (!rayIntersectsAABB(origin, direction, gMin, gMax)) {
continue;
}
}
const auto& group = model.groups[gi];
// Local-space AABB cull
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
continue;
}

View file

@ -1,5 +1,8 @@
#include "ui/character_screen.hpp"
#include <imgui.h>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <iomanip>
#include <sstream>
@ -9,12 +12,67 @@ CharacterScreen::CharacterScreen() {
}
void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::SetNextWindowSize(ImVec2(800, 600), ImGuiCond_FirstUseEver);
// Size the window to fill most of the viewport
ImVec2 vpSize = ImGui::GetMainViewport()->Size;
ImVec2 winSize(vpSize.x * 0.6f, vpSize.y * 0.7f);
if (winSize.x < 700.0f) winSize.x = 700.0f;
if (winSize.y < 500.0f) winSize.y = 500.0f;
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(
ImVec2(vpSize.x * 0.5f, vpSize.y * 0.5f),
ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
ImGui::Begin("Character Selection", nullptr, ImGuiWindowFlags_NoCollapse);
ImGui::Text("Select a Character");
ImGui::Separator();
ImGui::Spacing();
// Get character list
const auto& characters = gameHandler.getCharacters();
// Request character list if not available
if (characters.empty() && gameHandler.getState() == game::WorldState::READY) {
ImGui::Text("Loading characters...");
gameHandler.requestCharacterList();
ImGui::End();
return;
}
if (characters.empty()) {
ImGui::Text("No characters available.");
// Bottom buttons even when empty
ImGui::Spacing();
if (ImGui::Button("Back", ImVec2(120, 36))) { if (onBack) onBack(); }
ImGui::SameLine();
if (ImGui::Button("Refresh", ImVec2(120, 36))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {
gameHandler.requestCharacterList();
setStatus("Refreshing character list...");
}
}
ImGui::SameLine();
if (ImGui::Button("Create Character", ImVec2(160, 36))) { if (onCreateCharacter) onCreateCharacter(); }
ImGui::End();
return;
}
// Restore last-selected character (once per screen visit)
if (!restoredLastCharacter) {
uint64_t lastGuid = loadLastCharacter();
if (lastGuid != 0) {
for (size_t i = 0; i < characters.size(); ++i) {
if (characters[i].guid == lastGuid) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = lastGuid;
break;
}
}
}
// Fall back to first character if nothing matched
if (selectedCharacterIndex < 0) {
selectedCharacterIndex = 0;
selectedCharacterGuid = characters[0].guid;
}
restoredLastCharacter = true;
}
// Status message
if (!statusMessage.empty()) {
@ -24,200 +82,164 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::Spacing();
}
// Get character list
const auto& characters = gameHandler.getCharacters();
// ── Two-column layout: character list (left) | details (right) ──
float availW = ImGui::GetContentRegionAvail().x;
float detailPanelW = 260.0f;
float listW = availW - detailPanelW - ImGui::GetStyle().ItemSpacing.x;
if (listW < 300.0f) { listW = availW; detailPanelW = 0.0f; }
// Request character list if not available
if (characters.empty() && gameHandler.getState() == game::WorldState::READY) {
ImGui::Text("Loading characters...");
gameHandler.requestCharacterList();
} else if (characters.empty()) {
ImGui::Text("No characters available.");
} else {
// Auto-highlight the first character if none selected yet
if (selectedCharacterIndex < 0 && !characters.empty()) {
selectedCharacterIndex = 0;
selectedCharacterGuid = characters[0].guid;
}
float listH = ImGui::GetContentRegionAvail().y - 50.0f; // reserve bottom row for buttons
// Character table
if (ImGui::BeginTable("CharactersTable", 6, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 50.0f);
ImGui::TableSetupColumn("Race", ImGuiTableColumnFlags_WidthFixed, 100.0f);
ImGui::TableSetupColumn("Class", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("Zone", ImGuiTableColumnFlags_WidthFixed, 80.0f);
ImGui::TableSetupColumn("Guild", ImGuiTableColumnFlags_WidthFixed, 80.0f);
ImGui::TableHeadersRow();
// ── Left: Character list ──
ImGui::BeginChild("CharList", ImVec2(listW, listH), true);
ImGui::Text("Characters");
ImGui::Separator();
for (size_t i = 0; i < characters.size(); ++i) {
const auto& character = characters[i];
if (ImGui::BeginTable("CharactersTable", 5,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg |
ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingStretchProp)) {
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch, 2.0f);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 45.0f);
ImGui::TableSetupColumn("Race", ImGuiTableColumnFlags_WidthStretch, 1.0f);
ImGui::TableSetupColumn("Class", ImGuiTableColumnFlags_WidthStretch, 1.2f);
ImGui::TableSetupColumn("Zone", ImGuiTableColumnFlags_WidthFixed, 55.0f);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableHeadersRow();
ImGui::TableNextRow();
for (size_t i = 0; i < characters.size(); ++i) {
const auto& character = characters[i];
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
// Name column (selectable)
ImGui::TableSetColumnIndex(0);
bool isSelected = (selectedCharacterIndex == static_cast<int>(i));
bool isSelected = (selectedCharacterIndex == static_cast<int>(i));
ImVec4 factionColor = getFactionColor(character.race);
ImGui::PushStyleColor(ImGuiCol_Text, factionColor);
// Apply faction color to character name
ImVec4 factionColor = getFactionColor(character.race);
ImGui::PushStyleColor(ImGuiCol_Text, factionColor);
if (ImGui::Selectable(character.name.c_str(), isSelected, ImGuiSelectableFlags_SpanAllColumns)) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = character.guid;
}
ImGui::PopStyleColor();
// Level column
ImGui::TableSetColumnIndex(1);
ImGui::Text("%d", character.level);
// Race column
ImGui::TableSetColumnIndex(2);
ImGui::Text("%s", game::getRaceName(character.race));
// Class column
ImGui::TableSetColumnIndex(3);
ImGui::Text("%s", game::getClassName(character.characterClass));
// Zone column
ImGui::TableSetColumnIndex(4);
ImGui::Text("%d", character.zoneId);
// Guild column
ImGui::TableSetColumnIndex(5);
if (character.hasGuild()) {
ImGui::Text("Yes");
} else {
ImGui::TextDisabled("No");
}
ImGui::PushID(static_cast<int>(i));
if (ImGui::Selectable(character.name.c_str(), isSelected,
ImGuiSelectableFlags_SpanAllColumns)) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = character.guid;
saveLastCharacter(character.guid);
}
ImGui::EndTable();
// Double-click to enter world
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0)) {
selectedCharacterIndex = static_cast<int>(i);
selectedCharacterGuid = character.guid;
saveLastCharacter(character.guid);
characterSelected = true;
gameHandler.selectCharacter(character.guid);
if (onCharacterSelected) onCharacterSelected(character.guid);
}
ImGui::PopID();
ImGui::PopStyleColor();
ImGui::TableSetColumnIndex(1);
ImGui::Text("%d", character.level);
ImGui::TableSetColumnIndex(2);
ImGui::Text("%s", game::getRaceName(character.race));
ImGui::TableSetColumnIndex(3);
ImGui::Text("%s", game::getClassName(character.characterClass));
ImGui::TableSetColumnIndex(4);
ImGui::Text("%d", character.zoneId);
}
ImGui::EndTable();
}
ImGui::EndChild();
// ── Right: Details panel ──
if (detailPanelW > 0.0f &&
selectedCharacterIndex >= 0 &&
selectedCharacterIndex < static_cast<int>(characters.size())) {
const auto& character = characters[selectedCharacterIndex];
ImGui::SameLine();
ImGui::BeginChild("CharDetails", ImVec2(detailPanelW, listH), true);
ImGui::TextColored(getFactionColor(character.race), "%s", character.name.c_str());
ImGui::Separator();
ImGui::Spacing();
ImGui::Text("Level %d", character.level);
ImGui::Text("%s", game::getRaceName(character.race));
ImGui::Text("%s", game::getClassName(character.characterClass));
ImGui::Text("%s", game::getGenderName(character.gender));
ImGui::Spacing();
ImGui::Text("Map %d, Zone %d", character.mapId, character.zoneId);
if (character.hasGuild()) {
ImGui::Text("Guild ID: %d", character.guildId);
} else {
ImGui::TextDisabled("No Guild");
}
if (character.hasPet()) {
ImGui::Spacing();
ImGui::Text("Pet Lv%d (Family %d)", character.pet.level, character.pet.family);
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Selected character details
if (selectedCharacterIndex >= 0 && selectedCharacterIndex < static_cast<int>(characters.size())) {
const auto& character = characters[selectedCharacterIndex];
// Enter World button — full width
float btnW = ImGui::GetContentRegionAvail().x;
if (ImGui::Button("Enter World", ImVec2(btnW, 44))) {
characterSelected = true;
saveLastCharacter(character.guid);
std::stringstream ss;
ss << "Entering world with " << character.name << "...";
setStatus(ss.str());
gameHandler.selectCharacter(character.guid);
if (onCharacterSelected) onCharacterSelected(character.guid);
}
ImGui::Text("Character Details:");
ImGui::Separator();
ImGui::Spacing();
ImGui::Columns(2, nullptr, false);
// Left column
ImGui::Text("Name:");
ImGui::Text("Level:");
ImGui::Text("Race:");
ImGui::Text("Class:");
ImGui::Text("Gender:");
ImGui::Text("Location:");
ImGui::Text("Guild:");
if (character.hasPet()) {
ImGui::Text("Pet:");
// Delete
if (!confirmDelete) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.6f, 0.1f, 0.1f, 1.0f));
if (ImGui::Button("Delete Character", ImVec2(btnW, 36))) {
confirmDelete = true;
}
ImGui::NextColumn();
// Right column
ImGui::TextColored(getFactionColor(character.race), "%s", character.name.c_str());
ImGui::Text("%d", character.level);
ImGui::Text("%s", game::getRaceName(character.race));
ImGui::Text("%s", game::getClassName(character.characterClass));
ImGui::Text("%s", game::getGenderName(character.gender));
ImGui::Text("Map %d, Zone %d", character.mapId, character.zoneId);
if (character.hasGuild()) {
ImGui::Text("Guild ID: %d", character.guildId);
} else {
ImGui::TextDisabled("None");
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.0f, 0.0f, 1.0f));
if (ImGui::Button("Confirm Delete?", ImVec2(btnW, 36))) {
if (onDeleteCharacter) onDeleteCharacter(character.guid);
confirmDelete = false;
selectedCharacterIndex = -1;
selectedCharacterGuid = 0;
}
if (character.hasPet()) {
ImGui::Text("Level %d (Family %d)", character.pet.level, character.pet.family);
}
ImGui::Columns(1);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Enter World button
if (ImGui::Button("Enter World", ImVec2(150, 40))) {
characterSelected = true;
std::stringstream ss;
ss << "Entering world with " << character.name << "...";
setStatus(ss.str());
// Send CMSG_PLAYER_LOGIN to server
gameHandler.selectCharacter(character.guid);
// Call callback
if (onCharacterSelected) {
onCharacterSelected(character.guid);
}
}
ImGui::SameLine();
// Delete Character button
if (!confirmDelete) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.6f, 0.1f, 0.1f, 1.0f));
if (ImGui::Button("Delete Character", ImVec2(150, 40))) {
confirmDelete = true;
}
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.0f, 0.0f, 1.0f));
if (ImGui::Button("Confirm Delete?", ImVec2(150, 40))) {
if (onDeleteCharacter) {
onDeleteCharacter(character.guid);
}
confirmDelete = false;
selectedCharacterIndex = -1;
selectedCharacterGuid = 0;
}
ImGui::PopStyleColor();
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(80, 40))) {
confirmDelete = false;
}
ImGui::PopStyleColor();
if (ImGui::Button("Cancel", ImVec2(btnW, 30))) {
confirmDelete = false;
}
}
ImGui::EndChild();
}
// ── Bottom button row ──
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Back/Refresh/Create buttons
if (ImGui::Button("Back", ImVec2(120, 0))) {
if (onBack) {
onBack();
}
}
if (ImGui::Button("Back", ImVec2(120, 36))) { if (onBack) onBack(); }
ImGui::SameLine();
if (ImGui::Button("Refresh", ImVec2(120, 0))) {
if (ImGui::Button("Refresh", ImVec2(120, 36))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {
gameHandler.requestCharacterList();
setStatus("Refreshing character list...");
}
}
ImGui::SameLine();
if (ImGui::Button("Create Character", ImVec2(150, 0))) {
if (onCreateCharacter) {
onCreateCharacter();
}
if (ImGui::Button("Create Character", ImVec2(160, 36))) {
if (onCreateCharacter) onCreateCharacter();
}
ImGui::End();
@ -234,7 +256,7 @@ ImVec4 CharacterScreen::getFactionColor(game::Race race) const {
race == game::Race::NIGHT_ELF ||
race == game::Race::GNOME ||
race == game::Race::DRAENEI) {
return ImVec4(0.3f, 0.5f, 1.0f, 1.0f); // Blue
return ImVec4(0.3f, 0.5f, 1.0f, 1.0f);
}
// Horde races: red
@ -243,11 +265,35 @@ ImVec4 CharacterScreen::getFactionColor(game::Race race) const {
race == game::Race::TAUREN ||
race == game::Race::TROLL ||
race == game::Race::BLOOD_ELF) {
return ImVec4(1.0f, 0.3f, 0.3f, 1.0f); // Red
return ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
}
// Default: white
return ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
}
std::string CharacterScreen::getConfigDir() {
#ifdef _WIN32
const char* appdata = std::getenv("APPDATA");
return appdata ? std::string(appdata) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
return home ? std::string(home) + "/.wowee" : ".";
#endif
}
void CharacterScreen::saveLastCharacter(uint64_t guid) {
std::string dir = getConfigDir();
std::filesystem::create_directories(dir);
std::ofstream f(dir + "/last_character.cfg");
if (f) f << guid;
}
uint64_t CharacterScreen::loadLastCharacter() {
std::string path = getConfigDir() + "/last_character.cfg";
std::ifstream f(path);
uint64_t guid = 0;
if (f) f >> guid;
return guid;
}
}} // namespace wowee::ui

View file

@ -20,6 +20,9 @@
#include <algorithm>
#include <cmath>
#include <cstring>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <unordered_set>
namespace {
@ -51,6 +54,7 @@ namespace {
namespace wowee { namespace ui {
GameScreen::GameScreen() {
loadSettings();
}
void GameScreen::render(game::GameHandler& gameHandler) {
@ -114,10 +118,10 @@ void GameScreen::render(game::GameHandler& gameHandler) {
// Talents (N key toggle handled inside)
talentScreen.render(gameHandler);
// Set up inventory screen asset manager + player appearance (once)
// Set up inventory screen asset manager + player appearance (re-init on character switch)
{
static bool inventoryScreenInit = false;
if (!inventoryScreenInit) {
uint64_t activeGuid = gameHandler.getActiveCharacterGuid();
if (activeGuid != 0 && activeGuid != inventoryScreenCharGuid_) {
auto* am = core::Application::getInstance().getAssetManager();
if (am) {
inventoryScreen.setAssetManager(am);
@ -130,7 +134,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
inventoryScreen.setPlayerAppearance(
ch->race, ch->gender, skin, face,
hairStyle, hairColor, ch->facialFeatures);
inventoryScreenInit = true;
inventoryScreenCharGuid_ = activeGuid;
}
}
}
@ -397,6 +401,11 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
chatWindowPos_ = ImGui::GetWindowPos();
}
// Click anywhere in chat window → focus the input field
if (ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows) && ImGui::IsMouseClicked(0)) {
refocusChatInput = true;
}
// Chat history
const auto& chatHistory = gameHandler.getChatHistory();
@ -3533,7 +3542,7 @@ void GameScreen::renderSettingsWindow() {
ImGui::Text("Interface");
ImGui::SliderInt("UI Opacity", &pendingUiOpacity, 20, 100, "%d%%");
if (ImGui::Button("Restore Interface Defaults", ImVec2(-1, 0))) {
pendingUiOpacity = 100;
pendingUiOpacity = 65;
}
ImGui::Spacing();
@ -3542,6 +3551,7 @@ void GameScreen::renderSettingsWindow() {
if (ImGui::Button("Apply", ImVec2(-1, 0))) {
uiOpacity_ = static_cast<float>(pendingUiOpacity) / 100.0f;
saveSettings();
window->setVsync(pendingVsync);
window->setFullscreen(pendingFullscreen);
window->applyResolution(kResolutions[pendingResIndex][0], kResolutions[pendingResIndex][1]);
@ -3742,4 +3752,57 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
}
}
std::string GameScreen::getSettingsPath() {
std::string dir;
#ifdef _WIN32
const char* appdata = std::getenv("APPDATA");
dir = appdata ? std::string(appdata) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
dir = home ? std::string(home) + "/.wowee" : ".";
#endif
return dir + "/settings.cfg";
}
void GameScreen::saveSettings() {
std::string path = getSettingsPath();
std::filesystem::path dir = std::filesystem::path(path).parent_path();
std::error_code ec;
std::filesystem::create_directories(dir, ec);
std::ofstream out(path);
if (!out.is_open()) {
LOG_WARNING("Could not save settings to ", path);
return;
}
out << "ui_opacity=" << pendingUiOpacity << "\n";
LOG_INFO("Settings saved to ", path);
}
void GameScreen::loadSettings() {
std::string path = getSettingsPath();
std::ifstream in(path);
if (!in.is_open()) return;
std::string line;
while (std::getline(in, line)) {
size_t eq = line.find('=');
if (eq == std::string::npos) continue;
std::string key = line.substr(0, eq);
std::string val = line.substr(eq + 1);
if (key == "ui_opacity") {
try {
int v = std::stoi(val);
if (v >= 20 && v <= 100) {
pendingUiOpacity = v;
uiOpacity_ = static_cast<float>(v) / 100.0f;
}
} catch (...) {}
}
}
LOG_INFO("Settings loaded from ", path);
}
}} // namespace wowee::ui