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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
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11 changed files with 741 additions and 307 deletions
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@ -245,6 +245,8 @@ private:
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glm::vec3 boundingBoxMin;
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glm::vec3 boundingBoxMax;
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uint32_t groupFlags = 0;
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// Material batches (start index, count, material ID)
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struct Batch {
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uint32_t startIndex; // First index in EBO
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@ -258,6 +260,8 @@ private:
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GLuint texId;
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bool hasTexture;
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bool alphaTest;
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bool unlit = false;
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uint32_t blendMode = 0;
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std::vector<GLsizei> counts;
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std::vector<const void*> offsets;
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};
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@ -302,6 +306,9 @@ private:
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// Material blend modes (materialId -> blendMode; 1 = alpha-test cutout)
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std::vector<uint32_t> materialBlendModes;
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// Material flags (materialId -> flags; 0x01 = unlit)
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std::vector<uint32_t> materialFlags;
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// Portal visibility data
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std::vector<PortalData> portals;
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std::vector<glm::vec3> portalVertices;
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@ -339,7 +346,7 @@ private:
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/**
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* Create GPU resources for a WMO group
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*/
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bool createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources);
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bool createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources, uint32_t groupFlags = 0);
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/**
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* Render a single group
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@ -492,6 +499,17 @@ private:
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mutable std::vector<size_t> candidateScratch;
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mutable std::unordered_set<uint32_t> candidateIdScratch;
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// Parallel visibility culling
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uint32_t numCullThreads_ = 1;
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struct InstanceDrawList {
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size_t instanceIndex;
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std::vector<uint32_t> visibleGroups; // group indices that passed culling
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uint32_t portalCulled = 0;
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uint32_t distanceCulled = 0;
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uint32_t occlusionCulled = 0;
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};
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// Collision query profiling (per frame).
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mutable double queryTimeMs = 0.0;
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mutable uint32_t queryCallCount = 0;
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