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

@ -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;
}