mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Merge per-chunk water surfaces, restore incremental tile finalization, and pin main thread CPU affinity
Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.
Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.
Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
This commit is contained in:
parent
7ca9caa212
commit
86505ad377
5 changed files with 629 additions and 314 deletions
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@ -123,6 +123,41 @@ struct PendingTile {
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std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
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};
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/**
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* Phases for incremental tile finalization (one bounded unit of work per call)
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*/
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enum class FinalizationPhase {
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TERRAIN, // Upload terrain mesh + textures + water
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M2_MODELS, // Upload ONE M2 model per call
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M2_INSTANCES, // Create all M2 instances (lightweight struct allocation)
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WMO_MODELS, // Upload ONE WMO model per call
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WMO_INSTANCES, // Create all WMO instances + load WMO liquids
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WMO_DOODADS, // Upload ONE WMO doodad M2 per call
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WATER, // Generate water ambient emitters
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AMBIENT, // Register ambient emitters + commit tile
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DONE // Fully finalized
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};
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/**
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* In-progress tile finalization state — tracks progress across frames
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*/
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struct FinalizingTile {
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std::shared_ptr<PendingTile> pending;
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FinalizationPhase phase = FinalizationPhase::TERRAIN;
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// Progress indices within current phase
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size_t m2ModelIndex = 0; // Next M2 model to upload
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size_t wmoModelIndex = 0; // Next WMO model to upload
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size_t wmoDoodadIndex = 0; // Next WMO doodad to upload
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// Accumulated results (built up across phases)
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> tileUniqueIds;
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std::vector<uint32_t> tileWmoUniqueIds;
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std::unordered_set<uint32_t> uploadedM2ModelIds;
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};
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/**
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* Terrain manager for multi-tile terrain streaming
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*
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@ -219,8 +254,8 @@ public:
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int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
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int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
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int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue + finalizing) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size() + finalizingTiles_.size()); }
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TileCoord getCurrentTile() const { return currentTile; }
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/** Process all ready tiles immediately (use during loading screens) */
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@ -254,9 +289,10 @@ private:
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std::shared_ptr<PendingTile> prepareTile(int x, int y);
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/**
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* Main thread: upload prepared tile data to GPU
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* Advance incremental finalization of a tile (one bounded unit of work).
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* Returns true when the tile is fully finalized (phase == DONE).
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*/
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void finalizeTile(const std::shared_ptr<PendingTile>& pending);
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bool advanceFinalization(FinalizingTile& ft);
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/**
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* Background worker thread loop
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@ -341,16 +377,8 @@ private:
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// Dedup set for WMO placements across tile boundaries (prevents rendering Stormwind 16x)
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std::unordered_set<uint32_t> placedWmoIds;
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// Progressive M2 upload queue (spread heavy uploads across frames)
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struct PendingM2Upload {
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uint32_t modelId;
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pipeline::M2Model model;
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std::string path;
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};
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std::queue<PendingM2Upload> m2UploadQueue_;
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static constexpr int MAX_M2_UPLOADS_PER_FRAME = 5; // Upload up to 5 models per frame
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void processM2UploadQueue();
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// Tiles currently being incrementally finalized across frames
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std::deque<FinalizingTile> finalizingTiles_;
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struct GroundEffectEntry {
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std::array<uint32_t, 4> doodadIds{{0, 0, 0, 0}};
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@ -160,7 +160,7 @@ private:
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VkDescriptorSetLayout sceneSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool sceneDescPool = VK_NULL_HANDLE;
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VkDescriptorSet sceneSet = VK_NULL_HANDLE;
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static constexpr uint32_t MAX_WATER_SETS = 2048;
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static constexpr uint32_t MAX_WATER_SETS = 16384;
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VkSampler sceneColorSampler = VK_NULL_HANDLE;
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VkSampler sceneDepthSampler = VK_NULL_HANDLE;
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@ -55,6 +55,12 @@
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#include <set>
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#include <filesystem>
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#include <thread>
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#ifdef __linux__
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#include <sched.h>
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#include <pthread.h>
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#endif
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namespace wowee {
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namespace core {
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@ -230,6 +236,26 @@ bool Application::initialize() {
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void Application::run() {
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LOG_INFO("Starting main loop");
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// Pin main thread to a dedicated CPU core to reduce scheduling jitter
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#ifdef __linux__
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{
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int numCores = static_cast<int>(std::thread::hardware_concurrency());
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if (numCores >= 2) {
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// Use core 0 for the main thread (typically the highest-clocked core)
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cpu_set_t cpuset;
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CPU_ZERO(&cpuset);
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CPU_SET(0, &cpuset);
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int rc = pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cpuset);
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if (rc == 0) {
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LOG_INFO("Main thread pinned to CPU core 0 (", numCores, " cores available)");
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} else {
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LOG_WARNING("Failed to pin main thread to CPU core 0 (error ", rc, ")");
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}
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}
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}
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#endif
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const bool frameProfileEnabled = envFlagEnabled("WOWEE_FRAME_PROFILE", false);
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if (frameProfileEnabled) {
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LOG_INFO("Frame timing profile enabled (WOWEE_FRAME_PROFILE=1)");
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@ -22,6 +22,11 @@
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#include <functional>
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#include <unordered_set>
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#ifdef __linux__
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#include <sched.h>
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#include <pthread.h>
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#endif
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namespace wowee {
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namespace rendering {
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@ -226,7 +231,9 @@ bool TerrainManager::loadTile(int x, int y) {
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return false;
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}
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finalizeTile(pending);
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FinalizingTile ft;
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ft.pending = std::move(pending);
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while (!advanceFinalization(ft)) {}
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return true;
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}
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@ -648,176 +655,157 @@ void TerrainManager::logMissingAdtOnce(const std::string& adtPath) {
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}
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}
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void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
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bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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auto& pending = ft.pending;
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int x = pending->coord.x;
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int y = pending->coord.y;
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TileCoord coord = pending->coord;
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (GPU upload)");
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switch (ft.phase) {
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// Check if tile was already loaded (race condition guard) or failed
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if (loadedTiles.find(coord) != loadedTiles.end()) {
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return;
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}
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if (failedTiles.find(coord) != failedTiles.end()) {
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return;
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}
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// Upload pre-loaded textures to the GL cache so loadTerrain avoids file I/O
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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// Upload terrain to GPU
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if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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return;
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}
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// Load water
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if (waterRenderer) {
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waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
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}
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// Register water surface ambient sound emitters
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if (ambientSoundManager) {
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// Scan ADT water data for water surfaces
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int waterEmitterCount = 0;
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for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
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const auto& chunkWater = pending->terrain.waterData[chunkIdx];
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if (!chunkWater.hasWater()) continue;
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// Calculate chunk position in world coordinates
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int chunkX = chunkIdx % 16;
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int chunkY = chunkIdx / 16;
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// WoW coordinates: Each ADT tile is 533.33 units, each chunk is 533.33/16 = 33.333 units
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// Tile origin in GL space
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float tileOriginX = (32.0f - x) * 533.33333f;
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float tileOriginY = (32.0f - y) * 533.33333f;
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// Chunk center position
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float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
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float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
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// Use first layer for height and type detection
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if (!chunkWater.layers.empty()) {
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const auto& layer = chunkWater.layers[0];
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float waterHeight = layer.minHeight;
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// Determine water type and register appropriate emitter
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// liquidType: 0=water/lake, 1=ocean, 2=magma, 3=slime
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if (layer.liquidType == 0) {
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// Lake/river water - add water surface emitter every 32 chunks to avoid spam
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if (chunkIdx % 32 == 0) {
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PendingTile::AmbientEmitter emitter;
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emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
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emitter.type = 4; // WATER_SURFACE
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pending->ambientEmitters.push_back(emitter);
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waterEmitterCount++;
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}
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} else if (layer.liquidType == 1) {
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// Ocean - add ocean emitter every 64 chunks (oceans are very large)
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if (chunkIdx % 64 == 0) {
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PendingTile::AmbientEmitter emitter;
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emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
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emitter.type = 4; // WATER_SURFACE (could add separate OCEAN type later)
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pending->ambientEmitters.push_back(emitter);
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waterEmitterCount++;
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}
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}
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// Skip magma and slime for now (no ambient sounds for those)
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case FinalizationPhase::TERRAIN: {
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// Check if tile was already loaded or failed
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if (loadedTiles.find(coord) != loadedTiles.end() || failedTiles.find(coord) != failedTiles.end()) {
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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}
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if (waterEmitterCount > 0) {
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
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// Upload pre-loaded textures
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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// Upload terrain mesh to GPU
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if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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}
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// Load water immediately after terrain (same frame) — water is now
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// deduplicated to ~1-2 merged surfaces per tile, so this is fast.
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if (waterRenderer) {
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waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
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}
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// Ensure M2 renderer has asset manager
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if (m2Renderer && assetManager) {
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m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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}
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ft.phase = FinalizationPhase::M2_MODELS;
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return false;
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}
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> tileUniqueIds;
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std::vector<uint32_t> tileWmoUniqueIds;
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// Upload M2 models to GPU and create instances
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if (m2Renderer && assetManager) {
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// Always pass the latest asset manager. initialize() is idempotent and updates
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// the pointer even when the renderer was initialized earlier without assets.
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m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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// Upload M2 models immediately (batching was causing hangs)
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// The 5ms time budget in processReadyTiles() limits the spike
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std::unordered_set<uint32_t> uploadedModelIds;
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for (auto& m2Ready : pending->m2Models) {
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case FinalizationPhase::M2_MODELS: {
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// Upload ONE M2 model per call
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if (m2Renderer && ft.m2ModelIndex < pending->m2Models.size()) {
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auto& m2Ready = pending->m2Models[ft.m2ModelIndex];
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if (m2Renderer->loadModel(m2Ready.model, m2Ready.modelId)) {
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uploadedModelIds.insert(m2Ready.modelId);
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ft.uploadedM2ModelIds.insert(m2Ready.modelId);
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}
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ft.m2ModelIndex++;
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// Stay in this phase until all models uploaded
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if (ft.m2ModelIndex < pending->m2Models.size()) {
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return false;
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}
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}
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if (!uploadedModelIds.empty()) {
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LOG_DEBUG(" Uploaded ", uploadedModelIds.size(), " M2 models for tile [", x, ",", y, "]");
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if (!ft.uploadedM2ModelIds.empty()) {
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LOG_DEBUG(" Uploaded ", ft.uploadedM2ModelIds.size(), " M2 models for tile [", x, ",", y, "]");
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}
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// Create instances (deduplicate by uniqueId across tile boundaries)
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int loadedDoodads = 0;
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int skippedDedup = 0;
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for (const auto& p : pending->m2Placements) {
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// Skip if this doodad was already placed by a neighboring tile
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if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
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skippedDedup++;
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continue;
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}
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uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
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if (instId) {
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m2InstanceIds.push_back(instId);
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if (p.uniqueId != 0) {
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placedDoodadIds.insert(p.uniqueId);
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tileUniqueIds.push_back(p.uniqueId);
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}
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loadedDoodads++;
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}
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}
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LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
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loadedDoodads, " instances (", uploadedModelIds.size(), " new models, ",
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skippedDedup, " dedup skipped)");
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ft.phase = FinalizationPhase::M2_INSTANCES;
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return false;
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}
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// Upload WMO models to GPU and create instances
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if (wmoRenderer && assetManager) {
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// WMORenderer may be initialized before assets are ready; always re-pass assets.
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wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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int loadedWMOs = 0;
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int loadedLiquids = 0;
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int skippedWmoDedup = 0;
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for (auto& wmoReady : pending->wmoModels) {
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// Deduplicate by placement uniqueId when available.
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// Some ADTs use uniqueId=0, which is not safe for dedup.
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if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
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skippedWmoDedup++;
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continue;
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case FinalizationPhase::M2_INSTANCES: {
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// Create all M2 instances (lightweight struct allocation, no GPU work)
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if (m2Renderer) {
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int loadedDoodads = 0;
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int skippedDedup = 0;
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for (const auto& p : pending->m2Placements) {
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if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
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skippedDedup++;
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continue;
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}
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uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
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if (instId) {
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ft.m2InstanceIds.push_back(instId);
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if (p.uniqueId != 0) {
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placedDoodadIds.insert(p.uniqueId);
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ft.tileUniqueIds.push_back(p.uniqueId);
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}
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loadedDoodads++;
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}
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}
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LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
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loadedDoodads, " instances (", ft.uploadedM2ModelIds.size(), " new models, ",
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skippedDedup, " dedup skipped)");
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}
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ft.phase = FinalizationPhase::WMO_MODELS;
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return false;
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}
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case FinalizationPhase::WMO_MODELS: {
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// Upload ONE WMO model per call
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if (wmoRenderer && assetManager) {
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wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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if (ft.wmoModelIndex < pending->wmoModels.size()) {
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auto& wmoReady = pending->wmoModels[ft.wmoModelIndex];
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// Deduplicate
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if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
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ft.wmoModelIndex++;
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if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
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} else {
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wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId);
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ft.wmoModelIndex++;
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if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
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}
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}
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}
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ft.phase = FinalizationPhase::WMO_INSTANCES;
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return false;
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}
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case FinalizationPhase::WMO_INSTANCES: {
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// Create all WMO instances + load WMO liquids
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if (wmoRenderer) {
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int loadedWMOs = 0;
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int loadedLiquids = 0;
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int skippedWmoDedup = 0;
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||||
for (auto& wmoReady : pending->wmoModels) {
|
||||
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
|
||||
skippedWmoDedup++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId)) {
|
||||
uint32_t wmoInstId = wmoRenderer->createInstance(wmoReady.modelId, wmoReady.position, wmoReady.rotation);
|
||||
if (wmoInstId) {
|
||||
wmoInstanceIds.push_back(wmoInstId);
|
||||
ft.wmoInstanceIds.push_back(wmoInstId);
|
||||
if (wmoReady.uniqueId != 0) {
|
||||
placedWmoIds.insert(wmoReady.uniqueId);
|
||||
tileWmoUniqueIds.push_back(wmoReady.uniqueId);
|
||||
ft.tileWmoUniqueIds.push_back(wmoReady.uniqueId);
|
||||
}
|
||||
loadedWMOs++;
|
||||
|
||||
// Load WMO liquids (canals, pools, etc.)
|
||||
if (waterRenderer) {
|
||||
// Compute the same model matrix as WMORenderer uses
|
||||
glm::mat4 modelMatrix = glm::mat4(1.0f);
|
||||
modelMatrix = glm::translate(modelMatrix, wmoReady.position);
|
||||
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
|
||||
// Load liquids from each WMO group
|
||||
for (const auto& group : wmoReady.model.groups) {
|
||||
if (group.liquid.hasLiquid()) {
|
||||
waterRenderer->loadFromWMO(group.liquid, modelMatrix, wmoInstId);
|
||||
|
|
@ -827,60 +815,126 @@ void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
|
|||
}
|
||||
}
|
||||
}
|
||||
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
|
||||
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
|
||||
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
|
||||
}
|
||||
if (loadedLiquids > 0) {
|
||||
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
|
||||
}
|
||||
}
|
||||
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
|
||||
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
|
||||
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
|
||||
}
|
||||
if (loadedLiquids > 0) {
|
||||
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
|
||||
}
|
||||
ft.phase = FinalizationPhase::WMO_DOODADS;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Upload WMO doodad M2 models
|
||||
if (m2Renderer) {
|
||||
for (auto& doodad : pending->wmoDoodads) {
|
||||
m2Renderer->loadModel(doodad.model, doodad.modelId);
|
||||
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
|
||||
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
|
||||
if (wmoDoodadInstId) m2InstanceIds.push_back(wmoDoodadInstId);
|
||||
case FinalizationPhase::WMO_DOODADS: {
|
||||
// Upload ONE WMO doodad M2 per call
|
||||
if (m2Renderer && ft.wmoDoodadIndex < pending->wmoDoodads.size()) {
|
||||
auto& doodad = pending->wmoDoodads[ft.wmoDoodadIndex];
|
||||
m2Renderer->loadModel(doodad.model, doodad.modelId);
|
||||
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
|
||||
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
|
||||
if (wmoDoodadInstId) ft.m2InstanceIds.push_back(wmoDoodadInstId);
|
||||
ft.wmoDoodadIndex++;
|
||||
if (ft.wmoDoodadIndex < pending->wmoDoodads.size()) return false;
|
||||
}
|
||||
ft.phase = FinalizationPhase::WATER;
|
||||
return false;
|
||||
}
|
||||
|
||||
case FinalizationPhase::WATER: {
|
||||
// Terrain water was already loaded in TERRAIN phase.
|
||||
// Generate water ambient emitters here.
|
||||
if (ambientSoundManager) {
|
||||
for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
|
||||
const auto& chunkWater = pending->terrain.waterData[chunkIdx];
|
||||
if (!chunkWater.hasWater()) continue;
|
||||
|
||||
int chunkX = chunkIdx % 16;
|
||||
int chunkY = chunkIdx / 16;
|
||||
float tileOriginX = (32.0f - x) * 533.33333f;
|
||||
float tileOriginY = (32.0f - y) * 533.33333f;
|
||||
float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
|
||||
float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
|
||||
|
||||
if (!chunkWater.layers.empty()) {
|
||||
const auto& layer = chunkWater.layers[0];
|
||||
float waterHeight = layer.minHeight;
|
||||
if (layer.liquidType == 0 && chunkIdx % 32 == 0) {
|
||||
PendingTile::AmbientEmitter emitter;
|
||||
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
|
||||
emitter.type = 4;
|
||||
pending->ambientEmitters.push_back(emitter);
|
||||
} else if (layer.liquidType == 1 && chunkIdx % 64 == 0) {
|
||||
PendingTile::AmbientEmitter emitter;
|
||||
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
|
||||
emitter.type = 4;
|
||||
pending->ambientEmitters.push_back(emitter);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (loadedWMOs > 0) {
|
||||
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ", loadedWMOs);
|
||||
}
|
||||
ft.phase = FinalizationPhase::AMBIENT;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Register ambient sound emitters with ambient sound manager
|
||||
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
|
||||
for (const auto& emitter : pending->ambientEmitters) {
|
||||
// Cast uint32_t type to AmbientSoundManager::AmbientType enum
|
||||
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
|
||||
ambientSoundManager->addEmitter(emitter.position, type);
|
||||
case FinalizationPhase::AMBIENT: {
|
||||
// Register ambient sound emitters
|
||||
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
|
||||
for (const auto& emitter : pending->ambientEmitters) {
|
||||
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
|
||||
ambientSoundManager->addEmitter(emitter.position, type);
|
||||
}
|
||||
}
|
||||
|
||||
// Commit tile to loadedTiles
|
||||
auto tile = std::make_unique<TerrainTile>();
|
||||
tile->coord = coord;
|
||||
tile->terrain = std::move(pending->terrain);
|
||||
tile->mesh = std::move(pending->mesh);
|
||||
tile->loaded = true;
|
||||
tile->m2InstanceIds = std::move(ft.m2InstanceIds);
|
||||
tile->wmoInstanceIds = std::move(ft.wmoInstanceIds);
|
||||
tile->wmoUniqueIds = std::move(ft.tileWmoUniqueIds);
|
||||
tile->doodadUniqueIds = std::move(ft.tileUniqueIds);
|
||||
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
|
||||
loadedTiles[coord] = std::move(tile);
|
||||
putCachedTile(pending);
|
||||
|
||||
// Now safe to remove from pendingTiles (tile is in loadedTiles)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
pendingTiles.erase(coord);
|
||||
}
|
||||
|
||||
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
|
||||
|
||||
ft.phase = FinalizationPhase::DONE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Create tile entry
|
||||
auto tile = std::make_unique<TerrainTile>();
|
||||
tile->coord = coord;
|
||||
tile->terrain = std::move(pending->terrain);
|
||||
tile->mesh = std::move(pending->mesh);
|
||||
tile->loaded = true;
|
||||
tile->m2InstanceIds = std::move(m2InstanceIds);
|
||||
tile->wmoInstanceIds = std::move(wmoInstanceIds);
|
||||
tile->wmoUniqueIds = std::move(tileWmoUniqueIds);
|
||||
tile->doodadUniqueIds = std::move(tileUniqueIds);
|
||||
|
||||
// Calculate world bounds
|
||||
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
|
||||
|
||||
loadedTiles[coord] = std::move(tile);
|
||||
putCachedTile(pending);
|
||||
|
||||
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
|
||||
case FinalizationPhase::DONE:
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void TerrainManager::workerLoop() {
|
||||
// Keep worker threads off core 0 (reserved for main thread)
|
||||
#ifdef __linux__
|
||||
{
|
||||
int numCores = static_cast<int>(std::thread::hardware_concurrency());
|
||||
if (numCores >= 2) {
|
||||
cpu_set_t cpuset;
|
||||
CPU_ZERO(&cpuset);
|
||||
for (int i = 1; i < numCores; i++) {
|
||||
CPU_SET(i, &cpuset);
|
||||
}
|
||||
pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cpuset);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
LOG_INFO("Terrain worker thread started");
|
||||
|
||||
while (workerRunning.load()) {
|
||||
|
|
@ -927,80 +981,60 @@ void TerrainManager::processReadyTiles() {
|
|||
// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
|
||||
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f;
|
||||
auto startTime = std::chrono::high_resolution_clock::now();
|
||||
int processed = 0;
|
||||
|
||||
while (true) {
|
||||
std::shared_ptr<PendingTile> pending;
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
if (readyQueue.empty()) {
|
||||
break;
|
||||
}
|
||||
pending = readyQueue.front();
|
||||
// Move newly ready tiles into the finalizing deque.
|
||||
// Keep them in pendingTiles so streamTiles() won't re-enqueue them.
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
while (!readyQueue.empty()) {
|
||||
auto pending = readyQueue.front();
|
||||
readyQueue.pop();
|
||||
}
|
||||
|
||||
if (pending) {
|
||||
TileCoord coord = pending->coord;
|
||||
|
||||
finalizeTile(pending);
|
||||
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
pendingTiles.erase(coord);
|
||||
}
|
||||
processed++;
|
||||
|
||||
// Check if we've exceeded time budget
|
||||
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
||||
if (elapsedMs >= timeBudgetMs) {
|
||||
if (processed > 1) {
|
||||
LOG_DEBUG("Processed ", processed, " tiles in ", elapsedMs, "ms (budget: ", timeBudgetMs, "ms)");
|
||||
}
|
||||
break;
|
||||
if (pending) {
|
||||
FinalizingTile ft;
|
||||
ft.pending = std::move(pending);
|
||||
finalizingTiles_.push_back(std::move(ft));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainManager::processM2UploadQueue() {
|
||||
// Upload up to MAX_M2_UPLOADS_PER_FRAME models per frame
|
||||
int uploaded = 0;
|
||||
while (!m2UploadQueue_.empty() && uploaded < MAX_M2_UPLOADS_PER_FRAME) {
|
||||
auto& upload = m2UploadQueue_.front();
|
||||
if (m2Renderer) {
|
||||
m2Renderer->loadModel(upload.model, upload.modelId);
|
||||
// Drive incremental finalization within time budget
|
||||
while (!finalizingTiles_.empty()) {
|
||||
auto& ft = finalizingTiles_.front();
|
||||
bool done = advanceFinalization(ft);
|
||||
|
||||
if (done) {
|
||||
finalizingTiles_.pop_front();
|
||||
}
|
||||
m2UploadQueue_.pop();
|
||||
uploaded++;
|
||||
}
|
||||
|
||||
if (uploaded > 0) {
|
||||
LOG_DEBUG("Uploaded ", uploaded, " M2 models (", m2UploadQueue_.size(), " remaining in queue)");
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
||||
if (elapsedMs >= timeBudgetMs) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainManager::processAllReadyTiles() {
|
||||
while (true) {
|
||||
std::shared_ptr<PendingTile> pending;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
if (readyQueue.empty()) break;
|
||||
pending = readyQueue.front();
|
||||
// Move all ready tiles into finalizing deque
|
||||
// Keep in pendingTiles until committed (same as processReadyTiles)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
while (!readyQueue.empty()) {
|
||||
auto pending = readyQueue.front();
|
||||
readyQueue.pop();
|
||||
}
|
||||
if (pending) {
|
||||
TileCoord coord = pending->coord;
|
||||
finalizeTile(pending);
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
pendingTiles.erase(coord);
|
||||
if (pending) {
|
||||
FinalizingTile ft;
|
||||
ft.pending = std::move(pending);
|
||||
finalizingTiles_.push_back(std::move(ft));
|
||||
}
|
||||
}
|
||||
}
|
||||
// Finalize all tiles completely (no time budget — used for loading screens)
|
||||
while (!finalizingTiles_.empty()) {
|
||||
auto& ft = finalizingTiles_.front();
|
||||
while (!advanceFinalization(ft)) {}
|
||||
finalizingTiles_.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<PendingTile> TerrainManager::getCachedTile(const TileCoord& coord) {
|
||||
|
|
@ -1099,6 +1133,31 @@ void TerrainManager::unloadTile(int x, int y) {
|
|||
pendingTiles.erase(coord);
|
||||
}
|
||||
|
||||
// Remove from finalizingTiles_ if it's being incrementally finalized.
|
||||
// Water may have already been loaded in TERRAIN phase, so clean it up.
|
||||
for (auto fit = finalizingTiles_.begin(); fit != finalizingTiles_.end(); ++fit) {
|
||||
if (fit->pending && fit->pending->coord == coord) {
|
||||
// If past TERRAIN phase, water was already loaded — remove it
|
||||
if (fit->phase != FinalizationPhase::TERRAIN && waterRenderer) {
|
||||
waterRenderer->removeTile(x, y);
|
||||
}
|
||||
// Clean up any M2/WMO instances that were already created
|
||||
if (m2Renderer && !fit->m2InstanceIds.empty()) {
|
||||
m2Renderer->removeInstances(fit->m2InstanceIds);
|
||||
}
|
||||
if (wmoRenderer && !fit->wmoInstanceIds.empty()) {
|
||||
for (uint32_t id : fit->wmoInstanceIds) {
|
||||
if (waterRenderer) waterRenderer->removeWMO(id);
|
||||
}
|
||||
wmoRenderer->removeInstances(fit->wmoInstanceIds);
|
||||
}
|
||||
for (uint32_t uid : fit->tileUniqueIds) placedDoodadIds.erase(uid);
|
||||
for (uint32_t uid : fit->tileWmoUniqueIds) placedWmoIds.erase(uid);
|
||||
finalizingTiles_.erase(fit);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
auto it = loadedTiles.find(coord);
|
||||
if (it == loadedTiles.end()) {
|
||||
return;
|
||||
|
|
@ -1167,6 +1226,7 @@ void TerrainManager::unloadAll() {
|
|||
while (!readyQueue.empty()) readyQueue.pop();
|
||||
}
|
||||
pendingTiles.clear();
|
||||
finalizingTiles_.clear();
|
||||
placedDoodadIds.clear();
|
||||
|
||||
LOG_INFO("Unloading all terrain tiles");
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@
|
|||
#include <cstring>
|
||||
#include <limits>
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace wowee {
|
||||
namespace rendering {
|
||||
|
|
@ -555,7 +556,27 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
|
|||
clear();
|
||||
}
|
||||
|
||||
int totalLayers = 0;
|
||||
// ── Pass 1: collect layers into merge groups keyed by {liquidType, roundedHeight} ──
|
||||
struct ChunkLayerInfo {
|
||||
int chunkX, chunkY;
|
||||
const pipeline::ADTTerrain::WaterLayer* layer;
|
||||
};
|
||||
|
||||
struct MergeKey {
|
||||
uint16_t liquidType;
|
||||
int32_t roundedHeight; // minHeight * 2, rounded to int
|
||||
bool operator==(const MergeKey& o) const {
|
||||
return liquidType == o.liquidType && roundedHeight == o.roundedHeight;
|
||||
}
|
||||
};
|
||||
|
||||
struct MergeKeyHash {
|
||||
size_t operator()(const MergeKey& k) const {
|
||||
return std::hash<uint64_t>()((uint64_t(k.liquidType) << 32) | uint32_t(k.roundedHeight));
|
||||
}
|
||||
};
|
||||
|
||||
std::unordered_map<MergeKey, std::vector<ChunkLayerInfo>, MergeKeyHash> mergeGroups;
|
||||
|
||||
for (int chunkIdx = 0; chunkIdx < 256; chunkIdx++) {
|
||||
const auto& chunkWater = terrain.waterData[chunkIdx];
|
||||
|
|
@ -563,34 +584,146 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
|
|||
|
||||
int chunkX = chunkIdx % 16;
|
||||
int chunkY = chunkIdx / 16;
|
||||
const auto& terrainChunk = terrain.getChunk(chunkX, chunkY);
|
||||
|
||||
for (const auto& layer : chunkWater.layers) {
|
||||
WaterSurface surface;
|
||||
MergeKey key;
|
||||
key.liquidType = layer.liquidType;
|
||||
key.roundedHeight = static_cast<int32_t>(std::round(layer.minHeight * 2.0f));
|
||||
mergeGroups[key].push_back({chunkX, chunkY, &layer});
|
||||
}
|
||||
}
|
||||
|
||||
surface.position = glm::vec3(
|
||||
terrainChunk.position[0],
|
||||
terrainChunk.position[1],
|
||||
layer.minHeight
|
||||
);
|
||||
surface.origin = glm::vec3(
|
||||
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
|
||||
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
|
||||
layer.minHeight
|
||||
);
|
||||
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
|
||||
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
|
||||
// Tile origin = NW corner = chunk(0,0) position
|
||||
const auto& chunk00 = terrain.getChunk(0, 0);
|
||||
|
||||
surface.minHeight = layer.minHeight;
|
||||
surface.maxHeight = layer.maxHeight;
|
||||
surface.liquidType = layer.liquidType;
|
||||
// Stormwind water lowering check
|
||||
bool isStormwindArea = (tileX >= 28 && tileX <= 50 && tileY >= 28 && tileY <= 52);
|
||||
float tileWorldX = 0, tileWorldY = 0;
|
||||
glm::vec2 moonwellPos2D(0.0f);
|
||||
if (isStormwindArea) {
|
||||
tileWorldX = (32.0f - tileX) * 533.33333f;
|
||||
tileWorldY = (32.0f - tileY) * 533.33333f;
|
||||
moonwellPos2D = glm::vec2(-8755.9f, 1108.9f);
|
||||
}
|
||||
|
||||
surface.xOffset = layer.x;
|
||||
surface.yOffset = layer.y;
|
||||
surface.width = layer.width;
|
||||
surface.height = layer.height;
|
||||
int totalSurfaces = 0;
|
||||
|
||||
size_t numVertices = (layer.width + 1) * (layer.height + 1);
|
||||
// Merge threshold: groups with more than this many chunks get merged into
|
||||
// one tile-wide surface. Small groups (shore, lakes) stay per-chunk so
|
||||
// their original mask / height data is preserved exactly.
|
||||
constexpr size_t MERGE_THRESHOLD = 4;
|
||||
|
||||
// ── Pass 2: create surfaces ──
|
||||
for (auto& [key, chunkLayers] : mergeGroups) {
|
||||
|
||||
// ── Small group → per-chunk surfaces (original code path) ──
|
||||
if (chunkLayers.size() <= MERGE_THRESHOLD) {
|
||||
for (const auto& info : chunkLayers) {
|
||||
const auto& layer = *info.layer;
|
||||
const auto& terrainChunk = terrain.getChunk(info.chunkX, info.chunkY);
|
||||
|
||||
WaterSurface surface;
|
||||
surface.position = glm::vec3(
|
||||
terrainChunk.position[0],
|
||||
terrainChunk.position[1],
|
||||
layer.minHeight
|
||||
);
|
||||
surface.origin = glm::vec3(
|
||||
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
|
||||
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
|
||||
layer.minHeight
|
||||
);
|
||||
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
|
||||
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
|
||||
|
||||
surface.minHeight = layer.minHeight;
|
||||
surface.maxHeight = layer.maxHeight;
|
||||
surface.liquidType = layer.liquidType;
|
||||
surface.xOffset = layer.x;
|
||||
surface.yOffset = layer.y;
|
||||
surface.width = layer.width;
|
||||
surface.height = layer.height;
|
||||
|
||||
size_t numVertices = (layer.width + 1) * (layer.height + 1);
|
||||
bool useFlat = true;
|
||||
if (layer.heights.size() == numVertices) {
|
||||
bool sane = true;
|
||||
for (float h : layer.heights) {
|
||||
if (!std::isfinite(h) || std::abs(h) > 50000.0f) { sane = false; break; }
|
||||
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) { sane = false; break; }
|
||||
}
|
||||
if (sane) { useFlat = false; surface.heights = layer.heights; }
|
||||
}
|
||||
if (useFlat) surface.heights.resize(numVertices, layer.minHeight);
|
||||
|
||||
if (isStormwindArea && layer.minHeight > 94.0f) {
|
||||
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY), moonwellPos2D);
|
||||
if (distToMoonwell > 300.0f) {
|
||||
for (float& h : surface.heights) h -= 1.0f;
|
||||
surface.minHeight -= 1.0f;
|
||||
surface.maxHeight -= 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
surface.mask = layer.mask;
|
||||
surface.tileX = tileX;
|
||||
surface.tileY = tileY;
|
||||
|
||||
createWaterMesh(surface);
|
||||
if (surface.indexCount > 0 && vkCtx) {
|
||||
updateMaterialUBO(surface);
|
||||
}
|
||||
surfaces.push_back(std::move(surface));
|
||||
totalSurfaces++;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// ── Large group → merged tile-wide surface ──
|
||||
WaterSurface surface;
|
||||
|
||||
float groupHeight = key.roundedHeight / 2.0f;
|
||||
|
||||
surface.width = 128;
|
||||
surface.height = 128;
|
||||
surface.xOffset = 0;
|
||||
surface.yOffset = 0;
|
||||
surface.liquidType = key.liquidType;
|
||||
surface.tileX = tileX;
|
||||
surface.tileY = tileY;
|
||||
|
||||
// Origin = chunk(0,0) position (NW corner of tile)
|
||||
surface.origin = glm::vec3(chunk00.position[0], chunk00.position[1], groupHeight);
|
||||
surface.position = surface.origin;
|
||||
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
|
||||
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
|
||||
|
||||
surface.minHeight = groupHeight;
|
||||
surface.maxHeight = groupHeight;
|
||||
|
||||
// Initialize height grid (129×129) with group height
|
||||
constexpr int MERGED_W = 128;
|
||||
const int gridW = MERGED_W + 1; // 129
|
||||
const int gridH = MERGED_W + 1;
|
||||
surface.heights.resize(gridW * gridH, groupHeight);
|
||||
|
||||
// Initialize mask (128×128 sub-tiles, all masked OUT)
|
||||
// Mask uses LSB bit order: tileIndex = row * 128 + col
|
||||
const int maskBytes = (MERGED_W * MERGED_W + 7) / 8;
|
||||
surface.mask.resize(maskBytes, 0);
|
||||
|
||||
// ── Fill from each contributing chunk ──
|
||||
for (const auto& info : chunkLayers) {
|
||||
const auto& layer = *info.layer;
|
||||
|
||||
// Merged grid offset for this chunk
|
||||
// gx = chunkY*8 + layer.x + localX, gy = chunkX*8 + layer.y + localY
|
||||
int baseGx = info.chunkY * 8;
|
||||
int baseGy = info.chunkX * 8;
|
||||
|
||||
// Copy heights
|
||||
int layerGridW = layer.width + 1;
|
||||
size_t numVertices = static_cast<size_t>(layerGridW) * (layer.height + 1);
|
||||
bool useFlat = true;
|
||||
if (layer.heights.size() == numVertices) {
|
||||
bool sane = true;
|
||||
|
|
@ -598,39 +731,79 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
|
|||
if (!std::isfinite(h) || std::abs(h) > 50000.0f) { sane = false; break; }
|
||||
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) { sane = false; break; }
|
||||
}
|
||||
if (sane) { useFlat = false; surface.heights = layer.heights; }
|
||||
if (sane) useFlat = false;
|
||||
}
|
||||
if (useFlat) surface.heights.resize(numVertices, layer.minHeight);
|
||||
|
||||
// Stormwind water lowering
|
||||
bool isStormwindArea = (tileX >= 28 && tileX <= 50 && tileY >= 28 && tileY <= 52);
|
||||
if (isStormwindArea && layer.minHeight > 94.0f) {
|
||||
float tileWorldX = (32.0f - tileX) * 533.33333f;
|
||||
float tileWorldY = (32.0f - tileY) * 533.33333f;
|
||||
glm::vec3 moonwellPos(-8755.9f, 1108.9f, 96.1f);
|
||||
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY),
|
||||
glm::vec2(moonwellPos.x, moonwellPos.y));
|
||||
if (distToMoonwell > 300.0f) {
|
||||
for (float& h : surface.heights) h -= 1.0f;
|
||||
surface.minHeight -= 1.0f;
|
||||
surface.maxHeight -= 1.0f;
|
||||
for (int ly = 0; ly <= layer.height; ly++) {
|
||||
for (int lx = 0; lx <= layer.width; lx++) {
|
||||
int mgx = baseGx + layer.x + lx;
|
||||
int mgy = baseGy + layer.y + ly;
|
||||
if (mgx >= gridW || mgy >= gridH) continue;
|
||||
|
||||
float h;
|
||||
if (!useFlat) {
|
||||
int layerIdx = ly * layerGridW + lx;
|
||||
h = layer.heights[layerIdx];
|
||||
} else {
|
||||
h = layer.minHeight;
|
||||
}
|
||||
|
||||
surface.heights[mgy * gridW + mgx] = h;
|
||||
if (h < surface.minHeight) surface.minHeight = h;
|
||||
if (h > surface.maxHeight) surface.maxHeight = h;
|
||||
}
|
||||
}
|
||||
|
||||
surface.mask = layer.mask;
|
||||
surface.tileX = tileX;
|
||||
surface.tileY = tileY;
|
||||
// Copy mask — mark contributing sub-tiles as renderable
|
||||
for (int ly = 0; ly < layer.height; ly++) {
|
||||
for (int lx = 0; lx < layer.width; lx++) {
|
||||
bool render = true;
|
||||
if (!layer.mask.empty()) {
|
||||
int cx = layer.x + lx;
|
||||
int cy = layer.y + ly;
|
||||
int origTileIdx = cy * 8 + cx;
|
||||
int origByte = origTileIdx / 8;
|
||||
int origBit = origTileIdx % 8;
|
||||
if (origByte < static_cast<int>(layer.mask.size())) {
|
||||
uint8_t mb = layer.mask[origByte];
|
||||
render = (mb & (1 << origBit)) || (mb & (1 << (7 - origBit)));
|
||||
}
|
||||
}
|
||||
|
||||
createWaterMesh(surface);
|
||||
if (surface.indexCount > 0 && vkCtx) {
|
||||
updateMaterialUBO(surface);
|
||||
if (render) {
|
||||
int mx = baseGx + layer.x + lx;
|
||||
int my = baseGy + layer.y + ly;
|
||||
if (mx >= MERGED_W || my >= MERGED_W) continue;
|
||||
|
||||
int mergedTileIdx = my * MERGED_W + mx;
|
||||
int byteIdx = mergedTileIdx / 8;
|
||||
int bitIdx = mergedTileIdx % 8;
|
||||
surface.mask[byteIdx] |= static_cast<uint8_t>(1 << bitIdx);
|
||||
}
|
||||
}
|
||||
}
|
||||
surfaces.push_back(std::move(surface));
|
||||
totalLayers++;
|
||||
}
|
||||
|
||||
// Stormwind water lowering
|
||||
if (isStormwindArea && surface.minHeight > 94.0f) {
|
||||
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY), moonwellPos2D);
|
||||
if (distToMoonwell > 300.0f) {
|
||||
for (float& h : surface.heights) h -= 1.0f;
|
||||
surface.minHeight -= 1.0f;
|
||||
surface.maxHeight -= 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
createWaterMesh(surface);
|
||||
if (surface.indexCount > 0 && vkCtx) {
|
||||
updateMaterialUBO(surface);
|
||||
}
|
||||
surfaces.push_back(std::move(surface));
|
||||
totalSurfaces++;
|
||||
}
|
||||
|
||||
LOG_DEBUG("Loaded ", totalLayers, " water layers from MH2O data");
|
||||
LOG_DEBUG("Water: Loaded ", totalSurfaces, " surfaces from tile [", tileX, ",", tileY,
|
||||
"] (", mergeGroups.size(), " groups), total surfaces: ", surfaces.size());
|
||||
}
|
||||
|
||||
void WaterRenderer::removeTile(int tileX, int tileY) {
|
||||
|
|
@ -646,7 +819,7 @@ void WaterRenderer::removeTile(int tileX, int tileY) {
|
|||
}
|
||||
}
|
||||
if (removed > 0) {
|
||||
LOG_DEBUG("Removed ", removed, " water surfaces for tile [", tileX, ",", tileY, "]");
|
||||
LOG_DEBUG("Water: Removed ", removed, " surfaces for tile [", tileX, ",", tileY, "], remaining: ", surfaces.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -948,7 +1121,8 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
|||
bool renderTile = true;
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex;
|
||||
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
|
||||
bool isMergedTerrain = (surface.wmoId == 0 && surface.width > 8);
|
||||
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
|
||||
int cx = static_cast<int>(surface.xOffset) + x;
|
||||
int cy = static_cast<int>(surface.yOffset) + y;
|
||||
tileIndex = cy * 8 + cx;
|
||||
|
|
@ -959,9 +1133,14 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
|||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
uint8_t maskByte = surface.mask[byteIndex];
|
||||
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
|
||||
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
|
||||
renderTile = lsbOrder || msbOrder;
|
||||
if (isMergedTerrain) {
|
||||
// Merged surfaces use LSB-only bit order
|
||||
renderTile = (maskByte & (1 << bitIndex)) != 0;
|
||||
} else {
|
||||
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
|
||||
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
|
||||
renderTile = lsbOrder || msbOrder;
|
||||
}
|
||||
|
||||
if (!renderTile) {
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
|
|
@ -970,7 +1149,7 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
|||
int nx = x + dx, ny = y + dy;
|
||||
if (nx < 0 || ny < 0 || nx >= gridWidth-1 || ny >= gridHeight-1) continue;
|
||||
int neighborIdx;
|
||||
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
|
||||
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
|
||||
neighborIdx = (static_cast<int>(surface.yOffset) + ny) * 8 +
|
||||
(static_cast<int>(surface.xOffset) + nx);
|
||||
} else {
|
||||
|
|
@ -980,9 +1159,16 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
|||
int nBitIdx = neighborIdx % 8;
|
||||
if (nByteIdx < static_cast<int>(surface.mask.size())) {
|
||||
uint8_t nMask = surface.mask[nByteIdx];
|
||||
if ((nMask & (1 << nBitIdx)) || (nMask & (1 << (7 - nBitIdx)))) {
|
||||
renderTile = true;
|
||||
goto found_neighbor;
|
||||
if (isMergedTerrain) {
|
||||
if (nMask & (1 << nBitIdx)) {
|
||||
renderTile = true;
|
||||
goto found_neighbor;
|
||||
}
|
||||
} else {
|
||||
if ((nMask & (1 << nBitIdx)) || (nMask & (1 << (7 - nBitIdx)))) {
|
||||
renderTile = true;
|
||||
goto found_neighbor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1100,7 +1286,7 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
|
|||
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex;
|
||||
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
|
||||
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
|
||||
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
|
||||
(static_cast<int>(surface.xOffset) + ix);
|
||||
} else {
|
||||
|
|
@ -1110,7 +1296,12 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
|
|||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
uint8_t maskByte = surface.mask[byteIndex];
|
||||
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
bool renderTile;
|
||||
if (surface.wmoId == 0 && surface.width > 8) {
|
||||
renderTile = (maskByte & (1 << bitIndex)) != 0;
|
||||
} else {
|
||||
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
}
|
||||
if (!renderTile) continue;
|
||||
}
|
||||
}
|
||||
|
|
@ -1162,7 +1353,7 @@ std::optional<float> WaterRenderer::getNearestWaterHeightAt(float glX, float glY
|
|||
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex;
|
||||
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
|
||||
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
|
||||
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
|
||||
(static_cast<int>(surface.xOffset) + ix);
|
||||
} else {
|
||||
|
|
@ -1172,7 +1363,12 @@ std::optional<float> WaterRenderer::getNearestWaterHeightAt(float glX, float glY
|
|||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
uint8_t maskByte = surface.mask[byteIndex];
|
||||
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
bool renderTile;
|
||||
if (surface.wmoId == 0 && surface.width > 8) {
|
||||
renderTile = (maskByte & (1 << bitIndex)) != 0;
|
||||
} else {
|
||||
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
}
|
||||
if (!renderTile) continue;
|
||||
}
|
||||
}
|
||||
|
|
@ -1228,7 +1424,7 @@ std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) cons
|
|||
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex;
|
||||
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
|
||||
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
|
||||
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
|
||||
(static_cast<int>(surface.xOffset) + ix);
|
||||
} else {
|
||||
|
|
@ -1238,7 +1434,12 @@ std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) cons
|
|||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
uint8_t maskByte = surface.mask[byteIndex];
|
||||
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
bool renderTile;
|
||||
if (surface.wmoId == 0 && surface.width > 8) {
|
||||
renderTile = (maskByte & (1 << bitIndex)) != 0;
|
||||
} else {
|
||||
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
|
||||
}
|
||||
if (!renderTile) continue;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue