Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance

- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection
- Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through
- Fix WMO doodad quaternion component ordering (X/Y swap)
- Linear normal map strength blend in shader for smooth slider control
- Enable shadow sampling for interior WMO groups (covered outdoor areas)
- Backfill deferred normal/height maps after streaming with descriptor rebind
- M2: prepareRender only iterates animated instances, bone dirty flag
- M2: remove worker thread VMA allocation, skip unready bone instances
- WMO: persistent visibility vectors, sequential culling
- Add FSR EASU/RCAS shaders
This commit is contained in:
Kelsi 2026-03-07 22:03:28 -08:00
parent 16c6c2b6a0
commit a4966e486f
25 changed files with 1467 additions and 352 deletions

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@ -236,6 +236,11 @@ private:
std::optional<PendingWorldEntry> pendingWorldEntry_; // Deferred world entry during loading
float taxiLandingClampTimer_ = 0.0f;
float worldEntryMovementGraceTimer_ = 0.0f;
// Hearth teleport: freeze player until terrain loads at destination
bool hearthTeleportPending_ = false;
glm::vec3 hearthTeleportPos_{0.0f}; // render coords
float hearthTeleportTimer_ = 0.0f; // timeout safety
float facingSendCooldown_ = 0.0f; // Rate-limits MSG_MOVE_SET_FACING
float lastSentCanonicalYaw_ = 1000.0f; // Sentinel — triggers first send
float taxiStreamCooldown_ = 0.0f;

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@ -565,6 +565,8 @@ public:
void unstuck();
void setUnstuckGyCallback(UnstuckCallback cb) { unstuckGyCallback_ = std::move(cb); }
void unstuckGy();
void setUnstuckHearthCallback(UnstuckCallback cb) { unstuckHearthCallback_ = std::move(cb); }
void unstuckHearth();
using BindPointCallback = std::function<void(uint32_t mapId, float x, float y, float z)>;
void setBindPointCallback(BindPointCallback cb) { bindPointCallback_ = std::move(cb); }
@ -1445,6 +1447,7 @@ private:
WorldEntryCallback worldEntryCallback_;
UnstuckCallback unstuckCallback_;
UnstuckCallback unstuckGyCallback_;
UnstuckCallback unstuckHearthCallback_;
BindPointCallback bindPointCallback_;
CreatureSpawnCallback creatureSpawnCallback_;
CreatureDespawnCallback creatureDespawnCallback_;

View file

@ -66,6 +66,8 @@ public:
void update(float deltaTime, const glm::vec3& cameraPos = glm::vec3(0.0f));
/** Pre-allocate GPU resources (bone SSBOs, descriptors) on main thread before parallel render. */
void prepareRender(uint32_t frameIndex);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
void recreatePipelines();
bool initializeShadow(VkRenderPass shadowRenderPass);

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@ -122,6 +122,7 @@ struct M2ModelGPU {
bool isKoboldFlame = false; // Model name matches kobold+(candle/torch/mine) (precomputed)
bool isLavaModel = false; // Model name contains lava/molten/magma (UV scroll fallback)
bool hasTextureAnimation = false; // True if any batch has UV animation
uint8_t availableLODs = 0; // Bitmask: bit N set if any batch has submeshLevel==N
// Particle emitter data (kept from M2Model)
std::vector<pipeline::M2ParticleEmitter> particleEmitters;
@ -193,6 +194,7 @@ struct M2Instance {
// Frame-skip optimization (update distant animations less frequently)
uint8_t frameSkipCounter = 0;
bool bonesDirty = false; // Set when bones recomputed, cleared after upload
// Per-instance bone SSBO (double-buffered)
::VkBuffer boneBuffer[2] = {};
@ -265,6 +267,8 @@ public:
/**
* Render all visible instances (Vulkan)
*/
/** Pre-allocate GPU resources (bone SSBOs, descriptors) on main thread before parallel render. */
void prepareRender(uint32_t frameIndex, const Camera& camera);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
/**

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@ -4,10 +4,12 @@
#include <string>
#include <cstdint>
#include <vector>
#include <future>
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "rendering/sky_system.hpp"
namespace wowee {
@ -259,6 +261,14 @@ public:
float getShadowDistance() const { return shadowDistance_; }
void setMsaaSamples(VkSampleCountFlagBits samples);
// FSR 1.0 (FidelityFX Super Resolution) upscaling
void setFSREnabled(bool enabled);
bool isFSREnabled() const { return fsr_.enabled; }
void setFSRQuality(float scaleFactor); // 0.50=Perf, 0.59=Balanced, 0.67=Quality, 0.77=UltraQuality
void setFSRSharpness(float sharpness); // 0.0 - 2.0
float getFSRScaleFactor() const { return fsr_.scaleFactor; }
float getFSRSharpness() const { return fsr_.sharpness; }
void setWaterRefractionEnabled(bool enabled);
bool isWaterRefractionEnabled() const;
@ -312,7 +322,7 @@ private:
VmaAllocation selCircleIdxAlloc = VK_NULL_HANDLE;
int selCircleVertCount = 0;
void initSelectionCircle();
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection);
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
glm::vec3 selCirclePos{0.0f};
glm::vec3 selCircleColor{1.0f, 0.0f, 0.0f};
float selCircleRadius = 1.5f;
@ -322,7 +332,36 @@ private:
VkPipeline overlayPipeline = VK_NULL_HANDLE;
VkPipelineLayout overlayPipelineLayout = VK_NULL_HANDLE;
void initOverlayPipeline();
void renderOverlay(const glm::vec4& color);
void renderOverlay(const glm::vec4& color, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
// FSR 1.0 upscaling state
struct FSRState {
bool enabled = false;
bool needsRecreate = false;
float scaleFactor = 0.77f; // Ultra Quality default
float sharpness = 0.5f;
uint32_t internalWidth = 0;
uint32_t internalHeight = 0;
// Off-screen scene target (reduced resolution)
AllocatedImage sceneColor{}; // 1x color (non-MSAA render target / MSAA resolve target)
AllocatedImage sceneDepth{}; // Depth (matches current MSAA sample count)
AllocatedImage sceneMsaaColor{}; // MSAA color target (only when MSAA > 1x)
AllocatedImage sceneDepthResolve{}; // Depth resolve (only when MSAA + depth resolve)
VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
VkSampler sceneSampler = VK_NULL_HANDLE;
// Upscale pipeline
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
VkDescriptorPool descPool = VK_NULL_HANDLE;
VkDescriptorSet descSet = VK_NULL_HANDLE;
};
FSRState fsr_;
bool initFSRResources();
void destroyFSRResources();
void renderFSRUpscale();
// Footstep event tracking (animation-driven)
uint32_t footstepLastAnimationId = 0;
@ -411,6 +450,36 @@ private:
void setupWater1xPass();
void renderReflectionPass();
// ── Multithreaded secondary command buffer recording ──
// Indices into secondaryCmds_ arrays
static constexpr uint32_t SEC_SKY = 0; // sky (main thread)
static constexpr uint32_t SEC_TERRAIN = 1; // terrain (worker 0)
static constexpr uint32_t SEC_WMO = 2; // WMO (worker 1)
static constexpr uint32_t SEC_CHARS = 3; // selection circle + characters (main thread)
static constexpr uint32_t SEC_M2 = 4; // M2 + particles + glow (worker 2)
static constexpr uint32_t SEC_POST = 5; // water + weather + effects (main thread)
static constexpr uint32_t SEC_IMGUI = 6; // ImGui (main thread, non-FSR only)
static constexpr uint32_t NUM_SECONDARIES = 7;
static constexpr uint32_t NUM_WORKERS = 3; // terrain, WMO, M2
// Per-worker command pools (thread-safe: one pool per thread)
VkCommandPool workerCmdPools_[NUM_WORKERS] = {};
// Main-thread command pool for its secondary buffers
VkCommandPool mainSecondaryCmdPool_ = VK_NULL_HANDLE;
// Pre-allocated secondary command buffers [secondaryIndex][frameInFlight]
VkCommandBuffer secondaryCmds_[NUM_SECONDARIES][MAX_FRAMES] = {};
bool parallelRecordingEnabled_ = false; // set true after pools/buffers created
bool createSecondaryCommandResources();
void destroySecondaryCommandResources();
VkCommandBuffer beginSecondary(uint32_t secondaryIndex);
void setSecondaryViewportScissor(VkCommandBuffer cmd);
// Cached render pass state for secondary buffer inheritance
VkRenderPass activeRenderPass_ = VK_NULL_HANDLE;
VkFramebuffer activeFramebuffer_ = VK_NULL_HANDLE;
VkExtent2D activeRenderExtent_ = {0, 0};
// Active character previews for off-screen rendering
std::vector<CharacterPreview*> activePreviews_;

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@ -84,6 +84,10 @@ public:
bool isSwapchainDirty() const { return swapchainDirty; }
void markSwapchainDirty() { swapchainDirty = true; }
// VSync (present mode)
bool isVsyncEnabled() const { return vsync_; }
void setVsync(bool enabled) { vsync_ = enabled; }
bool isDeviceLost() const { return deviceLost_; }
// MSAA
@ -145,6 +149,7 @@ private:
std::vector<VkFramebuffer> swapchainFramebuffers;
bool swapchainDirty = false;
bool deviceLost_ = false;
bool vsync_ = true;
// Per-frame resources
FrameData frames[MAX_FRAMES_IN_FLIGHT];

View file

@ -148,6 +148,8 @@ public:
* @param perFrameSet Per-frame descriptor set (set 0)
* @param camera Camera for frustum culling
*/
/** Pre-update mutable state (frame ID, material UBOs) on main thread before parallel render. */
void prepareRender();
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
/**
@ -332,6 +334,9 @@ public:
// Defer normal/height map generation during streaming to avoid CPU stalls
void setDeferNormalMaps(bool defer) { deferNormalMaps_ = defer; }
// Generate normal/height maps for cached textures that were loaded while deferred
void backfillNormalMaps();
private:
// WMO material UBO — matches WMOMaterial in wmo.frag.glsl
struct WMOMaterialUBO {
@ -720,6 +725,8 @@ private:
uint32_t distanceCulled = 0;
};
std::vector<std::future<void>> cullFutures_;
std::vector<size_t> visibleInstances_; // reused per frame
std::vector<InstanceDrawList> drawLists_; // reused per frame
// Collision query profiling (per frame).
mutable double queryTimeMs = 0.0;

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@ -116,6 +116,10 @@ private:
float pendingNormalMapStrength = 0.8f; // 0.0-2.0
bool pendingPOM = true; // on by default
int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
bool pendingFSR = false;
int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Performance
float pendingFSRSharpness = 0.5f;
bool fsrSettingsApplied_ = false;
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
float uiOpacity_ = 0.65f;