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

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;