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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-25 08:30:13 +00:00
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
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25 changed files with 1467 additions and 352 deletions
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@ -787,8 +787,8 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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}
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// Build doodad's local transform (WoW coordinates)
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// WMO doodads use quaternion rotation (X/Y swapped for correct orientation)
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glm::quat fixedRotation(doodad.rotation.w, doodad.rotation.y, doodad.rotation.x, doodad.rotation.z);
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// WMO doodads use quaternion rotation
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glm::quat fixedRotation(doodad.rotation.w, doodad.rotation.x, doodad.rotation.y, doodad.rotation.z);
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glm::mat4 localTransform(1.0f);
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localTransform = glm::translate(localTransform, doodad.position);
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@ -1318,15 +1318,10 @@ void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& q
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}
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}
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void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
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void WMORenderer::prepareRender() {
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++currentFrameId;
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if (!opaquePipeline_ || instances.empty()) {
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lastDrawCalls = 0;
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return;
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}
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// Update material UBOs if settings changed
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// Update material UBOs if settings changed (mapped memory writes — main thread only)
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if (materialSettingsDirty_) {
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materialSettingsDirty_ = false;
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static const int pomSampleTable[] = { 16, 32, 64 };
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@ -1335,7 +1330,6 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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for (auto& group : model.groups) {
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for (auto& mb : group.mergedBatches) {
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if (!mb.materialUBO) continue;
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// Read existing UBO data, update normal/POM fields
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VmaAllocationInfo allocInfo{};
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vmaGetAllocationInfo(vkCtx_->getAllocator(), mb.materialUBOAlloc, &allocInfo);
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if (allocInfo.pMappedData) {
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@ -1351,6 +1345,13 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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}
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}
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}
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}
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void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
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if (!opaquePipeline_ || instances.empty()) {
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lastDrawCalls = 0;
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return;
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}
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lastDrawCalls = 0;
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@ -1362,43 +1363,45 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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lastPortalCulledGroups = 0;
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lastDistanceCulledGroups = 0;
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// ── Phase 1: Parallel visibility culling ──────────────────────────
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std::vector<size_t> visibleInstances;
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visibleInstances.reserve(instances.size());
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// ── Phase 1: Visibility culling ──────────────────────────
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visibleInstances_.clear();
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for (size_t i = 0; i < instances.size(); ++i) {
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const auto& instance = instances[i];
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if (loadedModels.find(instance.modelId) == loadedModels.end())
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continue;
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visibleInstances.push_back(i);
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if (loadedModels.count(instances[i].modelId))
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visibleInstances_.push_back(i);
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}
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glm::vec3 camPos = camera.getPosition();
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bool doPortalCull = portalCulling;
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bool doFrustumCull = false; // Temporarily disabled: can over-cull world WMOs
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bool doDistanceCull = distanceCulling;
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auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
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if (instIdx >= instances.size()) return InstanceDrawList{};
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auto cullInstance = [&](size_t instIdx, InstanceDrawList& result) {
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if (instIdx >= instances.size()) return;
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const auto& instance = instances[instIdx];
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auto mdlIt = loadedModels.find(instance.modelId);
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if (mdlIt == loadedModels.end()) return InstanceDrawList{};
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if (mdlIt == loadedModels.end()) return;
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const ModelData& model = mdlIt->second;
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InstanceDrawList result;
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result.instanceIndex = instIdx;
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result.visibleGroups.clear();
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result.portalCulled = 0;
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result.distanceCulled = 0;
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// Portal-based visibility
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std::unordered_set<uint32_t> portalVisibleGroups;
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// Portal-based visibility — use a flat sorted vector instead of unordered_set
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std::vector<uint32_t> portalVisibleGroups;
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bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
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if (usePortalCulling) {
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std::unordered_set<uint32_t> pvgSet;
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glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camPos, 1.0f);
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getVisibleGroupsViaPortals(model, glm::vec3(localCamPos), frustum,
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instance.modelMatrix, portalVisibleGroups);
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instance.modelMatrix, pvgSet);
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portalVisibleGroups.assign(pvgSet.begin(), pvgSet.end());
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std::sort(portalVisibleGroups.begin(), portalVisibleGroups.end());
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}
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for (size_t gi = 0; gi < model.groups.size(); ++gi) {
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if (usePortalCulling &&
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portalVisibleGroups.find(static_cast<uint32_t>(gi)) == portalVisibleGroups.end()) {
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!std::binary_search(portalVisibleGroups.begin(), portalVisibleGroups.end(),
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static_cast<uint32_t>(gi))) {
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result.portalCulled++;
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continue;
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}
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@ -1414,62 +1417,18 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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continue;
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}
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}
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if (doFrustumCull && !frustum.intersectsAABB(gMin, gMax))
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continue;
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}
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result.visibleGroups.push_back(static_cast<uint32_t>(gi));
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}
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return result;
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};
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// Dispatch culling — parallel when enough instances, sequential otherwise.
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std::vector<InstanceDrawList> drawLists;
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drawLists.reserve(visibleInstances.size());
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// Resize drawLists to match (reuses previous capacity)
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drawLists_.resize(visibleInstances_.size());
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static const size_t minParallelCullInstances = std::max<size_t>(
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4, envSizeOrDefault("WOWEE_WMO_CULL_MT_MIN", 128));
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if (visibleInstances.size() >= minParallelCullInstances && numCullThreads_ > 1) {
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static const size_t minCullWorkPerThread = std::max<size_t>(
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16, envSizeOrDefault("WOWEE_WMO_CULL_WORK_PER_THREAD", 64));
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const size_t maxUsefulThreads = std::max<size_t>(
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1, (visibleInstances.size() + minCullWorkPerThread - 1) / minCullWorkPerThread);
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const size_t numThreads = std::min(static_cast<size_t>(numCullThreads_), maxUsefulThreads);
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if (numThreads <= 1) {
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for (size_t idx : visibleInstances) {
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drawLists.push_back(cullInstance(idx));
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}
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} else {
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const size_t chunkSize = visibleInstances.size() / numThreads;
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const size_t remainder = visibleInstances.size() % numThreads;
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drawLists.resize(visibleInstances.size());
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cullFutures_.clear();
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if (cullFutures_.capacity() < numThreads) {
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cullFutures_.reserve(numThreads);
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}
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size_t start = 0;
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for (size_t t = 0; t < numThreads; ++t) {
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const size_t end = start + chunkSize + (t < remainder ? 1 : 0);
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cullFutures_.push_back(std::async(std::launch::async,
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[&, start, end]() {
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for (size_t j = start; j < end; ++j) {
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drawLists[j] = cullInstance(visibleInstances[j]);
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}
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}));
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start = end;
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}
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for (auto& f : cullFutures_) {
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f.get();
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}
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}
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} else {
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for (size_t idx : visibleInstances)
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drawLists.push_back(cullInstance(idx));
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// Sequential culling (parallel dispatch overhead > savings for typical instance counts)
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for (size_t j = 0; j < visibleInstances_.size(); ++j) {
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cullInstance(visibleInstances_[j], drawLists_[j]);
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}
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// ── Phase 2: Vulkan draw ────────────────────────────────
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@ -1484,7 +1443,7 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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// Track which pipeline is currently bound: 0=opaque, 1=transparent, 2=glass
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int currentPipelineKind = 0;
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for (const auto& dl : drawLists) {
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for (const auto& dl : drawLists_) {
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if (dl.instanceIndex >= instances.size()) continue;
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const auto& instance = instances[dl.instanceIndex];
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auto modelIt = loadedModels.find(instance.modelId);
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@ -2412,6 +2371,69 @@ VkTexture* WMORenderer::loadTexture(const std::string& path) {
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return rawPtr;
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}
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void WMORenderer::backfillNormalMaps() {
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if (!normalMappingEnabled_ && !pomEnabled_) return;
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if (!assetManager) return;
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int generated = 0;
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for (auto& [key, entry] : textureCache) {
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if (entry.normalHeightMap) continue; // already has one
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if (!entry.texture) continue;
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// Re-load the BLP from MPQ to get pixel data for normal map generation
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pipeline::BLPImage blp = assetManager->loadTexture(key);
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if (!blp.isValid() || blp.width == 0 || blp.height == 0) continue;
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float variance = 0.0f;
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auto nhMap = generateNormalHeightMap(blp.data.data(), blp.width, blp.height, variance);
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if (nhMap) {
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entry.normalHeightMap = std::move(nhMap);
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entry.heightMapVariance = variance;
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generated++;
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}
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}
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if (generated > 0) {
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VkDevice device = vkCtx_->getDevice();
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int rebound = 0;
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// Update merged batches: assign normal map pointer and rebind descriptor set
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for (auto& [modelId, model] : loadedModels) {
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for (auto& group : model.groups) {
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for (auto& mb : group.mergedBatches) {
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if (mb.normalHeightMap) continue; // already set
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if (!mb.texture) continue;
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// Find this texture in the cache
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for (const auto& [cacheKey, cacheEntry] : textureCache) {
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if (cacheEntry.texture.get() == mb.texture) {
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if (cacheEntry.normalHeightMap) {
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mb.normalHeightMap = cacheEntry.normalHeightMap.get();
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mb.heightMapVariance = cacheEntry.heightMapVariance;
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// Rebind descriptor set binding 2 to the real normal/height map
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if (mb.materialSet) {
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VkDescriptorImageInfo nhImgInfo = mb.normalHeightMap->descriptorInfo();
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VkWriteDescriptorSet write{};
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write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write.dstSet = mb.materialSet;
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write.dstBinding = 2;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.descriptorCount = 1;
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write.pImageInfo = &nhImgInfo;
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vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
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rebound++;
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}
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}
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break;
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}
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}
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}
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}
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}
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materialSettingsDirty_ = true;
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LOG_INFO("Backfilled ", generated, " normal/height maps (", rebound, " descriptor sets rebound) for deferred WMO textures");
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}
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}
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// Ray-AABB intersection (slab method)
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// Returns true if the ray intersects the axis-aligned bounding box
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static bool rayIntersectsAABB(const glm::vec3& origin, const glm::vec3& dir,
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@ -3145,18 +3167,13 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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if (triHeight < 1.0f && tb.maxZ <= localFeetZ + 1.2f) continue;
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// Use MOPY flags to filter wall collision.
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// Collidable triangles (flag 0x01) block the player — including
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// invisible collision walls (0x01 without 0x20) used in tunnels.
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// Skip detail/decorative geometry (0x04) and render-only surfaces.
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// Collide with triangles that have the collision flag (0x08) or no flags at all.
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// Skip detail/decorative (0x04) and render-only (0x20 without 0x08) surfaces.
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uint32_t triIdx = triStart / 3;
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if (!group.triMopyFlags.empty() && triIdx < group.triMopyFlags.size()) {
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uint8_t mopy = group.triMopyFlags[triIdx];
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if (mopy != 0) {
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bool collidable = (mopy & 0x01) != 0;
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bool detail = (mopy & 0x04) != 0;
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if (!collidable || detail) {
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continue;
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}
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if ((mopy & 0x04) || !(mopy & 0x08)) continue;
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}
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}
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@ -3217,8 +3234,8 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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if (absNz >= 0.35f) continue;
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const float SKIN = 0.005f; // small separation so we don't re-collide immediately
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// Stronger push when inside WMO for more responsive indoor collision
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const float MAX_PUSH = insideWMO ? 0.35f : 0.15f;
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// Push must cover full penetration to prevent gradual clip-through
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const float MAX_PUSH = PLAYER_RADIUS;
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float penetration = (PLAYER_RADIUS - horizDist);
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float pushDist = glm::clamp(penetration + SKIN, 0.0f, MAX_PUSH);
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glm::vec2 pushDir2;
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