Add property-based mount animation discovery and procedural lean

Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
This commit is contained in:
Kelsi 2026-02-10 19:30:45 -08:00
parent 3c783d1845
commit c623fcef51
16 changed files with 1083 additions and 145 deletions

View file

@ -13,6 +13,7 @@
#include "rendering/lens_flare.hpp"
#include "rendering/weather.hpp"
#include "rendering/lighting_manager.hpp"
#include "rendering/sky_system.hpp"
#include "rendering/swim_effects.hpp"
#include "rendering/mount_dust.hpp"
#include "rendering/character_renderer.hpp"
@ -21,6 +22,7 @@
#include "rendering/minimap.hpp"
#include "rendering/quest_marker_renderer.hpp"
#include "rendering/shader.hpp"
#include "game/game_handler.hpp"
#include "pipeline/m2_loader.hpp"
#include <algorithm>
#include "pipeline/asset_manager.hpp"
@ -55,6 +57,7 @@
#include <optional>
#include <unordered_map>
#include <unordered_set>
#include <set>
namespace wowee {
namespace rendering {
@ -290,6 +293,17 @@ bool Renderer::initialize(core::Window* win) {
lensFlare.reset();
}
// Create sky system (coordinator for sky rendering)
skySystem = std::make_unique<SkySystem>();
if (!skySystem->initialize()) {
LOG_WARNING("Failed to initialize sky system");
skySystem.reset();
} else {
// Note: SkySystem manages its own components internally
// Keep existing components for backwards compatibility (PerformanceHUD access)
LOG_INFO("Sky system initialized successfully (coordinator active)");
}
// Create weather system
weather = std::make_unique<Weather>();
if (!weather->initialize()) {
@ -543,12 +557,173 @@ void Renderer::setCharacterFollow(uint32_t instanceId) {
void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset) {
mountInstanceId_ = mountInstId;
mountHeightOffset_ = heightOffset;
mountAction_ = MountAction::None; // Clear mount action state
mountActionPhase_ = 0;
charAnimState = CharAnimState::MOUNT;
if (cameraController) {
cameraController->setMounted(true);
cameraController->setMountHeightOffset(heightOffset);
}
// Debug: dump available mount animations
if (characterRenderer && mountInstId > 0) {
characterRenderer->dumpAnimations(mountInstId);
}
// Discover mount animation capabilities (property-based, not hardcoded IDs)
LOG_INFO("=== Mount Animation Dump (Display ID ", mountDisplayId, ") ===");
characterRenderer->dumpAnimations(mountInstId);
// Get all sequences for property-based analysis
std::vector<pipeline::M2Sequence> sequences;
if (!characterRenderer->getAnimationSequences(mountInstId, sequences)) {
LOG_WARNING("Failed to get animation sequences for mount, using fallback IDs");
sequences.clear();
}
// Helper: ID-based fallback finder
auto findFirst = [&](std::initializer_list<uint32_t> candidates) -> uint32_t {
for (uint32_t id : candidates) {
if (characterRenderer->hasAnimation(mountInstId, id)) {
return id;
}
}
return 0;
};
// Property-based jump animation discovery with chain-based scoring
auto discoverJumpSet = [&]() {
// Debug: log all sequences for analysis
LOG_INFO("=== Full sequence table for mount ===");
for (const auto& seq : sequences) {
LOG_INFO("SEQ id=", seq.id,
" dur=", seq.duration,
" flags=0x", std::hex, seq.flags, std::dec,
" moveSpd=", seq.movingSpeed,
" blend=", seq.blendTime,
" next=", seq.nextAnimation,
" alias=", seq.aliasNext);
}
LOG_INFO("=== End sequence table ===");
// Known combat/bad animation IDs to avoid
std::set<uint32_t> forbiddenIds = {53, 54, 16}; // jumpkick, attack
auto scoreNear = [](int a, int b) -> int {
int d = std::abs(a - b);
return (d <= 8) ? (20 - d) : 0; // within 8 IDs gets points
};
auto isForbidden = [&](uint32_t id) {
return forbiddenIds.count(id) != 0;
};
auto findSeqById = [&](uint32_t id) -> const pipeline::M2Sequence* {
for (const auto& s : sequences) {
if (s.id == id) return &s;
}
return nullptr;
};
uint32_t runId = findFirst({5, 4});
uint32_t standId = findFirst({0});
// Step A: Find loop candidates
std::vector<uint32_t> loops;
for (const auto& seq : sequences) {
if (isForbidden(seq.id)) continue;
// Bit 0x01 NOT set = loops (0x20, 0x60), bit 0x01 set = non-looping (0x21, 0x61)
bool isLoop = (seq.flags & 0x01) == 0;
if (isLoop && seq.duration >= 350 && seq.duration <= 1000 &&
seq.id != runId && seq.id != standId) {
loops.push_back(seq.id);
}
}
// Choose loop: prefer one near known classic IDs (38), else best duration
uint32_t loop = 0;
if (!loops.empty()) {
uint32_t best = loops[0];
int bestScore = -999;
for (uint32_t id : loops) {
int sc = 0;
sc += scoreNear((int)id, 38); // classic hint
const auto* s = findSeqById(id);
if (s) sc += (s->duration >= 500 && s->duration <= 800) ? 5 : 0;
if (sc > bestScore) {
bestScore = sc;
best = id;
}
}
loop = best;
}
// Step B: Score start/end candidates
uint32_t start = 0, end = 0;
int bestStart = -999, bestEnd = -999;
for (const auto& seq : sequences) {
if (isForbidden(seq.id)) continue;
// Only consider non-looping animations for start/end
bool isLoop = (seq.flags & 0x01) == 0;
if (isLoop) continue;
// Start window
if (seq.duration >= 450 && seq.duration <= 1100) {
int sc = 0;
if (loop) sc += scoreNear((int)seq.id, (int)loop);
// Chain bonus: if this start points at loop or near it
if (loop && (seq.nextAnimation == (int16_t)loop || seq.aliasNext == loop)) sc += 30;
if (loop && scoreNear(seq.nextAnimation, (int)loop) > 0) sc += 10;
// Penalize "stop/brake-ish": very long blendTime can be a stop transition
if (seq.blendTime > 400) sc -= 5;
if (sc > bestStart) {
bestStart = sc;
start = seq.id;
}
}
// End window
if (seq.duration >= 650 && seq.duration <= 1600) {
int sc = 0;
if (loop) sc += scoreNear((int)seq.id, (int)loop);
// Chain bonus: end often points to run/stand or has no next
if (seq.nextAnimation == (int16_t)runId || seq.nextAnimation == (int16_t)standId) sc += 10;
if (seq.nextAnimation < 0) sc += 5; // no chain sometimes = terminal
if (sc > bestEnd) {
bestEnd = sc;
end = seq.id;
}
}
}
LOG_INFO("Property-based jump discovery: start=", start, " loop=", loop, " end=", end,
" scores: start=", bestStart, " end=", bestEnd);
return std::make_tuple(start, loop, end);
};
auto [discoveredStart, discoveredLoop, discoveredEnd] = discoverJumpSet();
// Use discovered animations, fallback to known IDs if discovery fails
mountAnims_.jumpStart = discoveredStart > 0 ? discoveredStart : findFirst({40, 37});
mountAnims_.jumpLoop = discoveredLoop > 0 ? discoveredLoop : findFirst({38});
mountAnims_.jumpEnd = discoveredEnd > 0 ? discoveredEnd : findFirst({39});
mountAnims_.rearUp = findFirst({94, 92, 40}); // RearUp/Special
mountAnims_.run = findFirst({5, 4}); // Run/Walk
mountAnims_.stand = findFirst({0}); // Stand (almost always 0)
// Ensure we have fallbacks for movement
if (mountAnims_.stand == 0) mountAnims_.stand = 0; // Force 0 even if not found
if (mountAnims_.run == 0) mountAnims_.run = mountAnims_.stand; // Fallback to stand if no run
core::Logger::getInstance().info("Mount animation set: jumpStart=", mountAnims_.jumpStart,
" jumpLoop=", mountAnims_.jumpLoop,
" jumpEnd=", mountAnims_.jumpEnd,
" rearUp=", mountAnims_.rearUp,
" run=", mountAnims_.run,
" stand=", mountAnims_.stand);
// Notify mount sound manager
if (mountSoundManager) {
bool isFlying = taxiFlight_; // Taxi flights are flying mounts
@ -561,6 +736,8 @@ void Renderer::clearMount() {
mountHeightOffset_ = 0.0f;
mountPitch_ = 0.0f;
mountRoll_ = 0.0f;
mountAction_ = MountAction::None;
mountActionPhase_ = 0;
charAnimState = CharAnimState::IDLE;
if (cameraController) {
cameraController->setMounted(false);
@ -717,6 +894,23 @@ void Renderer::updateCharacterAnimation() {
if (mountInstanceId_ > 0) {
characterRenderer->setInstancePosition(mountInstanceId_, characterPosition);
float yawRad = glm::radians(characterYaw);
// Procedural lean into turns (ground mounts only, optional enhancement)
if (!taxiFlight_ && moving && lastDeltaTime_ > 0.0f) {
float currentYawDeg = characterYaw;
float turnRate = (currentYawDeg - prevMountYaw_) / lastDeltaTime_;
// Normalize to [-180, 180] for wrap-around
while (turnRate > 180.0f) turnRate -= 360.0f;
while (turnRate < -180.0f) turnRate += 360.0f;
float targetLean = glm::clamp(turnRate * 0.15f, -0.25f, 0.25f);
mountRoll_ = glm::mix(mountRoll_, targetLean, lastDeltaTime_ * 6.0f);
prevMountYaw_ = currentYawDeg;
} else {
// Return to upright when not turning
mountRoll_ = glm::mix(mountRoll_, 0.0f, lastDeltaTime_ * 8.0f);
}
// Apply pitch (up/down), roll (banking), and yaw for realistic flight
characterRenderer->setInstanceRotation(mountInstanceId_, glm::vec3(mountPitch_, mountRoll_, yawRad));
@ -731,7 +925,99 @@ void Renderer::updateCharacterAnimation() {
};
uint32_t mountAnimId = ANIM_STAND;
if (moving) {
// Get current mount animation state (used throughout)
uint32_t curMountAnim = 0;
float curMountTime = 0, curMountDur = 0;
bool haveMountState = characterRenderer->getAnimationState(mountInstanceId_, curMountAnim, curMountTime, curMountDur);
// Check for jump trigger - use cached per-mount animation IDs
if (cameraController->isJumpKeyPressed() && grounded && mountAction_ == MountAction::None) {
if (moving && mountAnims_.jumpLoop > 0) {
// Moving: skip JumpStart (looks like stopping), go straight to airborne loop
LOG_INFO("Mount jump triggered while moving: using jumpLoop anim ", mountAnims_.jumpLoop);
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true);
mountAction_ = MountAction::Jump;
mountActionPhase_ = 1; // Start in airborne phase
mountAnimId = mountAnims_.jumpLoop;
if (mountSoundManager) {
mountSoundManager->playJumpSound();
}
if (cameraController) {
cameraController->triggerMountJump();
}
} else if (!moving && mountAnims_.rearUp > 0) {
// Standing still: rear-up flourish
LOG_INFO("Mount rear-up triggered: playing rearUp anim ", mountAnims_.rearUp);
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.rearUp, false);
mountAction_ = MountAction::RearUp;
mountActionPhase_ = 0;
mountAnimId = mountAnims_.rearUp;
// Trigger semantic rear-up sound
if (mountSoundManager) {
mountSoundManager->playRearUpSound();
}
}
}
// Handle active mount actions (jump chaining or rear-up)
if (mountAction_ != MountAction::None) {
bool animFinished = haveMountState && curMountDur > 0.1f &&
(curMountTime >= curMountDur - 0.05f);
if (mountAction_ == MountAction::Jump) {
// Jump sequence: start → loop → end (physics-driven)
if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop > 0) {
// JumpStart finished, go to JumpLoop (airborne)
LOG_INFO("Mount jump: phase 0→1 (JumpStart→JumpLoop anim ", mountAnims_.jumpLoop, ")");
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true);
mountActionPhase_ = 1;
mountAnimId = mountAnims_.jumpLoop;
} else if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop == 0) {
// No JumpLoop, go straight to airborne phase 1 (hold JumpStart pose)
LOG_INFO("Mount jump: phase 0→1 (no JumpLoop, holding JumpStart)");
mountActionPhase_ = 1;
} else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd > 0) {
// Landed after airborne phase! Go to JumpEnd (grounded-triggered)
LOG_INFO("Mount jump: phase 1→2 (landed, JumpEnd anim ", mountAnims_.jumpEnd, ")");
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpEnd, false);
mountActionPhase_ = 2;
mountAnimId = mountAnims_.jumpEnd;
// Trigger semantic landing sound
if (mountSoundManager) {
mountSoundManager->playLandSound();
}
} else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd == 0) {
// No JumpEnd animation, return directly to movement after landing
LOG_INFO("Mount jump: phase 1→done (landed, no JumpEnd, returning to ",
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")");
mountAction_ = MountAction::None;
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
} else if (mountActionPhase_ == 2 && animFinished) {
// JumpEnd finished, return to movement
LOG_INFO("Mount jump: phase 2→done (JumpEnd finished, returning to ",
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")");
mountAction_ = MountAction::None;
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
} else {
mountAnimId = curMountAnim; // Keep current jump animation
}
} else if (mountAction_ == MountAction::RearUp) {
// Rear-up: single animation, return to stand when done
if (animFinished) {
LOG_INFO("Mount rear-up: finished, returning to ",
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand));
mountAction_ = MountAction::None;
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
} else {
mountAnimId = curMountAnim; // Keep current rear-up animation
}
}
} else if (moving) {
// Normal movement animations
if (anyStrafeLeft) {
mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_LEFT, ANIM_STRAFE_WALK_LEFT, ANIM_RUN}, ANIM_RUN);
} else if (anyStrafeRight) {
@ -742,14 +1028,15 @@ void Renderer::updateCharacterAnimation() {
mountAnimId = ANIM_RUN;
}
}
uint32_t curMountAnim = 0;
float curMountTime = 0, curMountDur = 0;
bool haveMountState = characterRenderer->getAnimationState(mountInstanceId_, curMountAnim, curMountTime, curMountDur);
if (!haveMountState || curMountAnim != mountAnimId) {
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
// Only update animation if it changed and we're not in an action sequence
if (mountAction_ == MountAction::None && (!haveMountState || curMountAnim != mountAnimId)) {
bool loop = true; // Normal movement animations loop
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, loop);
}
// Rider bob: sinusoidal motion synced to mount's run animation
// Rider bob: sinusoidal motion synced to mount's run animation (only used in fallback positioning)
mountBob = 0.0f;
if (moving && haveMountState && curMountDur > 1.0f) {
float norm = std::fmod(curMountTime, curMountDur) / curMountDur;
// One bounce per stride cycle
@ -758,28 +1045,35 @@ void Renderer::updateCharacterAnimation() {
}
}
// Character follows mount's full rotation (pitch, roll, yaw)
// This keeps the character "glued" to the mount during banking/climbing
float yawRad = glm::radians(characterYaw);
// Use mount's attachment point for proper bone-driven rider positioning
glm::mat4 mountSeatTransform;
if (characterRenderer->getAttachmentTransform(mountInstanceId_, 0, mountSeatTransform)) {
// Extract position from mount seat transform (attachment point already includes proper seat height)
glm::vec3 mountSeatPos = glm::vec3(mountSeatTransform[3]);
// Create rotation matrix from mount's orientation
glm::mat4 mountRotation = glm::mat4(1.0f);
mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f)); // Yaw (Z)
mountRotation = glm::rotate(mountRotation, mountRoll_, glm::vec3(1.0f, 0.0f, 0.0f)); // Roll (X)
mountRotation = glm::rotate(mountRotation, mountPitch_, glm::vec3(0.0f, 1.0f, 0.0f)); // Pitch (Y)
// Apply small vertical offset to reduce foot clipping (mount attachment point has correct X/Y)
glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, 0.2f);
// Offset in mount's local space (rider sits above mount)
glm::vec3 localOffset(0.0f, 0.0f, mountHeightOffset_ + mountBob);
// Position rider at mount seat
characterRenderer->setInstancePosition(characterInstanceId, mountSeatPos + seatOffset);
// Transform offset through mount's rotation to get world-space offset
glm::vec3 worldOffset = glm::vec3(mountRotation * glm::vec4(localOffset, 0.0f));
// Character position = mount position + rotated offset
glm::vec3 playerPos = characterPosition + worldOffset;
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
// Character rotates with mount (same pitch, roll, yaw)
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(mountPitch_, mountRoll_, yawRad));
// Rider uses character facing yaw, not mount bone rotation
// (rider faces character direction, seat bone only provides position)
float yawRad = glm::radians(characterYaw);
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad));
} else {
// Fallback to old manual positioning if attachment not found
float yawRad = glm::radians(characterYaw);
glm::mat4 mountRotation = glm::mat4(1.0f);
mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f));
mountRotation = glm::rotate(mountRotation, mountRoll_, glm::vec3(1.0f, 0.0f, 0.0f));
mountRotation = glm::rotate(mountRotation, mountPitch_, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 localOffset(0.0f, 0.0f, mountHeightOffset_ + mountBob);
glm::vec3 worldOffset = glm::vec3(mountRotation * glm::vec4(localOffset, 0.0f));
glm::vec3 playerPos = characterPosition + worldOffset;
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(mountPitch_, mountRoll_, yawRad));
}
return;
}
@ -1184,9 +1478,18 @@ audio::FootstepSurface Renderer::resolveFootstepSurface() const {
void Renderer::update(float deltaTime) {
auto updateStart = std::chrono::steady_clock::now();
lastDeltaTime_ = deltaTime; // Cache for use in updateCharacterAnimation()
// Renderer update profiling
static int rendProfileCounter = 0;
static float camTime = 0.0f, lightTime = 0.0f, charAnimTime = 0.0f;
static float terrainTime = 0.0f, skyTime = 0.0f, charRendTime = 0.0f;
static float audioTime = 0.0f, footstepTime = 0.0f, ambientTime = 0.0f;
if (wmoRenderer) wmoRenderer->resetQueryStats();
if (m2Renderer) m2Renderer->resetQueryStats();
auto cam1 = std::chrono::high_resolution_clock::now();
if (cameraController) {
auto cameraStart = std::chrono::steady_clock::now();
cameraController->update(deltaTime);
@ -1201,8 +1504,11 @@ void Renderer::update(float deltaTime) {
} else {
lastCameraUpdateMs = 0.0;
}
auto cam2 = std::chrono::high_resolution_clock::now();
camTime += std::chrono::duration<float, std::milli>(cam2 - cam1).count();
// Update lighting system
auto light1 = std::chrono::high_resolution_clock::now();
if (lightingManager) {
// TODO: Get actual map ID from game state (0 = Eastern Kingdoms for now)
// TODO: Get actual game time from server (use -1 for local time fallback)
@ -1214,8 +1520,11 @@ void Renderer::update(float deltaTime) {
lightingManager->update(characterPosition, mapId, gameTime, isRaining, isUnderwater);
}
auto light2 = std::chrono::high_resolution_clock::now();
lightTime += std::chrono::duration<float, std::milli>(light2 - light1).count();
// Sync character model position/rotation and animation with follow target
auto charAnim1 = std::chrono::high_resolution_clock::now();
if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
if (meleeSwingCooldown > 0.0f) {
meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime);
@ -1261,13 +1570,19 @@ void Renderer::update(float deltaTime) {
// Update animation based on movement state
updateCharacterAnimation();
}
auto charAnim2 = std::chrono::high_resolution_clock::now();
charAnimTime += std::chrono::duration<float, std::milli>(charAnim2 - charAnim1).count();
// Update terrain streaming
auto terrain1 = std::chrono::high_resolution_clock::now();
if (terrainManager && camera) {
terrainManager->update(*camera, deltaTime);
}
auto terrain2 = std::chrono::high_resolution_clock::now();
terrainTime += std::chrono::duration<float, std::milli>(terrain2 - terrain1).count();
// Update skybox time progression
auto sky1 = std::chrono::high_resolution_clock::now();
if (skybox) {
skybox->update(deltaTime);
}
@ -1319,16 +1634,25 @@ void Renderer::update(float deltaTime) {
}
}
}
auto sky2 = std::chrono::high_resolution_clock::now();
skyTime += std::chrono::duration<float, std::milli>(sky2 - sky1).count();
// Update character animations
if (characterRenderer) {
characterRenderer->update(deltaTime);
auto charRend1 = std::chrono::high_resolution_clock::now();
if (characterRenderer && camera) {
characterRenderer->update(deltaTime, camera->getPosition());
}
auto charRend2 = std::chrono::high_resolution_clock::now();
charRendTime += std::chrono::duration<float, std::milli>(charRend2 - charRend1).count();
// Update AudioEngine (cleanup finished sounds, etc.)
auto audio1 = std::chrono::high_resolution_clock::now();
audio::AudioEngine::instance().update(deltaTime);
auto audio2 = std::chrono::high_resolution_clock::now();
audioTime += std::chrono::duration<float, std::milli>(audio2 - audio1).count();
// Footsteps: animation-event driven + surface query at event time.
auto footstep1 = std::chrono::high_resolution_clock::now();
if (footstepManager) {
footstepManager->update(deltaTime);
cachedFootstepUpdateTimer += deltaTime; // Update surface cache timer
@ -1448,8 +1772,11 @@ void Renderer::update(float deltaTime) {
mountSoundManager->setFlying(flying);
}
}
auto footstep2 = std::chrono::high_resolution_clock::now();
footstepTime += std::chrono::duration<float, std::milli>(footstep2 - footstep1).count();
// Ambient environmental sounds: fireplaces, water, birds, etc.
auto ambient1 = std::chrono::high_resolution_clock::now();
if (ambientSoundManager && camera && wmoRenderer && cameraController) {
glm::vec3 camPos = camera->getPosition();
uint32_t wmoId = 0;
@ -1489,12 +1816,19 @@ void Renderer::update(float deltaTime) {
ambientSoundManager->update(deltaTime, camPos, isIndoor, isSwimming, isBlacksmith);
}
auto ambient2 = std::chrono::high_resolution_clock::now();
ambientTime += std::chrono::duration<float, std::milli>(ambient2 - ambient1).count();
// Update M2 doodad animations (pass camera for frustum-culling bone computation)
static int m2ProfileCounter = 0;
static float m2Time = 0.0f;
auto m21 = std::chrono::high_resolution_clock::now();
if (m2Renderer && camera) {
m2Renderer->update(deltaTime, camera->getPosition(),
camera->getProjectionMatrix() * camera->getViewMatrix());
}
auto m22 = std::chrono::high_resolution_clock::now();
m2Time += std::chrono::duration<float, std::milli>(m22 - m21).count();
// Update zone detection and music
if (zoneManager && musicManager && terrainManager && camera) {
@ -1617,6 +1951,24 @@ void Renderer::update(float deltaTime) {
auto updateEnd = std::chrono::steady_clock::now();
lastUpdateMs = std::chrono::duration<double, std::milli>(updateEnd - updateStart).count();
// Log renderer profiling every 60 frames
if (++rendProfileCounter >= 60) {
LOG_INFO("RENDERER UPDATE PROFILE (60 frames): camera=", camTime / 60.0f,
"ms light=", lightTime / 60.0f, "ms charAnim=", charAnimTime / 60.0f,
"ms terrain=", terrainTime / 60.0f, "ms sky=", skyTime / 60.0f,
"ms charRend=", charRendTime / 60.0f, "ms audio=", audioTime / 60.0f,
"ms footstep=", footstepTime / 60.0f, "ms ambient=", ambientTime / 60.0f,
"ms m2Anim=", m2Time / 60.0f, "ms");
rendProfileCounter = 0;
camTime = lightTime = charAnimTime = 0.0f;
terrainTime = skyTime = charRendTime = 0.0f;
audioTime = footstepTime = ambientTime = 0.0f;
m2Time = 0.0f;
}
if (++m2ProfileCounter >= 60) {
m2ProfileCounter = 0;
}
}
// ============================================================
@ -1729,7 +2081,7 @@ void Renderer::renderSelectionCircle(const glm::mat4& view, const glm::mat4& pro
glEnable(GL_CULL_FACE);
}
void Renderer::renderWorld(game::World* world) {
void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
auto renderStart = std::chrono::steady_clock::now();
lastTerrainRenderMs = 0.0;
lastWMORenderMs = 0.0;
@ -1759,50 +2111,72 @@ void Renderer::renderWorld(game::World* world) {
bool underwater = false;
bool canalUnderwater = false;
// Render skybox first (furthest back)
if (skybox && camera) {
skybox->render(*camera, timeOfDay);
}
// Render sky system (unified coordinator for skybox, stars, celestial, clouds, lens flare)
if (skySystem && camera) {
// Populate SkyParams from lighting manager
rendering::SkyParams skyParams;
skyParams.timeOfDay = timeOfDay;
skyParams.gameTime = gameHandler ? gameHandler->getGameTime() : -1.0f;
// Get lighting parameters for celestial rendering
const glm::vec3* sunDir = nullptr;
const glm::vec3* sunColor = nullptr;
float cloudDensity = 0.0f;
float fogDensity = 0.0f;
if (lightingManager) {
const auto& lighting = lightingManager->getLightingParams();
sunDir = &lighting.directionalDir;
sunColor = &lighting.diffuseColor;
cloudDensity = lighting.cloudDensity;
fogDensity = lighting.fogDensity;
}
// Render stars after skybox (affected by cloud/fog density)
if (starField && camera) {
starField->render(*camera, timeOfDay, cloudDensity, fogDensity);
}
// Render celestial bodies (sun/moon) after stars (sun uses lighting direction/color)
if (celestial && camera) {
celestial->render(*camera, timeOfDay, sunDir, sunColor);
}
// Render clouds after celestial bodies
if (clouds && camera) {
clouds->render(*camera, timeOfDay);
}
// Render lens flare (screen-space effect, render after celestial bodies)
if (lensFlare && camera && celestial) {
// Use lighting direction for sun position if available
glm::vec3 sunPosition;
if (sunDir) {
const float sunDistance = 800.0f;
sunPosition = -*sunDir * sunDistance;
} else {
sunPosition = celestial->getSunPosition(timeOfDay);
if (lightingManager) {
const auto& lighting = lightingManager->getLightingParams();
skyParams.directionalDir = lighting.directionalDir;
skyParams.sunColor = lighting.diffuseColor;
skyParams.skyTopColor = lighting.skyTopColor;
skyParams.skyMiddleColor = lighting.skyMiddleColor;
skyParams.skyBand1Color = lighting.skyBand1Color;
skyParams.skyBand2Color = lighting.skyBand2Color;
skyParams.cloudDensity = lighting.cloudDensity;
skyParams.fogDensity = lighting.fogDensity;
skyParams.horizonGlow = lighting.horizonGlow;
}
// TODO: Set skyboxModelId from LightSkybox.dbc (future)
skyParams.skyboxModelId = 0;
skyParams.skyboxHasStars = false; // Gradient skybox has no baked stars
skySystem->render(*camera, skyParams);
} else {
// Fallback: render individual components (backwards compatibility)
if (skybox && camera) {
skybox->render(*camera, timeOfDay);
}
// Get lighting parameters for celestial rendering
const glm::vec3* sunDir = nullptr;
const glm::vec3* sunColor = nullptr;
float cloudDensity = 0.0f;
float fogDensity = 0.0f;
if (lightingManager) {
const auto& lighting = lightingManager->getLightingParams();
sunDir = &lighting.directionalDir;
sunColor = &lighting.diffuseColor;
cloudDensity = lighting.cloudDensity;
fogDensity = lighting.fogDensity;
}
if (starField && camera) {
starField->render(*camera, timeOfDay, cloudDensity, fogDensity);
}
if (celestial && camera) {
celestial->render(*camera, timeOfDay, sunDir, sunColor);
}
if (clouds && camera) {
clouds->render(*camera, timeOfDay);
}
if (lensFlare && camera && celestial) {
glm::vec3 sunPosition;
if (sunDir) {
const float sunDistance = 800.0f;
sunPosition = -*sunDir * sunDistance;
} else {
sunPosition = celestial->getSunPosition(timeOfDay);
}
lensFlare->render(*camera, sunPosition, timeOfDay);
}
lensFlare->render(*camera, sunPosition, timeOfDay);
}
// Apply lighting and fog to all renderers