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https://github.com/Kelsidavis/WoWee.git
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Stabilize city rendering and water/collision behavior
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d0dac0df07
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c825dbd752
5 changed files with 94 additions and 57 deletions
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@ -507,10 +507,10 @@ void ADTLoader::parseMH2O(const uint8_t* data, size_t size, ADTTerrain& terrain)
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if (layer.x + layer.width > 8) layer.width = 8 - layer.x;
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if (layer.y + layer.height > 8) layer.height = 8 - layer.y;
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// Read exists bitmap (which tiles have water)
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// The bitmap is (width * height) bits, packed into bytes
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size_t numTiles = layer.width * layer.height;
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size_t bitmapBytes = (numTiles + 7) / 8;
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// Read exists bitmap (which tiles have water).
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// In WotLK MH2O this is chunk-wide 8x8 tile flags (64 bits = 8 bytes),
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// even when the layer covers a sub-rect.
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constexpr size_t bitmapBytes = 8;
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// Note: offsets in SMLiquidInstance are relative to MH2O chunk start
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if (offsetExistsBitmap > 0) {
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@ -520,7 +520,7 @@ void ADTLoader::parseMH2O(const uint8_t* data, size_t size, ADTTerrain& terrain)
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std::memcpy(layer.mask.data(), data + bitmapOffset, bitmapBytes);
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}
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} else {
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// No bitmap means all tiles have water
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// No bitmap means all tiles in chunk are valid for this layer.
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layer.mask.resize(bitmapBytes, 0xFF);
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}
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@ -32,6 +32,20 @@ std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
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return best;
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}
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std::optional<float> selectHighestFloor(const std::optional<float>& a,
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const std::optional<float>& b,
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const std::optional<float>& c) {
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std::optional<float> best;
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auto consider = [&](const std::optional<float>& h) {
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if (!h) return;
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if (!best || *h > *best) best = *h;
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};
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consider(a);
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consider(b);
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consider(c);
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return best;
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}
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} // namespace
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CameraController::CameraController(Camera* cam) : camera(cam) {
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@ -182,8 +196,19 @@ void CameraController::update(float deltaTime) {
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waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
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}
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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bool inWater = waterH && targetPos.z < *waterH &&
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((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE);
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bool inWater = false;
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if (waterH && targetPos.z < *waterH &&
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((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE)) {
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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std::optional<float> m2H;
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if (terrainManager) terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
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if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 6.0f);
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if (m2Renderer) m2H = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
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inWater = floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH);
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}
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if (inWater) {
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@ -651,8 +676,19 @@ void CameraController::update(float deltaTime) {
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waterH = waterRenderer->getWaterHeightAt(newPos.x, newPos.y);
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}
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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bool inWater = waterH && feetZ < *waterH &&
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((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE);
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bool inWater = false;
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if (waterH && feetZ < *waterH &&
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((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE)) {
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std::optional<float> terrainH;
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std::optional<float> wmoH;
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std::optional<float> m2H;
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if (terrainManager) terrainH = terrainManager->getHeightAt(newPos.x, newPos.y);
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if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(newPos.x, newPos.y, feetZ + 6.0f);
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if (m2Renderer) m2H = m2Renderer->getFloorHeight(newPos.x, newPos.y, feetZ + 1.0f);
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auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
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constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
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inWater = floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH);
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}
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if (inWater) {
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@ -930,7 +930,7 @@ void Renderer::renderWorld(game::World* world) {
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constexpr float MAX_UNDERWATER_DEPTH = 12.0f;
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// Require camera to be meaningfully below the surface before
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// underwater fog/tint kicks in (avoids "wrong plane" near surface).
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constexpr float UNDERWATER_ENTER_EPS = 0.45f;
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constexpr float UNDERWATER_ENTER_EPS = 1.10f;
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if (waterH &&
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camPos.z < (*waterH - UNDERWATER_ENTER_EPS) &&
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(*waterH - camPos.z) <= MAX_UNDERWATER_DEPTH) {
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@ -947,23 +947,10 @@ void Renderer::renderWorld(game::World* world) {
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liquidType = waterRenderer->getWaterTypeAt(followTarget->x, followTarget->y);
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}
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}
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bool canalWater = liquidType && (*liquidType == 5 || *liquidType == 13 || *liquidType == 17);
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canalUnderwater = canalWater;
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canalUnderwater = liquidType && (*liquidType == 5 || *liquidType == 13 || *liquidType == 17);
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}
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float fogColor[3] = {0.04f, 0.12f, 0.22f};
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float fogStart = 8.0f;
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float fogEnd = 140.0f;
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if (canalWater) {
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fogColor[0] = 0.012f;
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fogColor[1] = 0.055f;
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fogColor[2] = 0.12f;
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fogStart = 2.5f;
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fogEnd = 55.0f;
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}
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terrainRenderer->setFog(fogColor, fogStart, fogEnd);
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glClearColor(fogColor[0], fogColor[1], fogColor[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT); // Re-clear with underwater color
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} else if (skybox) {
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if (skybox) {
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// Update terrain fog based on time of day (match sky color)
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glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay);
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float fogColorArray[3] = {horizonColor.r, horizonColor.g, horizonColor.b};
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@ -1022,7 +1009,7 @@ void Renderer::renderWorld(game::World* world) {
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}
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// Full-screen underwater tint so WMO/M2/characters also feel submerged.
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if (underwater && underwaterOverlayShader && underwaterOverlayVAO) {
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if (false && underwater && underwaterOverlayShader && underwaterOverlayVAO) {
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -222,20 +222,6 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
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// Copy render mask
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surface.mask = layer.mask;
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if (!surface.mask.empty()) {
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bool anyVisible = false;
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for (uint8_t b : surface.mask) {
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if (b != 0) {
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anyVisible = true;
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break;
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}
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}
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// Some tiles appear to have malformed/unsupported MH2O masks.
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// Fall back to full coverage so canal water is still visible.
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if (!anyVisible) {
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std::fill(surface.mask.begin(), surface.mask.end(), 0xFF);
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}
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}
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surface.tileX = tileX;
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surface.tileY = tileY;
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@ -375,6 +361,11 @@ void WaterRenderer::render(const Camera& camera, float time) {
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// Render each water surface
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for (const auto& surface : surfaces) {
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// WMO liquid parsing is still not reliable; render terrain water only
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// to avoid large invalid sheets popping over city geometry.
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if (surface.wmoId != 0) {
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continue;
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}
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if (surface.vao == 0) {
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continue;
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}
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@ -422,7 +413,7 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
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// Variable-size grid based on water layer dimensions
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const int gridWidth = surface.width + 1; // Vertices = tiles + 1
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const int gridHeight = surface.height + 1;
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constexpr float VISUAL_WATER_Z_BIAS = 0.06f; // Prevent z-fighting against city/WMO geometry
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constexpr float VISUAL_WATER_Z_BIAS = 0.02f; // Small bias to avoid obvious overdraw on city meshes
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std::vector<float> vertices;
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std::vector<uint32_t> indices;
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@ -473,11 +464,23 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
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// Check render mask - each bit represents a tile
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bool renderTile = true;
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if (!surface.mask.empty()) {
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int tileIndex = y * surface.width + x;
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int tileIndex;
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if (surface.wmoId == 0 && surface.mask.size() >= 8) {
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// Terrain MH2O mask is chunk-wide 8x8.
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int cx = static_cast<int>(surface.xOffset) + x;
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int cy = static_cast<int>(surface.yOffset) + y;
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tileIndex = cy * 8 + cx;
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} else {
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// Local mask indexing (WMO/custom).
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tileIndex = y * surface.width + x;
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}
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int byteIndex = tileIndex / 8;
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int bitIndex = tileIndex % 8;
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if (byteIndex < static_cast<int>(surface.mask.size())) {
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renderTile = (surface.mask[byteIndex] & (1 << bitIndex)) != 0;
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uint8_t maskByte = surface.mask[byteIndex];
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bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
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bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
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renderTile = lsbOrder || msbOrder;
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}
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}
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@ -560,6 +563,11 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
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for (size_t si = 0; si < surfaces.size(); si++) {
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const auto& surface = surfaces[si];
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// Use terrain/MH2O water for gameplay queries. WMO liquid extents are
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// currently render-only and can overlap interiors.
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if (surface.wmoId != 0) {
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continue;
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}
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glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
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glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
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glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
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@ -593,11 +601,21 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
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// Respect per-tile mask so holes/non-liquid tiles do not count as swimmable.
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if (!surface.mask.empty()) {
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int tileIndex = iy * surface.width + ix;
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int tileIndex;
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if (surface.wmoId == 0 && surface.mask.size() >= 8) {
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int cx = static_cast<int>(surface.xOffset) + ix;
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int cy = static_cast<int>(surface.yOffset) + iy;
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tileIndex = cy * 8 + cx;
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} else {
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tileIndex = iy * surface.width + ix;
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}
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int byteIndex = tileIndex / 8;
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int bitIndex = tileIndex % 8;
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if (byteIndex < static_cast<int>(surface.mask.size())) {
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bool renderTile = (surface.mask[byteIndex] & (1 << bitIndex)) != 0;
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uint8_t maskByte = surface.mask[byteIndex];
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bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
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bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
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bool renderTile = lsbOrder || msbOrder;
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if (!renderTile) {
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continue;
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}
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@ -633,6 +651,9 @@ std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) cons
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std::optional<uint16_t> bestType;
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for (const auto& surface : surfaces) {
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if (surface.wmoId != 0) {
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continue;
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}
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glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
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glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
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glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
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@ -459,17 +459,10 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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frustum.extractFromMatrix(projection * view);
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// Render all instances with instance-level culling
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const glm::vec3 camPos = camera.getPosition();
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const float maxRenderDistance = 320.0f; // More aggressive culling for city performance
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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for (const auto& instance : instances) {
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// Instance-level distance culling
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glm::vec3 toCam = instance.position - camPos;
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float distSq = glm::dot(toCam, toCam);
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if (distSq > maxRenderDistanceSq) {
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continue; // Skip instances that are too far
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}
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// NOTE: Disabled hard instance-distance culling for WMOs.
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// Large city WMOs can have instance origins far from local camera position,
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// causing whole city sections to disappear unexpectedly.
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auto modelIt = loadedModels.find(instance.modelId);
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if (modelIt == loadedModels.end()) {
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@ -1030,7 +1023,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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if (moveDistXY < 0.001f) return false;
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// Player collision parameters
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const float PLAYER_RADIUS = 0.6f; // Character collision radius
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const float PLAYER_RADIUS = 0.50f; // Slightly narrower to pass tight doorways/interiors
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const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks
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const float MAX_STEP_HEIGHT = 0.85f; // Balanced step-up without wall pass-through
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