mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Refine water rendering, swimming, and underwater visuals
This commit is contained in:
parent
1951dbd9e6
commit
d0dac0df07
8 changed files with 440 additions and 56 deletions
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@ -124,7 +124,7 @@ private:
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static constexpr float SWIM_GRAVITY = -5.0f;
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static constexpr float SWIM_BUOYANCY = 8.0f;
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static constexpr float SWIM_SINK_SPEED = -3.0f;
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static constexpr float WATER_SURFACE_OFFSET = 1.5f;
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static constexpr float WATER_SURFACE_OFFSET = 0.9f;
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// State
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bool enabled = true;
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@ -31,6 +31,7 @@ class CharacterRenderer;
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class WMORenderer;
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class M2Renderer;
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class Minimap;
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class Shader;
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class Renderer {
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public:
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@ -153,6 +154,9 @@ private:
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std::unique_ptr<audio::FootstepManager> footstepManager;
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std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
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std::unique_ptr<game::ZoneManager> zoneManager;
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std::unique_ptr<Shader> underwaterOverlayShader;
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uint32_t underwaterOverlayVAO = 0;
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uint32_t underwaterOverlayVBO = 0;
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pipeline::AssetManager* cachedAssetManager = nullptr;
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uint32_t currentZoneId = 0;
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@ -3,6 +3,7 @@
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#include <vector>
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#include <memory>
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#include <optional>
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#include <cstdint>
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#include <glm/glm.hpp>
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namespace wowee {
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@ -22,9 +23,12 @@ class Shader;
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*/
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struct WaterSurface {
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glm::vec3 position; // World position
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glm::vec3 origin; // Mesh origin (world)
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glm::vec3 stepX; // Mesh X step vector in world space
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glm::vec3 stepY; // Mesh Y step vector in world space
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float minHeight; // Minimum water height
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float maxHeight; // Maximum water height
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uint8_t liquidType; // 0=water, 1=ocean, 2=magma, 3=slime
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uint16_t liquidType; // LiquidType.dbc ID (WotLK)
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// Owning tile coordinates (for per-tile removal)
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int tileX = -1, tileY = -1;
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@ -119,6 +123,7 @@ public:
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* Returns the highest water surface height at that XY, or nullopt if no water.
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*/
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std::optional<float> getWaterHeightAt(float glX, float glY) const;
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std::optional<uint16_t> getWaterTypeAt(float glX, float glY) const;
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/**
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* Get water surface count
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@ -129,8 +134,8 @@ private:
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void createWaterMesh(WaterSurface& surface);
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void destroyWaterMesh(WaterSurface& surface);
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glm::vec4 getLiquidColor(uint8_t liquidType) const;
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float getLiquidAlpha(uint8_t liquidType) const;
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glm::vec4 getLiquidColor(uint16_t liquidType) const;
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float getLiquidAlpha(uint16_t liquidType) const;
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std::unique_ptr<Shader> waterShader;
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std::vector<WaterSurface> surfaces;
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@ -553,8 +553,8 @@ void Application::setState(AppState newState) {
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gameHandler->sendMovement(static_cast<game::Opcode>(opcode));
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}
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});
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// Use WoW-correct speeds when connected to a server
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cc->setUseWoWSpeed(!singlePlayerMode);
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// Keep player locomotion WoW-like in both single-player and online modes.
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cc->setUseWoWSpeed(true);
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}
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break;
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case AppState::DISCONNECTED:
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@ -32,6 +32,7 @@ constexpr uint32_t MOBA = 0x4D4F4241; // Batches
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constexpr uint32_t MOCV = 0x4D4F4356; // Vertex colors
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constexpr uint32_t MONR = 0x4D4F4E52; // Normals
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constexpr uint32_t MOTV = 0x4D4F5456; // Texture coords
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constexpr uint32_t MLIQ = 0x4D4C4951; // Liquid
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// Read utilities
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template<typename T>
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@ -533,6 +534,60 @@ bool WMOLoader::loadGroup(const std::vector<uint8_t>& groupData,
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}
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}
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}
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else if (subChunkId == MLIQ) { // MLIQ - WMO liquid data
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// Basic WotLK layout:
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// uint32 xVerts, yVerts, xTiles, yTiles
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// float baseX, baseY, baseZ
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// uint16 materialId
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// (optional pad/unknown bytes)
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// followed by vertex/tile payload
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uint32_t parseOffset = mogpOffset;
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if (parseOffset + 30 <= subChunkEnd) {
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group.liquid.xVerts = read<uint32_t>(groupData, parseOffset);
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group.liquid.yVerts = read<uint32_t>(groupData, parseOffset);
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group.liquid.xTiles = read<uint32_t>(groupData, parseOffset);
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group.liquid.yTiles = read<uint32_t>(groupData, parseOffset);
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group.liquid.basePosition.x = read<float>(groupData, parseOffset);
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group.liquid.basePosition.y = read<float>(groupData, parseOffset);
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group.liquid.basePosition.z = read<float>(groupData, parseOffset);
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group.liquid.materialId = read<uint16_t>(groupData, parseOffset);
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if (parseOffset + sizeof(uint16_t) <= subChunkEnd) {
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// Reserved/flags in some WMO liquid variants.
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parseOffset += sizeof(uint16_t);
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}
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// Keep parser resilient across minor format variants:
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// prefer explicit per-vertex floats, otherwise fall back to flat.
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const size_t vertexCount =
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static_cast<size_t>(group.liquid.xVerts) * static_cast<size_t>(group.liquid.yVerts);
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const size_t tileCount =
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static_cast<size_t>(group.liquid.xTiles) * static_cast<size_t>(group.liquid.yTiles);
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const size_t bytesRemaining = (subChunkEnd > parseOffset) ? (subChunkEnd - parseOffset) : 0;
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group.liquid.heights.clear();
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group.liquid.flags.clear();
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if (vertexCount > 0 && bytesRemaining >= vertexCount * sizeof(float)) {
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group.liquid.heights.resize(vertexCount);
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for (size_t i = 0; i < vertexCount; i++) {
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group.liquid.heights[i] = read<float>(groupData, parseOffset);
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}
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} else if (vertexCount > 0) {
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group.liquid.heights.resize(vertexCount, group.liquid.basePosition.z);
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}
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if (tileCount > 0 && parseOffset + tileCount <= subChunkEnd) {
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group.liquid.flags.resize(tileCount);
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std::memcpy(group.liquid.flags.data(), &groupData[parseOffset], tileCount);
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} else if (tileCount > 0) {
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group.liquid.flags.resize(tileCount, 0);
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}
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if (group.liquid.materialId == 0) {
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group.liquid.materialId = static_cast<uint16_t>(group.liquidType);
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}
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}
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}
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mogpOffset = subChunkEnd;
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}
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@ -181,7 +181,9 @@ void CameraController::update(float deltaTime) {
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if (waterRenderer) {
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waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
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}
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bool inWater = waterH && targetPos.z < *waterH;
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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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if (inWater) {
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@ -189,6 +191,7 @@ void CameraController::update(float deltaTime) {
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// Swim movement follows look pitch (forward/back), while strafe stays
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// lateral for stable control.
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float swimSpeed = speed * SWIM_SPEED_FACTOR;
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float waterSurfaceZ = waterH ? (*waterH - WATER_SURFACE_OFFSET) : targetPos.z;
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glm::vec3 swimForward = glm::normalize(forward3D);
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if (glm::length(swimForward) < 1e-4f) {
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@ -214,6 +217,7 @@ void CameraController::update(float deltaTime) {
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}
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// Spacebar = swim up (continuous, not a jump)
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bool diveIntent = nowForward && (forward3D.z < -0.28f);
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if (nowJump) {
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verticalVelocity = SWIM_BUOYANCY;
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} else {
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@ -222,6 +226,16 @@ void CameraController::update(float deltaTime) {
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if (verticalVelocity < SWIM_SINK_SPEED) {
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verticalVelocity = SWIM_SINK_SPEED;
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}
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// Strong surface lock while idle/normal swim so buoyancy keeps
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// you afloat unless you're intentionally diving.
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if (!diveIntent) {
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float surfaceErr = (waterSurfaceZ - targetPos.z);
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verticalVelocity += surfaceErr * 7.0f * deltaTime;
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verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
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if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
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verticalVelocity = 0.0f;
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}
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}
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}
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targetPos.z += verticalVelocity * deltaTime;
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@ -636,12 +650,16 @@ void CameraController::update(float deltaTime) {
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if (waterRenderer) {
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waterH = waterRenderer->getWaterHeightAt(newPos.x, newPos.y);
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}
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bool inWater = waterH && feetZ < *waterH;
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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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if (inWater) {
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swimming = true;
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float swimSpeed = speed * SWIM_SPEED_FACTOR;
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float waterSurfaceCamZ = waterH ? (*waterH - WATER_SURFACE_OFFSET + eyeHeight) : newPos.z;
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bool diveIntent = nowForward && (forward3D.z < -0.28f);
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if (glm::length(movement) > 0.001f) {
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movement = glm::normalize(movement);
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@ -655,6 +673,14 @@ void CameraController::update(float deltaTime) {
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if (verticalVelocity < SWIM_SINK_SPEED) {
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verticalVelocity = SWIM_SINK_SPEED;
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}
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if (!diveIntent) {
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float surfaceErr = (waterSurfaceCamZ - newPos.z);
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verticalVelocity += surfaceErr * 7.0f * deltaTime;
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verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
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if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
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verticalVelocity = 0.0f;
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}
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}
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}
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newPos.z += verticalVelocity * deltaTime;
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@ -17,6 +17,7 @@
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/minimap.hpp"
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#include "rendering/shader.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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@ -193,6 +194,37 @@ bool Renderer::initialize(core::Window* win) {
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footstepManager = std::make_unique<audio::FootstepManager>();
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activitySoundManager = std::make_unique<audio::ActivitySoundManager>();
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// Underwater full-screen tint overlay (applies to all world geometry).
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underwaterOverlayShader = std::make_unique<Shader>();
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const char* overlayVS = R"(
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#version 330 core
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layout (location = 0) in vec2 aPos;
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void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
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)";
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const char* overlayFS = R"(
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#version 330 core
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uniform vec4 uTint;
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out vec4 FragColor;
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void main() { FragColor = uTint; }
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)";
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if (!underwaterOverlayShader->loadFromSource(overlayVS, overlayFS)) {
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LOG_WARNING("Failed to initialize underwater overlay shader");
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underwaterOverlayShader.reset();
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} else {
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const float quadVerts[] = {
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-1.0f, -1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f, 1.0f
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};
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glGenVertexArrays(1, &underwaterOverlayVAO);
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glGenBuffers(1, &underwaterOverlayVBO);
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glBindVertexArray(underwaterOverlayVAO);
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glBindBuffer(GL_ARRAY_BUFFER, underwaterOverlayVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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LOG_INFO("Renderer initialized");
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return true;
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}
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@ -272,6 +304,15 @@ void Renderer::shutdown() {
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activitySoundManager->shutdown();
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activitySoundManager.reset();
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}
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if (underwaterOverlayVAO) {
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glDeleteVertexArrays(1, &underwaterOverlayVAO);
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underwaterOverlayVAO = 0;
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}
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if (underwaterOverlayVBO) {
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glDeleteBuffers(1, &underwaterOverlayVBO);
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underwaterOverlayVBO = 0;
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}
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underwaterOverlayShader.reset();
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zoneManager.reset();
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@ -851,6 +892,8 @@ void Renderer::renderWorld(game::World* world) {
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// Get time of day for sky-related rendering
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float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f;
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bool underwater = false;
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bool canalUnderwater = false;
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// Render skybox first (furthest back)
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if (skybox && camera) {
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@ -880,20 +923,45 @@ void Renderer::renderWorld(game::World* world) {
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// Render terrain if loaded and enabled
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if (terrainEnabled && terrainLoaded && terrainRenderer && camera) {
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// Check if camera is underwater for fog override
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bool underwater = false;
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if (waterRenderer && camera) {
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// Check if camera/character is underwater for fog override
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if (cameraController && cameraController->isSwimming() && waterRenderer && camera) {
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glm::vec3 camPos = camera->getPosition();
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auto waterH = waterRenderer->getWaterHeightAt(camPos.x, camPos.y);
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if (waterH && camPos.z < *waterH) {
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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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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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underwater = true;
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}
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}
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if (underwater) {
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float fogColor[3] = {0.05f, 0.15f, 0.25f};
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terrainRenderer->setFog(fogColor, 10.0f, 200.0f);
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glClearColor(0.05f, 0.15f, 0.25f, 1.0f);
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glm::vec3 camPos = camera->getPosition();
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std::optional<uint16_t> liquidType = waterRenderer ? waterRenderer->getWaterTypeAt(camPos.x, camPos.y) : std::nullopt;
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if (!liquidType && cameraController) {
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const glm::vec3* followTarget = cameraController->getFollowTarget();
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if (followTarget && waterRenderer) {
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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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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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// Update terrain fog based on time of day (match sky color)
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@ -907,13 +975,6 @@ void Renderer::renderWorld(game::World* world) {
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auto terrainEnd = std::chrono::steady_clock::now();
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lastTerrainRenderMs = std::chrono::duration<double, std::milli>(terrainEnd - terrainStart).count();
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// Render water after terrain (transparency requires back-to-front rendering)
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if (waterRenderer) {
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// Use accumulated time for water animation
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static float time = 0.0f;
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time += 0.016f; // Approximate frame time
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waterRenderer->render(*camera, time);
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}
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}
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// Render weather particles (after terrain/water, before characters)
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@ -953,6 +1014,31 @@ void Renderer::renderWorld(game::World* world) {
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lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
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}
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// Render water after opaque terrain/WMO/M2 so transparent surfaces remain visible.
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if (waterRenderer && camera) {
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static float time = 0.0f;
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time += 0.016f; // Approximate frame time
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waterRenderer->render(*camera, time);
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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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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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underwaterOverlayShader->use();
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if (canalUnderwater) {
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underwaterOverlayShader->setUniform("uTint", glm::vec4(0.01f, 0.05f, 0.11f, 0.50f));
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} else {
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underwaterOverlayShader->setUniform("uTint", glm::vec4(0.02f, 0.08f, 0.15f, 0.30f));
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}
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glBindVertexArray(underwaterOverlayVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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||||
// Render minimap overlay
|
||||
if (minimap && camera && window) {
|
||||
minimap->render(*camera, window->getWidth(), window->getHeight());
|
||||
|
|
|
|||
|
|
@ -6,7 +6,9 @@
|
|||
#include "core/logger.hpp"
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
|
||||
namespace wowee {
|
||||
namespace rendering {
|
||||
|
|
@ -34,6 +36,9 @@ bool WaterRenderer::initialize() {
|
|||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform float time;
|
||||
uniform float waveAmp;
|
||||
uniform float waveFreq;
|
||||
uniform float waveSpeed;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
|
@ -41,14 +46,18 @@ bool WaterRenderer::initialize() {
|
|||
out float WaveOffset;
|
||||
|
||||
void main() {
|
||||
// Simple pass-through for debugging (no wave animation)
|
||||
vec3 pos = aPos;
|
||||
// Procedural ripple motion (tunable per water profile).
|
||||
float w1 = sin((aPos.x + time * waveSpeed) * waveFreq) * waveAmp;
|
||||
float w2 = cos((aPos.y - time * (waveSpeed * 0.78)) * (waveFreq * 0.82)) * (waveAmp * 0.72);
|
||||
float wave = w1 + w2;
|
||||
pos.z += wave;
|
||||
|
||||
FragPos = vec3(model * vec4(pos, 1.0));
|
||||
// Use mat3(model) directly - avoids expensive inverse() per vertex
|
||||
Normal = mat3(model) * aNormal;
|
||||
TexCoord = aTexCoord;
|
||||
WaveOffset = 0.0;
|
||||
WaveOffset = wave;
|
||||
|
||||
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||||
}
|
||||
|
|
@ -66,6 +75,8 @@ bool WaterRenderer::initialize() {
|
|||
uniform vec4 waterColor;
|
||||
uniform float waterAlpha;
|
||||
uniform float time;
|
||||
uniform float shimmerStrength;
|
||||
uniform float alphaScale;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
|
|
@ -80,7 +91,9 @@ bool WaterRenderer::initialize() {
|
|||
// Specular highlights (shininess for water)
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64.0);
|
||||
float specBase = pow(max(dot(viewDir, reflectDir), 0.0), mix(64.0, 180.0, shimmerStrength));
|
||||
float sparkle = 0.65 + 0.35 * sin((TexCoord.x + TexCoord.y + time * 0.4) * 80.0);
|
||||
float spec = specBase * mix(1.0, sparkle, shimmerStrength);
|
||||
|
||||
// Animated texture coordinates for flowing effect
|
||||
vec2 uv1 = TexCoord + vec2(time * 0.02, time * 0.01);
|
||||
|
|
@ -96,8 +109,10 @@ bool WaterRenderer::initialize() {
|
|||
|
||||
vec3 result = (ambient + diffuse + specular) * brightness;
|
||||
|
||||
// Apply transparency
|
||||
FragColor = vec4(result, waterAlpha);
|
||||
// Slight fresnel: more reflective/opaque at grazing angles.
|
||||
float fresnel = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0);
|
||||
float alpha = clamp(waterAlpha * alphaScale * (0.68 + fresnel * 0.45), 0.12, 0.82);
|
||||
FragColor = vec4(result, alpha);
|
||||
}
|
||||
)";
|
||||
|
||||
|
|
@ -117,6 +132,8 @@ void WaterRenderer::shutdown() {
|
|||
|
||||
void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool append,
|
||||
int tileX, int tileY) {
|
||||
constexpr float TILE_SIZE = 33.33333f / 8.0f;
|
||||
|
||||
if (!append) {
|
||||
LOG_INFO("Loading water from terrain (replacing)");
|
||||
clear();
|
||||
|
|
@ -150,6 +167,13 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
|
|||
terrainChunk.position[1],
|
||||
layer.minHeight
|
||||
);
|
||||
surface.origin = glm::vec3(
|
||||
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
|
||||
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
|
||||
layer.minHeight
|
||||
);
|
||||
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
|
||||
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
|
||||
|
||||
// Debug log first few water surfaces
|
||||
if (totalLayers < 5) {
|
||||
|
|
@ -170,17 +194,48 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
|
|||
surface.width = layer.width;
|
||||
surface.height = layer.height;
|
||||
|
||||
// Copy height data
|
||||
if (!layer.heights.empty()) {
|
||||
surface.heights = layer.heights;
|
||||
} else {
|
||||
// Flat water at minHeight if no height data
|
||||
size_t numVertices = (layer.width + 1) * (layer.height + 1);
|
||||
// Prefer per-vertex terrain water heights when sane; fall back to flat
|
||||
// minHeight if data looks malformed (prevents sky-stretch artifacts).
|
||||
size_t numVertices = (layer.width + 1) * (layer.height + 1);
|
||||
bool useFlat = true;
|
||||
if (layer.heights.size() == numVertices) {
|
||||
bool sane = true;
|
||||
for (float h : layer.heights) {
|
||||
if (!std::isfinite(h) || std::abs(h) > 50000.0f) {
|
||||
sane = false;
|
||||
break;
|
||||
}
|
||||
// Conservative acceptance window around MH2O min/max metadata.
|
||||
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) {
|
||||
sane = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (sane) {
|
||||
useFlat = false;
|
||||
surface.heights = layer.heights;
|
||||
}
|
||||
}
|
||||
if (useFlat) {
|
||||
surface.heights.resize(numVertices, layer.minHeight);
|
||||
}
|
||||
|
||||
// Copy render mask
|
||||
surface.mask = layer.mask;
|
||||
if (!surface.mask.empty()) {
|
||||
bool anyVisible = false;
|
||||
for (uint8_t b : surface.mask) {
|
||||
if (b != 0) {
|
||||
anyVisible = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Some tiles appear to have malformed/unsupported MH2O masks.
|
||||
// Fall back to full coverage so canal water is still visible.
|
||||
if (!anyVisible) {
|
||||
std::fill(surface.mask.begin(), surface.mask.end(), 0xFF);
|
||||
}
|
||||
}
|
||||
|
||||
surface.tileX = tileX;
|
||||
surface.tileY = tileY;
|
||||
|
|
@ -213,11 +268,74 @@ void WaterRenderer::removeTile(int tileX, int tileY) {
|
|||
void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liquid,
|
||||
[[maybe_unused]] const glm::mat4& modelMatrix,
|
||||
[[maybe_unused]] uint32_t wmoId) {
|
||||
// WMO liquid rendering not yet implemented
|
||||
if (!liquid.hasLiquid() || liquid.xTiles == 0 || liquid.yTiles == 0) {
|
||||
return;
|
||||
}
|
||||
if (liquid.xVerts < 2 || liquid.yVerts < 2) {
|
||||
return;
|
||||
}
|
||||
if (liquid.xTiles != liquid.xVerts - 1 || liquid.yTiles != liquid.yVerts - 1) {
|
||||
return;
|
||||
}
|
||||
if (liquid.xTiles > 64 || liquid.yTiles > 64) {
|
||||
return;
|
||||
}
|
||||
|
||||
WaterSurface surface;
|
||||
surface.tileX = -1;
|
||||
surface.tileY = -1;
|
||||
surface.wmoId = wmoId;
|
||||
surface.liquidType = liquid.materialId;
|
||||
surface.xOffset = 0;
|
||||
surface.yOffset = 0;
|
||||
surface.width = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.xTiles));
|
||||
surface.height = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.yTiles));
|
||||
|
||||
constexpr float WMO_LIQUID_TILE_SIZE = 4.1666625f;
|
||||
const glm::vec3 localBase(liquid.basePosition.x, liquid.basePosition.y, liquid.basePosition.z);
|
||||
const glm::vec3 localStepX(WMO_LIQUID_TILE_SIZE, 0.0f, 0.0f);
|
||||
const glm::vec3 localStepY(0.0f, WMO_LIQUID_TILE_SIZE, 0.0f);
|
||||
|
||||
surface.origin = glm::vec3(modelMatrix * glm::vec4(localBase, 1.0f));
|
||||
surface.stepX = glm::vec3(modelMatrix * glm::vec4(localStepX, 0.0f));
|
||||
surface.stepY = glm::vec3(modelMatrix * glm::vec4(localStepY, 0.0f));
|
||||
surface.position = surface.origin;
|
||||
|
||||
const int gridWidth = static_cast<int>(surface.width) + 1;
|
||||
const int gridHeight = static_cast<int>(surface.height) + 1;
|
||||
const int vertexCount = gridWidth * gridHeight;
|
||||
// Keep WMO liquid flat for stability; some files use variant payload layouts
|
||||
// that can produce invalid per-vertex heights if interpreted generically.
|
||||
surface.heights.assign(vertexCount, surface.origin.z);
|
||||
surface.minHeight = surface.origin.z;
|
||||
surface.maxHeight = surface.origin.z;
|
||||
|
||||
size_t tileCount = static_cast<size_t>(surface.width) * static_cast<size_t>(surface.height);
|
||||
size_t maskBytes = (tileCount + 7) / 8;
|
||||
// WMO liquid flags vary across files; for now treat all WMO liquid tiles as
|
||||
// visible for rendering. Swim/gameplay queries already ignore WMO surfaces.
|
||||
surface.mask.assign(maskBytes, 0xFF);
|
||||
|
||||
createWaterMesh(surface);
|
||||
if (surface.indexCount > 0) {
|
||||
surfaces.push_back(surface);
|
||||
}
|
||||
}
|
||||
|
||||
void WaterRenderer::removeWMO([[maybe_unused]] uint32_t wmoId) {
|
||||
// WMO liquid rendering not yet implemented
|
||||
void WaterRenderer::removeWMO(uint32_t wmoId) {
|
||||
if (wmoId == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto it = surfaces.begin();
|
||||
while (it != surfaces.end()) {
|
||||
if (it->wmoId == wmoId) {
|
||||
destroyWaterMesh(*it);
|
||||
it = surfaces.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WaterRenderer::clear() {
|
||||
|
|
@ -232,6 +350,11 @@ void WaterRenderer::render(const Camera& camera, float time) {
|
|||
return;
|
||||
}
|
||||
|
||||
GLboolean cullEnabled = glIsEnabled(GL_CULL_FACE);
|
||||
if (cullEnabled) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
// Enable alpha blending for transparent water
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
|
@ -264,8 +387,22 @@ void WaterRenderer::render(const Camera& camera, float time) {
|
|||
glm::vec4 color = getLiquidColor(surface.liquidType);
|
||||
float alpha = getLiquidAlpha(surface.liquidType);
|
||||
|
||||
// City/canal liquid profile: clearer water + stronger ripples/sun shimmer.
|
||||
// Stormwind canals typically use LiquidType 5 in this data set.
|
||||
bool canalProfile = (surface.wmoId != 0) || (surface.liquidType == 5);
|
||||
float waveAmp = canalProfile ? 0.07f : 0.038f;
|
||||
float waveFreq = canalProfile ? 0.30f : 0.22f;
|
||||
float waveSpeed = canalProfile ? 1.20f : 0.90f;
|
||||
float shimmerStrength = canalProfile ? 0.95f : 0.35f;
|
||||
float alphaScale = canalProfile ? 0.72f : 1.00f;
|
||||
|
||||
waterShader->setUniform("waterColor", color);
|
||||
waterShader->setUniform("waterAlpha", alpha);
|
||||
waterShader->setUniform("waveAmp", waveAmp);
|
||||
waterShader->setUniform("waveFreq", waveFreq);
|
||||
waterShader->setUniform("waveSpeed", waveSpeed);
|
||||
waterShader->setUniform("shimmerStrength", shimmerStrength);
|
||||
waterShader->setUniform("alphaScale", alphaScale);
|
||||
|
||||
// Render
|
||||
glBindVertexArray(surface.vao);
|
||||
|
|
@ -276,19 +413,21 @@ void WaterRenderer::render(const Camera& camera, float time) {
|
|||
// Restore state
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
if (cullEnabled) {
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
|
||||
void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
||||
// Variable-size grid based on water layer dimensions
|
||||
const int gridWidth = surface.width + 1; // Vertices = tiles + 1
|
||||
const int gridHeight = surface.height + 1;
|
||||
const float TILE_SIZE = 33.33333f / 8.0f; // Size of one tile (same as terrain unitSize)
|
||||
constexpr float VISUAL_WATER_Z_BIAS = 0.06f; // Prevent z-fighting against city/WMO geometry
|
||||
|
||||
std::vector<float> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
|
||||
// Generate vertices
|
||||
// Match terrain coordinate transformation: pos[0] = baseX - (y * unitSize), pos[1] = baseY - (x * unitSize)
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
|
|
@ -301,23 +440,21 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
|
|||
height = surface.minHeight;
|
||||
}
|
||||
|
||||
// Position - match terrain coordinate transformation (swap and negate)
|
||||
// Terrain uses: X = baseX - (offsetY * unitSize), Y = baseY - (offsetX * unitSize)
|
||||
// Also apply layer offset within chunk (xOffset, yOffset)
|
||||
float posX = surface.position.x - ((surface.yOffset + y) * TILE_SIZE);
|
||||
float posY = surface.position.y - ((surface.xOffset + x) * TILE_SIZE);
|
||||
float posZ = height;
|
||||
glm::vec3 pos = surface.origin +
|
||||
surface.stepX * static_cast<float>(x) +
|
||||
surface.stepY * static_cast<float>(y);
|
||||
pos.z = height + VISUAL_WATER_Z_BIAS;
|
||||
|
||||
// Debug first surface's corner vertices
|
||||
static int debugCount = 0;
|
||||
if (debugCount < 4 && (x == 0 || x == gridWidth-1) && (y == 0 || y == gridHeight-1)) {
|
||||
LOG_DEBUG("Water vertex: (", posX, ", ", posY, ", ", posZ, ")");
|
||||
LOG_DEBUG("Water vertex: (", pos.x, ", ", pos.y, ", ", pos.z, ")");
|
||||
debugCount++;
|
||||
}
|
||||
|
||||
vertices.push_back(posX);
|
||||
vertices.push_back(posY);
|
||||
vertices.push_back(posZ);
|
||||
vertices.push_back(pos.x);
|
||||
vertices.push_back(pos.y);
|
||||
vertices.push_back(pos.z);
|
||||
|
||||
// Normal (pointing up for water surface)
|
||||
vertices.push_back(0.0f);
|
||||
|
|
@ -419,13 +556,20 @@ void WaterRenderer::destroyWaterMesh(WaterSurface& surface) {
|
|||
}
|
||||
|
||||
std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const {
|
||||
const float TILE_SIZE = 33.33333f / 8.0f;
|
||||
std::optional<float> best;
|
||||
|
||||
for (size_t si = 0; si < surfaces.size(); si++) {
|
||||
const auto& surface = surfaces[si];
|
||||
float gy = (surface.position.x - glX) / TILE_SIZE - static_cast<float>(surface.yOffset);
|
||||
float gx = (surface.position.y - glY) / TILE_SIZE - static_cast<float>(surface.xOffset);
|
||||
glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
|
||||
glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
|
||||
glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
|
||||
float lenSqX = glm::dot(stepX, stepX);
|
||||
float lenSqY = glm::dot(stepY, stepY);
|
||||
if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
|
||||
continue;
|
||||
}
|
||||
float gx = glm::dot(rel, stepX) / lenSqX;
|
||||
float gy = glm::dot(rel, stepY) / lenSqY;
|
||||
|
||||
if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
|
||||
gy < 0.0f || gy > static_cast<float>(surface.height)) {
|
||||
|
|
@ -443,6 +587,22 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
|
|||
// Clamp to valid vertex range
|
||||
if (ix >= surface.width) { ix = surface.width - 1; fx = 1.0f; }
|
||||
if (iy >= surface.height) { iy = surface.height - 1; fy = 1.0f; }
|
||||
if (ix < 0 || iy < 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Respect per-tile mask so holes/non-liquid tiles do not count as swimmable.
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex = iy * surface.width + ix;
|
||||
int byteIndex = tileIndex / 8;
|
||||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
bool renderTile = (surface.mask[byteIndex] & (1 << bitIndex)) != 0;
|
||||
if (!renderTile) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int idx00 = iy * gridWidth + ix;
|
||||
int idx10 = idx00 + 1;
|
||||
|
|
@ -468,7 +628,55 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
|
|||
return best;
|
||||
}
|
||||
|
||||
glm::vec4 WaterRenderer::getLiquidColor(uint8_t liquidType) const {
|
||||
std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) const {
|
||||
std::optional<float> bestHeight;
|
||||
std::optional<uint16_t> bestType;
|
||||
|
||||
for (const auto& surface : surfaces) {
|
||||
glm::vec2 rel(glX - surface.origin.x, glY - surface.origin.y);
|
||||
glm::vec2 stepX(surface.stepX.x, surface.stepX.y);
|
||||
glm::vec2 stepY(surface.stepY.x, surface.stepY.y);
|
||||
float lenSqX = glm::dot(stepX, stepX);
|
||||
float lenSqY = glm::dot(stepY, stepY);
|
||||
if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float gx = glm::dot(rel, stepX) / lenSqX;
|
||||
float gy = glm::dot(rel, stepY) / lenSqY;
|
||||
if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
|
||||
gy < 0.0f || gy > static_cast<float>(surface.height)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
int ix = static_cast<int>(gx);
|
||||
int iy = static_cast<int>(gy);
|
||||
if (ix >= surface.width) ix = surface.width - 1;
|
||||
if (iy >= surface.height) iy = surface.height - 1;
|
||||
if (ix < 0 || iy < 0) continue;
|
||||
|
||||
if (!surface.mask.empty()) {
|
||||
int tileIndex = iy * surface.width + ix;
|
||||
int byteIndex = tileIndex / 8;
|
||||
int bitIndex = tileIndex % 8;
|
||||
if (byteIndex < static_cast<int>(surface.mask.size())) {
|
||||
bool renderTile = (surface.mask[byteIndex] & (1 << bitIndex)) != 0;
|
||||
if (!renderTile) continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Use minHeight as stable selector for "topmost surface at XY".
|
||||
float h = surface.minHeight;
|
||||
if (!bestHeight || h > *bestHeight) {
|
||||
bestHeight = h;
|
||||
bestType = surface.liquidType;
|
||||
}
|
||||
}
|
||||
|
||||
return bestType;
|
||||
}
|
||||
|
||||
glm::vec4 WaterRenderer::getLiquidColor(uint16_t liquidType) const {
|
||||
// WoW 3.3.5a LiquidType.dbc IDs:
|
||||
// 1,5,9,13,17 = Water variants (still, slow, fast)
|
||||
// 2,6,10,14 = Ocean
|
||||
|
|
@ -496,12 +704,12 @@ glm::vec4 WaterRenderer::getLiquidColor(uint8_t liquidType) const {
|
|||
}
|
||||
}
|
||||
|
||||
float WaterRenderer::getLiquidAlpha(uint8_t liquidType) const {
|
||||
float WaterRenderer::getLiquidAlpha(uint16_t liquidType) const {
|
||||
uint8_t basicType = (liquidType == 0) ? 0 : ((liquidType - 1) % 4);
|
||||
switch (basicType) {
|
||||
case 2: return 0.85f; // Magma - mostly opaque
|
||||
case 3: return 0.75f; // Slime - semi-opaque
|
||||
default: return 0.55f; // Water/Ocean - semi-transparent
|
||||
case 2: return 0.72f; // Magma
|
||||
case 3: return 0.62f; // Slime
|
||||
default: return 0.38f; // Water/Ocean
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue