mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-25 00:20:16 +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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@ -6,7 +6,9 @@
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#include "core/logger.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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namespace wowee {
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namespace rendering {
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@ -34,6 +36,9 @@ bool WaterRenderer::initialize() {
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uniform mat4 view;
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uniform mat4 projection;
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uniform float time;
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uniform float waveAmp;
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uniform float waveFreq;
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uniform float waveSpeed;
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out vec3 FragPos;
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out vec3 Normal;
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@ -41,14 +46,18 @@ bool WaterRenderer::initialize() {
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out float WaveOffset;
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void main() {
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// Simple pass-through for debugging (no wave animation)
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vec3 pos = aPos;
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// Procedural ripple motion (tunable per water profile).
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float w1 = sin((aPos.x + time * waveSpeed) * waveFreq) * waveAmp;
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float w2 = cos((aPos.y - time * (waveSpeed * 0.78)) * (waveFreq * 0.82)) * (waveAmp * 0.72);
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float wave = w1 + w2;
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pos.z += wave;
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FragPos = vec3(model * vec4(pos, 1.0));
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// Use mat3(model) directly - avoids expensive inverse() per vertex
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Normal = mat3(model) * aNormal;
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TexCoord = aTexCoord;
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WaveOffset = 0.0;
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WaveOffset = wave;
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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@ -66,6 +75,8 @@ bool WaterRenderer::initialize() {
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uniform vec4 waterColor;
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uniform float waterAlpha;
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uniform float time;
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uniform float shimmerStrength;
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uniform float alphaScale;
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out vec4 FragColor;
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@ -80,7 +91,9 @@ bool WaterRenderer::initialize() {
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// Specular highlights (shininess for water)
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64.0);
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float specBase = pow(max(dot(viewDir, reflectDir), 0.0), mix(64.0, 180.0, shimmerStrength));
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float sparkle = 0.65 + 0.35 * sin((TexCoord.x + TexCoord.y + time * 0.4) * 80.0);
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float spec = specBase * mix(1.0, sparkle, shimmerStrength);
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// Animated texture coordinates for flowing effect
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vec2 uv1 = TexCoord + vec2(time * 0.02, time * 0.01);
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@ -96,8 +109,10 @@ bool WaterRenderer::initialize() {
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vec3 result = (ambient + diffuse + specular) * brightness;
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// Apply transparency
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FragColor = vec4(result, waterAlpha);
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// Slight fresnel: more reflective/opaque at grazing angles.
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float fresnel = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0);
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float alpha = clamp(waterAlpha * alphaScale * (0.68 + fresnel * 0.45), 0.12, 0.82);
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FragColor = vec4(result, alpha);
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}
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)";
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@ -117,6 +132,8 @@ void WaterRenderer::shutdown() {
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void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool append,
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int tileX, int tileY) {
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constexpr float TILE_SIZE = 33.33333f / 8.0f;
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if (!append) {
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LOG_INFO("Loading water from terrain (replacing)");
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clear();
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@ -150,6 +167,13 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
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terrainChunk.position[1],
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layer.minHeight
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);
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surface.origin = glm::vec3(
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surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
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surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
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layer.minHeight
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);
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surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
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surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
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// Debug log first few water surfaces
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if (totalLayers < 5) {
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@ -170,17 +194,48 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
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surface.width = layer.width;
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surface.height = layer.height;
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// Copy height data
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if (!layer.heights.empty()) {
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surface.heights = layer.heights;
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} else {
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// Flat water at minHeight if no height data
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size_t numVertices = (layer.width + 1) * (layer.height + 1);
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// Prefer per-vertex terrain water heights when sane; fall back to flat
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// minHeight if data looks malformed (prevents sky-stretch artifacts).
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size_t numVertices = (layer.width + 1) * (layer.height + 1);
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bool useFlat = true;
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if (layer.heights.size() == numVertices) {
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bool sane = true;
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for (float h : layer.heights) {
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if (!std::isfinite(h) || std::abs(h) > 50000.0f) {
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sane = false;
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break;
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}
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// Conservative acceptance window around MH2O min/max metadata.
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if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) {
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sane = false;
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break;
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}
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}
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if (sane) {
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useFlat = false;
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surface.heights = layer.heights;
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}
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}
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if (useFlat) {
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surface.heights.resize(numVertices, layer.minHeight);
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}
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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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@ -213,11 +268,74 @@ void WaterRenderer::removeTile(int tileX, int tileY) {
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void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liquid,
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[[maybe_unused]] const glm::mat4& modelMatrix,
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[[maybe_unused]] uint32_t wmoId) {
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// WMO liquid rendering not yet implemented
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if (!liquid.hasLiquid() || liquid.xTiles == 0 || liquid.yTiles == 0) {
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return;
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}
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if (liquid.xVerts < 2 || liquid.yVerts < 2) {
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return;
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}
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if (liquid.xTiles != liquid.xVerts - 1 || liquid.yTiles != liquid.yVerts - 1) {
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return;
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}
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if (liquid.xTiles > 64 || liquid.yTiles > 64) {
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return;
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}
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WaterSurface surface;
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surface.tileX = -1;
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surface.tileY = -1;
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surface.wmoId = wmoId;
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surface.liquidType = liquid.materialId;
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surface.xOffset = 0;
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surface.yOffset = 0;
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surface.width = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.xTiles));
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surface.height = static_cast<uint8_t>(std::min<uint32_t>(255, liquid.yTiles));
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constexpr float WMO_LIQUID_TILE_SIZE = 4.1666625f;
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const glm::vec3 localBase(liquid.basePosition.x, liquid.basePosition.y, liquid.basePosition.z);
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const glm::vec3 localStepX(WMO_LIQUID_TILE_SIZE, 0.0f, 0.0f);
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const glm::vec3 localStepY(0.0f, WMO_LIQUID_TILE_SIZE, 0.0f);
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surface.origin = glm::vec3(modelMatrix * glm::vec4(localBase, 1.0f));
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surface.stepX = glm::vec3(modelMatrix * glm::vec4(localStepX, 0.0f));
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surface.stepY = glm::vec3(modelMatrix * glm::vec4(localStepY, 0.0f));
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surface.position = surface.origin;
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const int gridWidth = static_cast<int>(surface.width) + 1;
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const int gridHeight = static_cast<int>(surface.height) + 1;
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const int vertexCount = gridWidth * gridHeight;
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// Keep WMO liquid flat for stability; some files use variant payload layouts
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// that can produce invalid per-vertex heights if interpreted generically.
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surface.heights.assign(vertexCount, surface.origin.z);
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surface.minHeight = surface.origin.z;
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surface.maxHeight = surface.origin.z;
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size_t tileCount = static_cast<size_t>(surface.width) * static_cast<size_t>(surface.height);
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size_t maskBytes = (tileCount + 7) / 8;
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// WMO liquid flags vary across files; for now treat all WMO liquid tiles as
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// visible for rendering. Swim/gameplay queries already ignore WMO surfaces.
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surface.mask.assign(maskBytes, 0xFF);
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createWaterMesh(surface);
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if (surface.indexCount > 0) {
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surfaces.push_back(surface);
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}
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}
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void WaterRenderer::removeWMO([[maybe_unused]] uint32_t wmoId) {
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// WMO liquid rendering not yet implemented
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void WaterRenderer::removeWMO(uint32_t wmoId) {
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if (wmoId == 0) {
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return;
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}
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auto it = surfaces.begin();
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while (it != surfaces.end()) {
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if (it->wmoId == wmoId) {
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destroyWaterMesh(*it);
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it = surfaces.erase(it);
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} else {
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++it;
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}
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}
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}
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void WaterRenderer::clear() {
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@ -232,6 +350,11 @@ void WaterRenderer::render(const Camera& camera, float time) {
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return;
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}
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GLboolean cullEnabled = glIsEnabled(GL_CULL_FACE);
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if (cullEnabled) {
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glDisable(GL_CULL_FACE);
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}
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// Enable alpha blending for transparent water
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -264,8 +387,22 @@ void WaterRenderer::render(const Camera& camera, float time) {
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glm::vec4 color = getLiquidColor(surface.liquidType);
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float alpha = getLiquidAlpha(surface.liquidType);
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// City/canal liquid profile: clearer water + stronger ripples/sun shimmer.
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// Stormwind canals typically use LiquidType 5 in this data set.
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bool canalProfile = (surface.wmoId != 0) || (surface.liquidType == 5);
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float waveAmp = canalProfile ? 0.07f : 0.038f;
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float waveFreq = canalProfile ? 0.30f : 0.22f;
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float waveSpeed = canalProfile ? 1.20f : 0.90f;
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float shimmerStrength = canalProfile ? 0.95f : 0.35f;
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float alphaScale = canalProfile ? 0.72f : 1.00f;
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waterShader->setUniform("waterColor", color);
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waterShader->setUniform("waterAlpha", alpha);
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waterShader->setUniform("waveAmp", waveAmp);
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waterShader->setUniform("waveFreq", waveFreq);
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waterShader->setUniform("waveSpeed", waveSpeed);
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waterShader->setUniform("shimmerStrength", shimmerStrength);
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waterShader->setUniform("alphaScale", alphaScale);
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// Render
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glBindVertexArray(surface.vao);
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@ -276,19 +413,21 @@ void WaterRenderer::render(const Camera& camera, float time) {
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// Restore state
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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if (cullEnabled) {
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glEnable(GL_CULL_FACE);
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}
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}
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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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const float TILE_SIZE = 33.33333f / 8.0f; // Size of one tile (same as terrain unitSize)
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constexpr float VISUAL_WATER_Z_BIAS = 0.06f; // Prevent z-fighting against city/WMO geometry
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std::vector<float> vertices;
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std::vector<uint32_t> indices;
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// Generate vertices
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// Match terrain coordinate transformation: pos[0] = baseX - (y * unitSize), pos[1] = baseY - (x * unitSize)
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for (int y = 0; y < gridHeight; y++) {
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for (int x = 0; x < gridWidth; x++) {
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int index = y * gridWidth + x;
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@ -301,23 +440,21 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
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height = surface.minHeight;
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}
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// Position - match terrain coordinate transformation (swap and negate)
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// Terrain uses: X = baseX - (offsetY * unitSize), Y = baseY - (offsetX * unitSize)
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// Also apply layer offset within chunk (xOffset, yOffset)
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float posX = surface.position.x - ((surface.yOffset + y) * TILE_SIZE);
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float posY = surface.position.y - ((surface.xOffset + x) * TILE_SIZE);
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float posZ = height;
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glm::vec3 pos = surface.origin +
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surface.stepX * static_cast<float>(x) +
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surface.stepY * static_cast<float>(y);
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pos.z = height + VISUAL_WATER_Z_BIAS;
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// Debug first surface's corner vertices
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static int debugCount = 0;
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if (debugCount < 4 && (x == 0 || x == gridWidth-1) && (y == 0 || y == gridHeight-1)) {
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LOG_DEBUG("Water vertex: (", posX, ", ", posY, ", ", posZ, ")");
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LOG_DEBUG("Water vertex: (", pos.x, ", ", pos.y, ", ", pos.z, ")");
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debugCount++;
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}
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vertices.push_back(posX);
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vertices.push_back(posY);
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vertices.push_back(posZ);
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vertices.push_back(pos.x);
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vertices.push_back(pos.y);
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vertices.push_back(pos.z);
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// Normal (pointing up for water surface)
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vertices.push_back(0.0f);
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@ -419,13 +556,20 @@ void WaterRenderer::destroyWaterMesh(WaterSurface& surface) {
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}
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std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const {
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const float TILE_SIZE = 33.33333f / 8.0f;
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std::optional<float> best;
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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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float gy = (surface.position.x - glX) / TILE_SIZE - static_cast<float>(surface.yOffset);
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float gx = (surface.position.y - glY) / TILE_SIZE - static_cast<float>(surface.xOffset);
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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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float lenSqX = glm::dot(stepX, stepX);
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float lenSqY = glm::dot(stepY, stepY);
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if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
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continue;
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}
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float gx = glm::dot(rel, stepX) / lenSqX;
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float gy = glm::dot(rel, stepY) / lenSqY;
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if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
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gy < 0.0f || gy > static_cast<float>(surface.height)) {
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@ -443,6 +587,22 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
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// Clamp to valid vertex range
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if (ix >= surface.width) { ix = surface.width - 1; fx = 1.0f; }
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if (iy >= surface.height) { iy = surface.height - 1; fy = 1.0f; }
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if (ix < 0 || iy < 0) {
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continue;
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}
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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 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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if (!renderTile) {
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continue;
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}
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}
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}
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int idx00 = iy * gridWidth + ix;
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int idx10 = idx00 + 1;
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@ -468,7 +628,55 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
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return best;
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}
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glm::vec4 WaterRenderer::getLiquidColor(uint8_t liquidType) const {
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std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) const {
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std::optional<float> bestHeight;
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std::optional<uint16_t> bestType;
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for (const auto& surface : surfaces) {
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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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float lenSqX = glm::dot(stepX, stepX);
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float lenSqY = glm::dot(stepY, stepY);
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if (lenSqX < 1e-6f || lenSqY < 1e-6f) {
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continue;
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}
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float gx = glm::dot(rel, stepX) / lenSqX;
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float gy = glm::dot(rel, stepY) / lenSqY;
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if (gx < 0.0f || gx > static_cast<float>(surface.width) ||
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gy < 0.0f || gy > static_cast<float>(surface.height)) {
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continue;
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}
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int ix = static_cast<int>(gx);
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int iy = static_cast<int>(gy);
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if (ix >= surface.width) ix = surface.width - 1;
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if (iy >= surface.height) iy = surface.height - 1;
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if (ix < 0 || iy < 0) continue;
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if (!surface.mask.empty()) {
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int tileIndex = iy * surface.width + ix;
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int byteIndex = tileIndex / 8;
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||||
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