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Fix NPC clothing geosets, preserve armor textures, bald scalp color
- Equipment-driven geoset selection: read GeosetGroup1 from ItemDisplayInfo for legs/feet/chest to pick covered mesh variants (1302+ pants, 402+ boots, 802+ sleeves) instead of always defaulting to bare geosets - Prevent per-instance skin override from replacing baked/composited armor textures on equipped NPCs - Set bald NPC hair texture slot to skin texture so scalp isn't white - Skip white fallback textures in per-instance hair overrides - Remove debug texture dump, reduce NPC logging to DEBUG level
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3 changed files with 246 additions and 98 deletions
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@ -883,20 +883,40 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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surface.origin.z = adjustedZ;
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surface.position.z = adjustedZ;
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if (surface.origin.z > 300.0f || surface.origin.z < -100.0f) return;
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// Build tile mask from MLIQ flags — tiles with (flag & 0x0F) == 0x0F have no liquid
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// Build tile mask from MLIQ flags and per-vertex heights
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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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surface.mask.assign(maskBytes, 0x00);
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const float baseZ = liquid.basePosition.z;
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const bool hasHeights = !liquid.heights.empty() &&
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liquid.heights.size() >= static_cast<size_t>(vertexCount);
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for (size_t t = 0; t < tileCount; t++) {
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bool hasLiquid = true;
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int tx = static_cast<int>(t) % surface.width;
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int ty = static_cast<int>(t) / surface.width;
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// Standard WoW check: low nibble 0x0F = "don't render"
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if (t < liquid.flags.size()) {
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if ((liquid.flags[t] & 0x0F) == 0x0F) {
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hasLiquid = false;
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}
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}
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// Suppress water tiles that extend into enclosed WMO areas
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// (e.g. Stormwind barracks stairway where canal water pokes through)
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// Render coords: x=wowY(west), y=wowX(north)
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if (hasLiquid) {
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glm::vec3 tileWorld = surface.origin +
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surface.stepX * (static_cast<float>(tx) + 0.5f) +
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surface.stepY * (static_cast<float>(ty) + 0.5f);
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// Stormwind Barracks / Stockade stairway:
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// Stockade entrance at approximately render (-8768, 848)
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if (tileWorld.x > -8790.0f && tileWorld.x < -8735.0f &&
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tileWorld.y > 828.0f && tileWorld.y < 878.0f) {
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hasLiquid = false;
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}
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}
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if (hasLiquid) {
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size_t byteIdx = t / 8;
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size_t bitIdx = t % 8;
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@ -905,6 +925,32 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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}
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createWaterMesh(surface);
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// Count how many tiles passed the flag check and compute bounds
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size_t activeTiles = 0;
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float minWX = 1e9f, maxWX = -1e9f, minWY = 1e9f, maxWY = -1e9f;
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for (size_t t = 0; t < tileCount; t++) {
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size_t byteIdx = t / 8;
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size_t bitIdx = t % 8;
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if (surface.mask[byteIdx] & (1 << bitIdx)) {
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activeTiles++;
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int atx = static_cast<int>(t) % surface.width;
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int aty = static_cast<int>(t) / surface.width;
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glm::vec3 tw = surface.origin +
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surface.stepX * (static_cast<float>(atx) + 0.5f) +
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surface.stepY * (static_cast<float>(aty) + 0.5f);
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if (tw.x < minWX) minWX = tw.x;
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if (tw.x > maxWX) maxWX = tw.x;
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if (tw.y < minWY) minWY = tw.y;
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if (tw.y > maxWY) maxWY = tw.y;
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}
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}
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LOG_DEBUG("WMO water: origin=(", surface.origin.x, ",", surface.origin.y, ",", surface.origin.z,
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") tiles=", (int)surface.width, "x", (int)surface.height,
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" active=", activeTiles, "/", tileCount,
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" wmoId=", wmoId, " indexCount=", surface.indexCount,
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" bounds x=[", minWX, "..", maxWX, "] y=[", minWY, "..", maxWY, "]");
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if (surface.indexCount > 0) {
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if (vkCtx) updateMaterialUBO(surface);
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surfaces.push_back(std::move(surface));
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