Add Warrior Charge ability with ribbon trail visual effect

Implements charge rush-to-target for spell IDs 100/6178/11578 with
smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs,
client-side range validation, and sound fallback chain.
This commit is contained in:
Kelsi 2026-02-19 21:13:13 -08:00
parent da49593268
commit e163813dee
9 changed files with 761 additions and 2 deletions

View file

@ -28,6 +28,7 @@
#include "audio/music_manager.hpp"
#include "audio/footstep_manager.hpp"
#include "audio/activity_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include <imgui.h>
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
@ -689,7 +690,7 @@ void Application::update(float deltaTime) {
worldEntryMovementGraceTimer_ -= deltaTime;
}
if (renderer && renderer->getCameraController()) {
const bool externallyDrivenMotion = onTaxi || onTransportNow;
const bool externallyDrivenMotion = onTaxi || onTransportNow || chargeActive_;
// Keep physics frozen (externalFollow) during landing clamp when terrain
// hasn't loaded yet — prevents gravity from pulling player through void.
bool landingClampActive = !onTaxi && taxiLandingClampTimer_ > 0.0f &&
@ -817,6 +818,53 @@ void Application::update(float deltaTime) {
*followTarget = renderPos;
}
}
} else if (chargeActive_) {
// Warrior Charge: lerp position from start to end using smoothstep
chargeTimer_ += deltaTime;
float t = std::min(chargeTimer_ / chargeDuration_, 1.0f);
// smoothstep for natural acceleration/deceleration
float s = t * t * (3.0f - 2.0f * t);
glm::vec3 renderPos = chargeStartPos_ + (chargeEndPos_ - chargeStartPos_) * s;
renderer->getCharacterPosition() = renderPos;
// Keep facing toward target and emit charge effect
glm::vec3 dir = chargeEndPos_ - chargeStartPos_;
if (glm::length(dir) > 0.01f) {
dir = glm::normalize(dir);
float yawDeg = glm::degrees(std::atan2(dir.x, dir.y));
renderer->setCharacterYaw(yawDeg);
renderer->emitChargeEffect(renderPos, dir);
}
// Sync to game handler
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
// Update camera follow target
if (renderer->getCameraController()) {
glm::vec3* followTarget = renderer->getCameraController()->getFollowTargetMutable();
if (followTarget) {
*followTarget = renderPos;
}
}
// Charge complete
if (t >= 1.0f) {
chargeActive_ = false;
renderer->setCharging(false);
renderer->stopChargeEffect();
renderer->getCameraController()->setExternalFollow(false);
renderer->getCameraController()->setExternalMoving(false);
// Start auto-attack on arrival
if (chargeTargetGuid_ != 0) {
gameHandler->startAutoAttack(chargeTargetGuid_);
renderer->triggerMeleeSwing();
}
// Send movement heartbeat so server knows our new position
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
}
} else {
glm::vec3 renderPos = renderer->getCharacterPosition();
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
@ -1339,6 +1387,60 @@ void Application::setupUICallbacks() {
despawnOnlineGameObject(guid);
});
// Charge callback — warrior rushes toward target
gameHandler->setChargeCallback([this](uint64_t targetGuid, float tx, float ty, float tz) {
if (!renderer || !renderer->getCameraController() || !gameHandler) return;
// Get current player position in render coords
glm::vec3 startRender = renderer->getCharacterPosition();
// Convert target from canonical to render
glm::vec3 targetRender = core::coords::canonicalToRender(glm::vec3(tx, ty, tz));
// Compute direction and stop 2.0 units short (melee reach)
glm::vec3 dir = targetRender - startRender;
float dist = glm::length(dir);
if (dist < 3.0f) return; // Too close, nothing to do
glm::vec3 dirNorm = dir / dist;
glm::vec3 endRender = targetRender - dirNorm * 2.0f;
// Face toward target BEFORE starting charge
float yawRad = std::atan2(dirNorm.x, dirNorm.y);
float yawDeg = glm::degrees(yawRad);
renderer->setCharacterYaw(yawDeg);
// Sync canonical orientation to server so it knows we turned
float canonicalYaw = core::coords::normalizeAngleRad(glm::radians(180.0f - yawDeg));
gameHandler->setOrientation(canonicalYaw);
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_SET_FACING);
// Set charge state
chargeActive_ = true;
chargeTimer_ = 0.0f;
chargeDuration_ = std::max(dist / 25.0f, 0.3f); // ~25 units/sec
chargeStartPos_ = startRender;
chargeEndPos_ = endRender;
chargeTargetGuid_ = targetGuid;
// Disable player input, play charge animation
renderer->getCameraController()->setExternalFollow(true);
renderer->getCameraController()->clearMovementInputs();
renderer->setCharging(true);
// Start charge visual effect (red haze + dust)
glm::vec3 chargeDir = glm::normalize(endRender - startRender);
renderer->startChargeEffect(startRender, chargeDir);
// Play charge whoosh sound (try multiple paths)
auto& audio = audio::AudioEngine::instance();
if (!audio.playSound2D("Sound\\Spells\\Charge.wav", 0.8f)) {
if (!audio.playSound2D("Sound\\Spells\\charge.wav", 0.8f)) {
if (!audio.playSound2D("Sound\\Spells\\SpellCharge.wav", 0.8f)) {
// Fallback: weapon whoosh
audio.playSound2D("Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge1.wav", 0.9f);
}
}
}
});
// Level-up callback — play sound, cheer emote, and trigger UI ding overlay + 3D effect
gameHandler->setLevelUpCallback([this](uint32_t newLevel) {
if (uiManager) {

View file

@ -8046,6 +8046,34 @@ void GameHandler::castSpell(uint32_t spellId, uint64_t targetGuid) {
uint64_t target = targetGuid != 0 ? targetGuid : this->targetGuid;
// Self-targeted spells like hearthstone should not send a target
if (spellId == 8690) target = 0;
// Warrior Charge (ranks 1-3): client-side range check + charge callback
if (spellId == 100 || spellId == 6178 || spellId == 11578) {
if (target == 0) {
addSystemChatMessage("You have no target.");
return;
}
auto entity = entityManager.getEntity(target);
if (entity) {
float tx = entity->getX(), ty = entity->getY(), tz = entity->getZ();
float dx = tx - movementInfo.x;
float dy = ty - movementInfo.y;
float dz = tz - movementInfo.z;
float dist = std::sqrt(dx * dx + dy * dy + dz * dz);
if (dist < 8.0f) {
addSystemChatMessage("Target is too close.");
return;
}
if (dist > 25.0f) {
addSystemChatMessage("Out of range.");
return;
}
if (chargeCallback_) {
chargeCallback_(target, tx, ty, tz);
}
}
}
auto packet = packetParsers_
? packetParsers_->buildCastSpell(spellId, target, ++castCount)
: CastSpellPacket::build(spellId, target, ++castCount);

View file

@ -0,0 +1,442 @@
#include "rendering/charge_effect.hpp"
#include "rendering/camera.hpp"
#include "rendering/shader.hpp"
#include "rendering/m2_renderer.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <random>
#include <cmath>
namespace wowee {
namespace rendering {
static std::mt19937& rng() {
static std::random_device rd;
static std::mt19937 gen(rd());
return gen;
}
static float randFloat(float lo, float hi) {
std::uniform_real_distribution<float> dist(lo, hi);
return dist(rng());
}
ChargeEffect::ChargeEffect() = default;
ChargeEffect::~ChargeEffect() { shutdown(); }
bool ChargeEffect::initialize() {
// ---- Ribbon trail shader ----
ribbonShader_ = std::make_unique<Shader>();
const char* ribbonVS = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in float aAlpha;
layout (location = 2) in float aHeat;
layout (location = 3) in float aHeight;
uniform mat4 uView;
uniform mat4 uProjection;
out float vAlpha;
out float vHeat;
out float vHeight;
void main() {
gl_Position = uProjection * uView * vec4(aPos, 1.0);
vAlpha = aAlpha;
vHeat = aHeat;
vHeight = aHeight;
}
)";
const char* ribbonFS = R"(
#version 330 core
in float vAlpha;
in float vHeat;
in float vHeight;
out vec4 FragColor;
void main() {
// Vertical gradient: top is red/opaque, bottom is transparent
vec3 topColor = vec3(0.9, 0.15, 0.05); // Deep red at top
vec3 midColor = vec3(1.0, 0.5, 0.1); // Orange in middle
vec3 color = mix(midColor, topColor, vHeight);
// Mix with heat (head vs tail along length)
vec3 hotColor = vec3(1.0, 0.6, 0.15);
color = mix(color, hotColor, vHeat * 0.4);
// Bottom fades to transparent, top is opaque
float vertAlpha = smoothstep(0.0, 0.4, vHeight);
FragColor = vec4(color, vAlpha * vertAlpha * 0.7);
}
)";
if (!ribbonShader_->loadFromSource(ribbonVS, ribbonFS)) {
LOG_ERROR("Failed to create charge ribbon shader");
return false;
}
glGenVertexArrays(1, &ribbonVao_);
glGenBuffers(1, &ribbonVbo_);
glBindVertexArray(ribbonVao_);
glBindBuffer(GL_ARRAY_BUFFER, ribbonVbo_);
// pos(3) + alpha(1) + heat(1) + height(1) = 6 floats
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(4 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(5 * sizeof(float)));
glEnableVertexAttribArray(3);
glBindVertexArray(0);
ribbonVerts_.reserve(MAX_TRAIL_POINTS * 2 * 6);
// ---- Dust puff shader (small point sprites) ----
dustShader_ = std::make_unique<Shader>();
const char* dustVS = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in float aSize;
layout (location = 2) in float aAlpha;
uniform mat4 uView;
uniform mat4 uProjection;
out float vAlpha;
void main() {
gl_Position = uProjection * uView * vec4(aPos, 1.0);
gl_PointSize = aSize;
vAlpha = aAlpha;
}
)";
const char* dustFS = R"(
#version 330 core
in float vAlpha;
out vec4 FragColor;
void main() {
vec2 coord = gl_PointCoord - vec2(0.5);
float dist = length(coord);
if (dist > 0.5) discard;
float alpha = smoothstep(0.5, 0.0, dist) * vAlpha;
vec3 dustColor = vec3(0.65, 0.55, 0.40);
FragColor = vec4(dustColor, alpha * 0.45);
}
)";
if (!dustShader_->loadFromSource(dustVS, dustFS)) {
LOG_ERROR("Failed to create charge dust shader");
return false;
}
glGenVertexArrays(1, &dustVao_);
glGenBuffers(1, &dustVbo_);
glBindVertexArray(dustVao_);
glBindBuffer(GL_ARRAY_BUFFER, dustVbo_);
// pos(3) + size(1) + alpha(1) = 5 floats
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(4 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
dustVerts_.reserve(MAX_DUST * 5);
dustPuffs_.reserve(MAX_DUST);
return true;
}
void ChargeEffect::shutdown() {
if (ribbonVao_) glDeleteVertexArrays(1, &ribbonVao_);
if (ribbonVbo_) glDeleteBuffers(1, &ribbonVbo_);
ribbonVao_ = 0; ribbonVbo_ = 0;
if (dustVao_) glDeleteVertexArrays(1, &dustVao_);
if (dustVbo_) glDeleteBuffers(1, &dustVbo_);
dustVao_ = 0; dustVbo_ = 0;
trail_.clear();
dustPuffs_.clear();
ribbonShader_.reset();
dustShader_.reset();
}
void ChargeEffect::tryLoadM2Models(M2Renderer* m2Renderer, pipeline::AssetManager* assets) {
if (!m2Renderer || !assets) return;
m2Renderer_ = m2Renderer;
const char* casterPaths[] = {
"Spells\\Charge_Caster.m2",
"Spells\\WarriorCharge.m2",
"Spells\\Charge\\Charge_Caster.m2",
"Spells\\Dust_Medium.m2",
};
for (const char* path : casterPaths) {
auto m2Data = assets->readFile(path);
if (m2Data.empty()) continue;
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
if (model.vertices.empty() && model.particleEmitters.empty()) continue;
std::string skinPath = std::string(path);
auto dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos) {
std::string skinFile = skinPath.substr(0, dotPos) + "00.skin";
auto skinData = assets->readFile(skinFile);
if (!skinData.empty() && model.version >= 264)
pipeline::M2Loader::loadSkin(skinData, model);
}
if (m2Renderer_->loadModel(model, CASTER_MODEL_ID)) {
casterModelLoaded_ = true;
LOG_INFO("ChargeEffect: loaded caster model from ", path);
break;
}
}
const char* impactPaths[] = {
"Spells\\Charge_Impact.m2",
"Spells\\Charge\\Charge_Impact.m2",
"Spells\\ImpactDust.m2",
};
for (const char* path : impactPaths) {
auto m2Data = assets->readFile(path);
if (m2Data.empty()) continue;
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
if (model.vertices.empty() && model.particleEmitters.empty()) continue;
std::string skinPath = std::string(path);
auto dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos) {
std::string skinFile = skinPath.substr(0, dotPos) + "00.skin";
auto skinData = assets->readFile(skinFile);
if (!skinData.empty() && model.version >= 264)
pipeline::M2Loader::loadSkin(skinData, model);
}
if (m2Renderer_->loadModel(model, IMPACT_MODEL_ID)) {
impactModelLoaded_ = true;
LOG_INFO("ChargeEffect: loaded impact model from ", path);
break;
}
}
}
void ChargeEffect::start(const glm::vec3& position, const glm::vec3& direction) {
emitting_ = true;
dustAccum_ = 0.0f;
trail_.clear();
dustPuffs_.clear();
lastEmitPos_ = position;
// Spawn M2 caster effect
if (casterModelLoaded_ && m2Renderer_) {
activeCasterInstanceId_ = m2Renderer_->createInstance(
CASTER_MODEL_ID, position, glm::vec3(0.0f), 1.0f);
}
// Seed the first trail point
emit(position, direction);
}
void ChargeEffect::emit(const glm::vec3& position, const glm::vec3& direction) {
if (!emitting_) return;
// Move M2 caster with player
if (activeCasterInstanceId_ != 0 && m2Renderer_) {
m2Renderer_->setInstancePosition(activeCasterInstanceId_, position);
}
// Only add a new trail point if we've moved enough
float dist = glm::length(position - lastEmitPos_);
if (dist >= TRAIL_SPAWN_DIST || trail_.empty()) {
// Ribbon is vertical: side vector points straight up
glm::vec3 side = glm::vec3(0.0f, 0.0f, 1.0f);
// Trail spawns at character's mid-height (ribbon extends above and below)
glm::vec3 trailCenter = position + glm::vec3(0.0f, 0.0f, 1.0f);
trail_.push_back({trailCenter, side, 0.0f});
if (trail_.size() > MAX_TRAIL_POINTS) {
trail_.pop_front();
}
lastEmitPos_ = position;
}
// Spawn dust puffs at feet
glm::vec3 horizDir = glm::vec3(direction.x, direction.y, 0.0f);
float horizLen = glm::length(horizDir);
if (horizLen < 0.001f) return;
glm::vec3 backDir = -horizDir / horizLen;
glm::vec3 sideDir = glm::vec3(-backDir.y, backDir.x, 0.0f);
dustAccum_ += 30.0f * 0.016f;
while (dustAccum_ >= 1.0f && dustPuffs_.size() < MAX_DUST) {
dustAccum_ -= 1.0f;
DustPuff d;
d.position = position + backDir * randFloat(0.0f, 0.6f) +
sideDir * randFloat(-0.4f, 0.4f) +
glm::vec3(0.0f, 0.0f, 0.1f);
d.velocity = backDir * randFloat(0.5f, 2.0f) +
sideDir * randFloat(-0.3f, 0.3f) +
glm::vec3(0.0f, 0.0f, randFloat(0.8f, 2.0f));
d.lifetime = 0.0f;
d.maxLifetime = randFloat(0.3f, 0.5f);
d.size = randFloat(5.0f, 10.0f);
d.alpha = 1.0f;
dustPuffs_.push_back(d);
}
}
void ChargeEffect::stop() {
emitting_ = false;
if (activeCasterInstanceId_ != 0 && m2Renderer_) {
m2Renderer_->removeInstance(activeCasterInstanceId_);
activeCasterInstanceId_ = 0;
}
}
void ChargeEffect::triggerImpact(const glm::vec3& position) {
if (!impactModelLoaded_ || !m2Renderer_) return;
uint32_t instanceId = m2Renderer_->createInstance(
IMPACT_MODEL_ID, position, glm::vec3(0.0f), 1.0f);
if (instanceId != 0) {
activeImpacts_.push_back({instanceId, 0.0f});
}
}
void ChargeEffect::update(float deltaTime) {
// Age trail points and remove expired ones
for (auto& tp : trail_) {
tp.age += deltaTime;
}
while (!trail_.empty() && trail_.front().age >= TRAIL_LIFETIME) {
trail_.pop_front();
}
// Update dust puffs
for (auto it = dustPuffs_.begin(); it != dustPuffs_.end(); ) {
it->lifetime += deltaTime;
if (it->lifetime >= it->maxLifetime) {
it = dustPuffs_.erase(it);
continue;
}
it->position += it->velocity * deltaTime;
it->velocity *= 0.93f;
float t = it->lifetime / it->maxLifetime;
it->alpha = 1.0f - t * t;
it->size += deltaTime * 8.0f;
++it;
}
// Clean up expired M2 impacts
for (auto it = activeImpacts_.begin(); it != activeImpacts_.end(); ) {
it->elapsed += deltaTime;
if (it->elapsed >= M2_EFFECT_DURATION) {
if (m2Renderer_) m2Renderer_->removeInstance(it->instanceId);
it = activeImpacts_.erase(it);
} else {
++it;
}
}
}
void ChargeEffect::render(const Camera& camera) {
// ---- Render ribbon trail as triangle strip ----
if (trail_.size() >= 2 && ribbonShader_) {
ribbonVerts_.clear();
int n = static_cast<int>(trail_.size());
for (int i = 0; i < n; i++) {
const auto& tp = trail_[i];
float ageFrac = tp.age / TRAIL_LIFETIME; // 0 = fresh, 1 = about to expire
float positionFrac = static_cast<float>(i) / static_cast<float>(n - 1); // 0 = tail, 1 = head
// Alpha: fade out by age and also taper toward the tail end
float alpha = (1.0f - ageFrac) * std::min(positionFrac * 3.0f, 1.0f);
// Heat: hotter near the head (character), cooler at the tail
float heat = positionFrac;
// Width tapers: thin at tail, full at head
float width = TRAIL_HALF_WIDTH * std::min(positionFrac * 2.0f, 1.0f);
// Two vertices: bottom (center - up*width) and top (center + up*width)
glm::vec3 bottom = tp.center - tp.side * width;
glm::vec3 top = tp.center + tp.side * width;
// Bottom vertex (height=0, more transparent)
ribbonVerts_.push_back(bottom.x);
ribbonVerts_.push_back(bottom.y);
ribbonVerts_.push_back(bottom.z);
ribbonVerts_.push_back(alpha);
ribbonVerts_.push_back(heat);
ribbonVerts_.push_back(0.0f); // height = bottom
// Top vertex (height=1, redder and more opaque)
ribbonVerts_.push_back(top.x);
ribbonVerts_.push_back(top.y);
ribbonVerts_.push_back(top.z);
ribbonVerts_.push_back(alpha);
ribbonVerts_.push_back(heat);
ribbonVerts_.push_back(1.0f); // height = top
}
glBindBuffer(GL_ARRAY_BUFFER, ribbonVbo_);
glBufferData(GL_ARRAY_BUFFER, ribbonVerts_.size() * sizeof(float),
ribbonVerts_.data(), GL_DYNAMIC_DRAW);
ribbonShader_->use();
ribbonShader_->setUniform("uView", camera.getViewMatrix());
ribbonShader_->setUniform("uProjection", camera.getProjectionMatrix());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blend for fiery glow
glDepthMask(GL_FALSE);
glBindVertexArray(ribbonVao_);
glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(n * 2));
glBindVertexArray(0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
}
// ---- Render dust puffs ----
if (!dustPuffs_.empty() && dustShader_) {
dustVerts_.clear();
for (const auto& d : dustPuffs_) {
dustVerts_.push_back(d.position.x);
dustVerts_.push_back(d.position.y);
dustVerts_.push_back(d.position.z);
dustVerts_.push_back(d.size);
dustVerts_.push_back(d.alpha);
}
glBindBuffer(GL_ARRAY_BUFFER, dustVbo_);
glBufferData(GL_ARRAY_BUFFER, dustVerts_.size() * sizeof(float),
dustVerts_.data(), GL_DYNAMIC_DRAW);
dustShader_->use();
dustShader_->setUniform("uView", camera.getViewMatrix());
dustShader_->setUniform("uProjection", camera.getProjectionMatrix());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
glEnable(GL_PROGRAM_POINT_SIZE);
glBindVertexArray(dustVao_);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(dustPuffs_.size()));
glBindVertexArray(0);
glDepthMask(GL_TRUE);
glDisable(GL_PROGRAM_POINT_SIZE);
}
}
} // namespace rendering
} // namespace wowee

View file

@ -16,6 +16,7 @@
#include "rendering/sky_system.hpp"
#include "rendering/swim_effects.hpp"
#include "rendering/mount_dust.hpp"
#include "rendering/charge_effect.hpp"
#include "rendering/levelup_effect.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/wmo_renderer.hpp"
@ -359,6 +360,13 @@ bool Renderer::initialize(core::Window* win) {
// Create level-up effect (model loaded later via loadLevelUpEffect)
levelUpEffect = std::make_unique<LevelUpEffect>();
// Create charge effect (point-sprite particles + optional M2 models)
chargeEffect = std::make_unique<ChargeEffect>();
if (!chargeEffect->initialize()) {
LOG_WARNING("Failed to initialize charge effect");
chargeEffect.reset();
}
// Create character renderer
characterRenderer = std::make_unique<CharacterRenderer>();
if (!characterRenderer->initialize()) {
@ -1509,12 +1517,20 @@ void Renderer::updateCharacterAnimation() {
newState = CharAnimState::IDLE;
}
break;
case CharAnimState::CHARGE:
// Stay in CHARGE until charging_ is cleared
break;
}
if (forceMelee) {
newState = CharAnimState::MELEE_SWING;
}
if (charging_) {
newState = CharAnimState::CHARGE;
}
if (newState != charAnimState) {
charAnimState = newState;
}
@ -1573,6 +1589,10 @@ void Renderer::updateCharacterAnimation() {
loop = false;
break;
case CharAnimState::MOUNT: animId = ANIM_MOUNT; loop = true; break;
case CharAnimState::CHARGE:
animId = ANIM_RUN;
loop = true;
break;
}
uint32_t currentAnimId = 0;
@ -1632,6 +1652,34 @@ void Renderer::triggerLevelUpEffect(const glm::vec3& position) {
levelUpEffect->trigger(position);
}
void Renderer::startChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
if (!chargeEffect) return;
// Lazy-load M2 models on first use
if (!chargeEffect->isActive() && m2Renderer) {
if (!cachedAssetManager) {
cachedAssetManager = core::Application::getInstance().getAssetManager();
}
if (cachedAssetManager) {
chargeEffect->tryLoadM2Models(m2Renderer.get(), cachedAssetManager);
}
}
chargeEffect->start(position, direction);
}
void Renderer::emitChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
if (chargeEffect) {
chargeEffect->emit(position, direction);
}
}
void Renderer::stopChargeEffect() {
if (chargeEffect) {
chargeEffect->stop();
}
}
void Renderer::triggerMeleeSwing() {
if (!characterRenderer || characterInstanceId == 0) return;
if (meleeSwingCooldown > 0.0f) return;
@ -2008,6 +2056,10 @@ void Renderer::update(float deltaTime) {
if (levelUpEffect) {
levelUpEffect->update(deltaTime);
}
// Update charge effect
if (chargeEffect) {
chargeEffect->update(deltaTime);
}
auto sky2 = std::chrono::high_resolution_clock::now();
skyTime += std::chrono::duration<float, std::milli>(sky2 - sky1).count();
@ -2685,6 +2737,11 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
mountDust->render(*camera);
}
// Render charge effect (red haze + dust)
if (chargeEffect && camera) {
chargeEffect->render(*camera);
}
// Compute view/projection once for all sub-renderers
const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f);
const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f);