Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:
Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data
Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
corpse_marker, zone_highlight, coordinate_display, subzone_tooltip
Fixes:
- Player marker no longer bleeds across continents (only shown when
player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
original working behavior)
- Exploration overlay rendering for zone view subzones
Tests:
- 6 new test files covering coordinate projection, exploration state,
map resolver, view state machine, zone metadata, and integration
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
TransportManager decomposition:
- Extract TransportClockSync: server clock offset, yaw flip detection,
velocity bootstrap, client/server mode switching
- Extract TransportAnimator: spline evaluation, Z clamping, orientation
from server yaw or spline tangent
- Slim TransportManager to thin orchestrator delegating to ClockSync and
Animator; add pushTransform() helper to deduplicate WMO/M2 renderer calls
- Remove legacy orientationFromSplineTangent (now uses
CatmullRomSpline::orientationFromTangent)
Entity path following upgrade:
- Replace pathPoints_/pathSegDists_ linear lerp with
std::optional<CatmullRomSpline> activeSpline_
- startMoveAlongPath builds SplineKeys with distance-proportional timing
- updateMovement evaluates CatmullRomSpline for smooth Catmull-Rom
interpolation matching server-side creature movement
- Reset activeSpline_ on setPosition/startMoveTo to prevent stale state
Tests:
- Add test_transport_components (9 cases): ClockSync client/server/reverse
modes, yaw flip detection, Animator position eval, server yaw, Z clamping
- Link spline.cpp into test_entity for CatmullRomSpline dependency
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
Extract CatmullRomSpline (include/math/spline.hpp, src/math/spline.cpp) as a
standalone, immutable, thread-safe spline module with O(log n) binary segment
search and fused position+tangent evaluation — replacing the duplicated O(n)
evalTimedCatmullRom/orientationFromTangent pair in TransportManager.
Consolidate 7 copies of spline packet parsing into shared functions in
game/spline_packet.{hpp,cpp}: parseMonsterMoveSplineBody (WotLK/TBC),
parseMonsterMoveSplineBodyVanilla, parseClassicMoveUpdateSpline,
parseWotlkMoveUpdateSpline, and decodePackedDelta. Named SplineFlag constants
replace magic hex literals throughout.
Extract TransportPathRepository (game/transport_path_repository.{hpp,cpp}) from
TransportManager — owns path data, DBC loading, and path inference. Paths stored
as PathEntry wrapping CatmullRomSpline + metadata (zOnly, fromDBC, worldCoords).
TransportManager reduced from ~1200 to ~500 lines, focused on transport lifecycle
and server sync.
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
Implement GPU-driven Hierarchical-Z occlusion culling for M2 doodads
using a depth pyramid built from the previous frame's depth buffer.
The cull shader projects bounding spheres via prevViewProj (temporal
reprojection) and samples the HiZ pyramid to reject hidden objects
before the main render pass.
Key implementation details:
- Separate early compute submission (beginSingleTimeCommands + fence
wait) eliminates 2-frame visibility staleness
- Conservative safeguards prevent false culls: screen-edge guard,
full VP row-vector AABB projection (Cauchy-Schwarz), 50% sphere
inflation, depth bias, mip+1, min screen size threshold, camera
motion dampening (auto-disable on fast rotations), and per-instance
previouslyVisible flag tracking
- Graceful fallback to frustum-only culling if HiZ init fails
Fix dark WMO interiors by gating shadow map sampling on isInterior==0
in the WMO fragment shader. Interior groups (flag 0x2000) now rely
solely on pre-baked MOCV vertex-color lighting + MOHD ambient color.
Disable interiorDarken globally (was incorrectly darkening outdoor M2s
when camera was inside a WMO). Use isInsideInteriorWMO() instead of
isInsideWMO() for correct indoor detection.
New files:
- hiz_system.hpp/cpp: pyramid image management, compute pipeline,
descriptors, mip-chain build dispatch, resize handling
- hiz_build.comp.glsl: MAX-depth 2x2 reduction compute shader
- m2_cull_hiz.comp.glsl: frustum + HiZ occlusion cull compute shader
- test_indoor_shadows.cpp: 14 unit tests for shadow/interior contracts
Modified:
- CullUniformsGPU expanded 128->272 bytes (HiZ params, viewProj,
prevViewProj)
- Depth buffer images gain VK_IMAGE_USAGE_SAMPLED_BIT for HiZ reads
- wmo.frag.glsl: interior branch before unlit, shadow skip for 0x2000
- Render graph: hiz_build + compute_cull disabled (run in early compute)
- .gitignore: ignore compiled .spv binaries
- MEGA_BONE_MAX_INSTANCES: 2048 -> 4096
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>