Commit graph

93 commits

Author SHA1 Message Date
Kelsi
9bc8c5c85a Fix character texture compositing and add YouTube video to README
Use authoritative WoW Model Viewer atlas coordinates (256x256 reference)
for face, underwear, and body region placement. Previously all coordinates
were hardcoded at 512x512 scale causing overlays to be clipped on the
256x256 base skin. Also include face upper+lower textures from
CharSections.dbc in compositing for both player and other-player characters.
2026-02-15 12:53:15 -08:00
Kelsi
3675721016 Improve equipment texture performance and accuracy
Cache composite textures by input key so identical NPC equipment
combos share one GPU texture. Use DBC layout system for
ItemDisplayInfo texture component fields instead of hardcoded
indices (cross-expansion support). Selective player equipment
re-emission on item query response instead of broadcasting to
all players.
2026-02-14 15:48:58 -08:00
Kelsi
60c93fa1e3 Fix weapon attachments and inspect fallback 2026-02-13 20:26:55 -08:00
Kelsi
5afd1b65a8 Fix Turtle/Classic parsing and online player textures 2026-02-13 19:40:54 -08:00
Kelsi
5fda1a3157 Bound MPQ archive lookup cache; remove always-on composite dumps; track texture cache entries 2026-02-12 16:29:36 -08:00
Kelsi
46c672d1c2 Normalize texture cache keys to prevent duplicate GPU textures 2026-02-12 16:15:25 -08:00
Kelsi
275914b4db Fix character appearance, previews, mount seat, and online unequip 2026-02-12 14:55:27 -08:00
Kelsi
5171f9cad4 Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide 2026-02-11 22:27:02 -08:00
Kelsi
40b50454ce Stabilize taxi/state sync and creature spawn handling 2026-02-11 21:14:35 -08:00
Kelsi
f752a4f517 Fix NPC visibility and stabilize world transport/taxi updates 2026-02-11 18:25:04 -08:00
Kelsi
c623fcef51 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00
Kelsi
8e60d0e781 Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies
Add SkySystem coordinator that follows WoW's actual architecture where skyboxes
are authoritative and procedural elements serve as fallbacks. Integrate lighting
system across all renderers (terrain, WMO, M2, character) with unified parameters.

Sky System:
- SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare
- Skybox is authoritative (baked stars from M2 models, procedural fallback only)
- skyboxHasStars flag gates procedural star rendering (prevents double-star bug)

Celestial Bodies (Lore-Accurate):
- Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue)
- Deterministic moon phases from server gameTime (not deltaTime toys)
- Sun positioning driven by LightingManager directionalDir (DBC-sourced)
- Camera-locked sky dome (translation ignored, rotation applied)

Lighting Integration:
- Apply LightingManager params to WMO, M2, character renderers
- Unified lighting: directional light, diffuse color, ambient color, fog
- Star occlusion by cloud density (70% weight) and fog density (30% weight)

Documentation:
- Add comprehensive SKY_SYSTEM.md technical guide
- Update MEMORY.md with sky system architecture and anti-patterns
- Update README.md with WoW-accurate descriptions

Critical design decisions:
- NO latitude-based star rotation (Azeroth not modeled as spherical planet)
- NO always-on procedural stars (skybox authority prevents zone identity loss)
- NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00
Kelsi
dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
fdc614902b Fix online interactions, UI, and inventory sync 2026-02-06 18:34:45 -08:00
Kelsi
81166346ef Fix respawned corpse movement, faction hostility, and add WoW-canonical mob level colors
Reset NPC animation to idle when health goes from 0 to >0 (respawn), prevent
dead NPCs from being moved by server movement packets. Fix faction hostility
to check factionGroup Monster bit and individual enemy arrays, not just
enemyGroup. Add level-based mob coloring: grey (no XP), green (easy), yellow
(even), orange (hard), red (very hard) for target frame and selection circle.
2026-02-06 16:47:07 -08:00
Kelsi
f0aad5e97f Fix spline parsing, hair texture, and popup window positioning
Restore unconditional verticalAccel/effectStartTime reads in spline parser
with pointCount safety cap at 256. Load player hair texture from
CharSections.dbc instead of hardcoded path, and restrict render fallback
to not apply skin composite to hair batches. Change loot/gossip/vendor
windows to re-center on each open via ImGuiCond_Appearing.
2026-02-06 15:18:50 -08:00
Kelsi
7128ea1417 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
e8fecfb3be Fix NPC hair/geoset rendering using DBC lookups
Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct
group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter
group 0 submeshes so only the body base and correct hair mesh render
(prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column
indices (5→7) and geoset formulas for equipment. Add CharSections.dbc
hair texture lookup and CharacterFacialHairStyles.dbc support.
2026-02-06 01:02:35 -08:00
Kelsi
4c77f7ee7b Add texture fallback for body parts with white texture
For body part batches (group 0) that resolve to white/fallback texture,
fall back to the first valid texture in the model. This handles humanoid
NPCs where body parts use different texture slots that may not be set.
2026-02-05 23:51:50 -08:00
Kelsi
9de3f2d327 Fix NPC body parts by applying baked texture to all skin slots
Baked NPC textures must be applied to all skin-related texture slots
(type 1 char skin, type 2 object skin, type 6 hair) since body parts
use different texture slots. Removed separate hair texture lookup as
baked textures already include the complete NPC appearance.
2026-02-05 23:48:06 -08:00
Kelsi
ec937bc6d3 Fix NPC body parts by skipping batches with fallback texture
M2 humanoid models have duplicate body meshes - one set for baked textures
and another for skin compositing. Skip body part batches (group 0) that
resolve to white/fallback texture to avoid rendering the wrong set.
2026-02-05 23:44:45 -08:00
Kelsi
c053631c7a Fix geoset filtering for M2 models
Group 0 (body parts 0-18) always renders all submeshes since they represent
different body parts. Other groups filter by exact submeshId match to show
only one variation per group.
2026-02-05 23:42:05 -08:00
Kelsi
b4ae2c7b67 Disable geoset filtering until submesh ID format is determined
Geoset filtering was causing body parts to disappear. Disabled until we
can properly map submesh IDs to geoset groups.
2026-02-05 23:37:26 -08:00
Kelsi
99fd4ca537 Fix geoset filtering to always show body parts (group 0)
Body parts (submeshId 0-99) now always render regardless of activeGeosets.
Other geoset groups (hair, chest, etc.) still require explicit enabling.
This fixes missing body parts while maintaining equipment filtering.
2026-02-05 23:35:28 -08:00
Kelsi
9c5e2fb93d Fix geoset filtering with expanded body range and debug logging
Expanded body part geoset range from 0-18 to 0-99 to cover all humanoid
submesh IDs. Added per-model debug logging to track submesh IDs and
geoset filtering behavior.
2026-02-05 23:33:28 -08:00
Kelsi
ec6c575894 Revert "Fix geoset filtering using correct geosetId from M2 batch"
This reverts commit 45048757ef.
2026-02-05 23:27:59 -08:00
Kelsi
45048757ef Fix geoset filtering using correct geosetId from M2 batch
M2 batches have a geosetIndex field that determines the geoset group for
filtering (0-18=body, 1xx=hair, etc.). We were incorrectly using submeshId
from the submesh struct instead. Now properly stores and uses geosetId.
2026-02-05 23:26:30 -08:00
Kelsi
8cb38b91f9 Fix invisible NPC body parts caused by texture alpha
Character fragment shader was using texture alpha, which could be 0 in
baked NPC textures. Force alpha=1 for opaque character rendering.
2026-02-05 23:22:24 -08:00
Kelsi
9e3d12c0dc Fix NPC missing body parts by using baked textures as-is
Baked NPC textures already include complete appearance (skin, features,
armor). Equipment component textures are designed for player characters
with different UV layout and were causing body parts to disappear.
2026-02-05 23:15:57 -08:00
Kelsi
e6e3093467 Emulate server loot/xp and combat feedback in single-player 2026-02-05 14:01:26 -08:00
Kelsi
ee9efa3478 Stabilize player shadows and improve foot contact 2026-02-04 16:41:40 -08:00
Kelsi
54eac50c4d Add player character shadow casting in shadow pass 2026-02-04 16:36:03 -08:00
Kelsi
ab4cb878ea Improve shadow stability and reduce foliage pop-in 2026-02-04 16:30:24 -08:00
Kelsi
979c0b5592 Stabilize shadows and soften foliage shadow casting 2026-02-04 16:22:18 -08:00
Kelsi
09e1ee0ae2 Enable HDR lighting with Reinhard tonemapping across all world shaders
Replace hardcoded specular multipliers with uLightColor * uSpecularIntensity
uniforms in all 4 world shaders (terrain, WMO, M2, character), set HDR sun
color (1.5, 1.4, 1.3) and specular intensity 0.5 so highlights can exceed
1.0, and switch the post-process pass from passthrough to exposure-compensated
Reinhard (exposure=1.8) for soft highlight roll-off without clipping.
2026-02-04 15:28:47 -08:00
Kelsi
aeccddddeb Add centralized anisotropic filtering, fog, and Blinn-Phong specular to all renderers
Anisotropic filtering now queries GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT once
and applies via a single applyAnisotropicFiltering() utility, replacing
hardcoded calls across all renderers. Fog (sky horizon color, 100-600
range) and Blinn-Phong specular highlights are added to WMO, M2, and
character shaders for visual parity with terrain. Shadow sampling
plumbing (sampler2DShadow with 3x3 PCF) is wired into all three shaders
gated by uShadowEnabled, ready for a future shadow map pass.
2026-02-04 15:05:46 -08:00
Kelsi
6bf3fa4ed4 Add Windows cross-platform support alongside Linux
Replace POSIX-specific socket and process APIs with portable
abstractions so the project builds on both Windows and Linux.

- Add include/network/net_platform.hpp: Winsock2/POSIX socket
  abstraction (socket types, non-blocking, error handling,
  WSAStartup lifecycle)
- Add include/platform/process.hpp: CreateProcess/fork+exec
  abstraction for spawning ffplay subprocesses
- Update network module (tcp_socket, world_socket) to use
  portable socket helpers instead of raw POSIX calls
- Update audio module (music_manager, footstep_manager,
  activity_sound_manager) to use portable process helpers
  instead of fork/exec/kill/waitpid
- Replace hardcoded /tmp/ paths with std::filesystem::temp_directory_path()
- Link ws2_32 and SDL2main on Windows in CMakeLists.txt
2026-02-03 22:25:41 -08:00
Kelsi
8bc50818a9 Implement activity SFX and decouple camera orbit from movement facing 2026-02-03 19:49:56 -08:00
Kelsi
dfc29cad10 Add intent-driven strafe animation selection and movement state hooks 2026-02-03 19:29:11 -08:00
Kelsi
dfb1f3cfdc Add WoW-style footsteps and improve third-person movement/collision 2026-02-03 14:55:32 -08:00
Kelsi
54dc27c2ec Add WoW-style camera system with collision and first-person mode
- Implement orbit camera with smooth zoom and collision detection
- Add 50° slope limiting with sliding (prevents mountain climbing)
- Add first-person mode that hides player model and weapons
- Add floor clearance check to prevent camera clipping through ground
- Improve WMO wall collision with proper height range checks
- Add two-sided floor collision detection for WMO geometry
- Increase M2 render distance slightly for better visibility
2026-02-03 14:26:08 -08:00
Kelsi
4287878a73 Performance optimizations and collision improvements
Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload

Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")

Misc:
- Rename window title to "Wowee"
2026-02-02 23:03:45 -08:00
Kelsi
ce6cb8f38e Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00