Commit graph

93 commits

Author SHA1 Message Date
Kelsi Davis
3dec33ecf1 perf(rendering): reduce GPU cull buffer to 24k instances 2026-04-05 03:39:10 -07:00
Kelsi Davis
8bb3702af4 perf(rendering): reduce GPU cull buffer and add CPU fallback for overflow
Halve MAX_CULL_INSTANCES to 32768 and iterate all instances in render,
falling back to CPU frustum culling for any beyond the GPU buffer.
2026-04-05 03:25:27 -07:00
Kelsi Davis
b62df70d09 fix(rendering): game objects invisible due to GPU cull instance limit
MAX_CULL_INSTANCES was 16384 but game object instances were allocated
at indices 20000+, beyond the cull buffer. Increased to 65536.
Also compute fallback boundRadius from vertex extents when M2 header
reports 0, and seed bones for global-sequence-only animated models.
2026-04-05 03:18:52 -07:00
Paul
e58f9b4b40 feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.

Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.

Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.

Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.

Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.

Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
Paul
d54e262048 feat(rendering): GPU architecture + visual quality fixes
M2 GPU instancing
- M2InstanceGPU SSBO (96 B/entry, double-buffered, 16384 max)
- Group opaque instances by (modelId, LOD); single vkCmdDrawIndexed per group
- boneBase field indexes into mega bone SSBO via gl_InstanceIndex

Indirect terrain drawing
- 24 MB mega index buffer (6M uint32) + 64 MB mega vertex buffer
- CPU builds VkDrawIndexedIndirectCommand per visible chunk
- Single VB/IB bind per frame; shadow pass reuses mega buffers
- Replaced vkCmdDrawIndexedIndirect with direct vkCmdDrawIndexed to fix
  host-mapped buffer race condition that caused terrain flickering

GPU frustum culling (compute shader)
- m2_cull.comp.glsl: 64-thread workgroups, sphere-vs-6-planes + distance cull
- CullInstanceGPU SSBO input, uint visibility[] output, double-buffered
- dispatchCullCompute() runs before main pass via render graph node

Consolidated bone matrix SSBOs
- 16 MB double-buffered mega bone SSBO (2048 instances × 128 bones)
- Eliminated per-instance descriptor sets; one megaBoneSet_ per frame
- prepareRender() packs bone matrices consecutively into current frame slot

Render graph / frame graph
- RenderGraph: RGResource handles, RGPass nodes, Kahn topological sort
- Automatic VkImageMemoryBarrier/VkBufferMemoryBarrier between passes
- Passes: minimap_composite, worldmap_composite, preview_composite,
  shadow_pass, reflection_pass, compute_cull
- beginFrame() uses buildFrameGraph() + renderGraph_->execute(cmd)

Pipeline derivatives
- PipelineBuilder::setFlags/setBasePipeline for VK_PIPELINE_CREATE_DERIVATIVE_BIT
- M2 opaque = base; alphaTest/alpha/additive are derivatives
- Applied to terrain (wireframe) and WMO (alpha-test) renderers

Rendering bug fixes:
- fix(shadow): compute lightSpaceMatrix before updatePerFrameUBO to eliminate
  one-frame lag that caused shadow trails and flicker on moving objects
- fix(shadow): scale depth bias with shadowDistance_ instead of hardcoded 0.8f
  to prevent acne at close range and gaps at far range
- fix(visibility): WMO group distance threshold 500u → 1200u to match terrain
  view distance; buildings were disappearing on the horizon
- fix(precision): camera near plane 0.05 → 0.5 (ratio 600K:1 → 60K:1),
  eliminating Z-fighting and improving frustum plane extraction stability
- fix(streaming): terrain load radius 4 → 6 tiles (~2133u → ~3200u) to exceed
  M2 render distance (2800u) and eliminate pop-in when camera turns;
  unload radius 7 → 9; spawn radius 3 → 4
- fix(visibility): ground-detail M2 distance multiplier 0.75 → 0.9 to reduce
  early pop of grass and debris
2026-04-04 13:43:16 +03:00
Kelsi
ac5c61203d fix(rendering): defer descriptor set destruction during streaming unload
M2 destroyInstanceBones and WMO destroyGroupGPU freed descriptor sets
and buffers immediately during tile streaming, while in-flight command
buffers still referenced them — causing DEVICE_LOST on AMD RADV.

Now defers GPU resource destruction via deferAfterFrameFence in streaming
paths (removeInstance, removeInstances, unloadModel). Immediate
destruction preserved for shutdown/clear paths that vkDeviceWaitIdle
first.

Also: vkDeviceWaitIdle before WMO backfillNormalMaps descriptor rebinds,
and fillModeNonSolid added to required device features for wireframe
pipelines on AMD.
2026-04-03 18:30:52 -07:00
Kelsi
4f7912cf45 fix(rendering): water reflection render pass compat, anisotropy feature, shadow pool race
Three bugs found via AMD RADV crash log:

1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but
   pipelines were created against the main pass (EARLY_FRAGMENT_TESTS |
   COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility
   → SIGSEGV when scene renders into reflection texture.

2. samplerAnisotropy was never enabled during device creation despite being
   used in sampler creation — now requested via PhysicalDeviceSelector.

3. Shadow texture descriptor pool was reset each frame while prior frame's
   command buffers might still reference it. Split into per-frame-slot pools
   so each reset is fence-guarded.
2026-04-03 17:41:14 -07:00
Kelsi
bbb560f93c fix: data race on collision query profiling counters
queryTimeMs and queryCallCount on WMORenderer and M2Renderer were plain
mutable doubles/uint32s written by getFloorHeight (dispatched on async
threads from CameraController) and read by the main thread. This is
undefined behavior per C++ — thread sanitizer would flag it. Changed to
std::atomic with relaxed ordering (adequate for diagnostics) and updated
QueryTimer to use atomic fetch_add/compare_exchange.
2026-03-29 21:26:11 -07:00
Kelsi
2af3594ce8 perf: eliminate per-frame heap allocs in M2 renderer; UI polish and report
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M2 renderer: move 3 per-frame local containers to member variables:
- particleGroups_ (unordered_map): reuse bucket structure across frames
- ribbonDraws_ (vector): reuse draw call buffer
- shadowTexSetCache_ (unordered_map): reuse descriptor cache
Eliminates ~3 heap allocations per frame in particle/ribbon/shadow passes.

UI polish:
- Nameplate hover tooltip showing level, class (players), guild name
- Bag window titles show slot counts: "Backpack (12/16)"

Player report: CMSG_COMPLAIN packet builder and reportPlayer() method.
"Report Player" option in target frame right-click menu for other players.
Server response handler (SMSG_COMPLAIN_RESULT) was already implemented.
2026-03-27 18:21:47 -07:00
Kelsi
d26eed1e7c perf: constexpr reciprocals, cache redundant lookups, consolidate texture maps
- Hoist DBC field index lookups before loops in game_handler (7 DBC iteration loops)
- Cache getSkybox()/getPosition() calls instead of redundant per-frame queries
- Merge textureHasAlphaByPtr_ + textureColorKeyBlackByPtr_ into single map
- Add constexpr for DEG_TO_RAD, reciprocal constants, physics delta
- Add reserve() for WMO/M2 collision grid queries and portal BFS
- Frustum plane normalize: inversesqrt instead of length+divide
- M2 particle emission: inversesqrt for direction normalization
- Parse creature display IDs from query response
- UI: show spell names/IDs as fallback instead of "Unknown"
2026-03-27 16:47:30 -07:00
Kelsi
8a617e842b fix: direct CMSG_LOOT for chest GOs and increase M2 descriptor pools
Chest-type game objects (quest pickups, treasure chests) now send
CMSG_LOOT directly with the GO GUID instead of CMSG_GAMEOBJ_USE +
delayed CMSG_LOOT. The server's loot handler activates the GO and
sends SMSG_LOOT_RESPONSE in one step. The old approach failed because
CMSG_GAMEOBJ_USE opened+despawned the GO before CMSG_LOOT arrived.

Double M2 bone and material descriptor pool sizes (8192 → 16384) to
handle the increased NPC count from the spline parsing fix — patrolling
NPCs that were previously invisible now spawn correctly, exhausting
the old pool limits.
2026-03-23 17:41:42 -07:00
Paul
027640189a make start on ubuntu intel video cards 2026-03-22 21:47:12 +03:00
Kelsi
90edb3bc07 feat: use M2 animation duration for spell visual lifetime
Spell visual effects previously used a fixed 3.5s duration for all
effects, causing some to linger too long and overlap during combat.
Now queries the M2 model's default animation duration via the new
getInstanceAnimDuration() method and clamps it to 0.5-5s. Effects
without animations fall back to a 2s default. This makes spell impacts
feel more responsive and reduces visual clutter.
2026-03-20 05:52:47 -07:00
Kelsi
f78d885e13 fix: add 60-second grace period to M2 model cleanup
Models that lose all instances are no longer immediately evicted from
GPU memory. Instead they get a 60-second grace period, preventing the
thrash cycle where GO models (barrels, chests, herbs) were evicted
every 5 seconds and re-loaded when the same object type respawned.
2026-03-18 07:00:50 -07:00
Kelsi
b0fafe5efa fix: stabilize turtle world entry session handling 2026-03-15 01:21:23 -07:00
Kelsi
1108aa9ae6 feat: implement M2 ribbon emitter rendering for spell trail effects
Parse M2RibbonEmitter data (WotLK format) from M2 files — bone index,
position, color/alpha/height tracks, edgesPerSecond, edgeLifetime,
gravity. Add CPU-side trail simulation per instance (edge birth at bone
world position, lifetime expiry, gravity droop). New m2_ribbon.vert/frag
shaders render a triangle-strip quad per emitter using the existing
particleTexLayout_ descriptor set. Supports both alpha-blend and additive
pipeline variants based on material blend mode. Fixes invisible spell
trail effects (~5-10%% of spell visuals) that were silently skipped.
2026-03-13 01:17:30 -07:00
Kelsi
7c77c4a81e Fix per-frame particle descriptor set leak in M2 renderer
Pre-allocate one stable VkDescriptorSet per particle emitter at model
upload time (particleTexSets[]) instead of allocating a new set from
materialDescPool_ every frame for each particle group.  The per-frame
path exhausted the 8192-set pool in ~14 s at 60 fps with 10 active
particle emitters, causing GPU device-lost crashes.  The old path is
kept as an explicit fallback but should never be reached in practice.
2026-03-11 02:01:23 -07:00
Kelsi
e0d47040d3 Fix main-thread hang from terrain finalization; two-pass M2 rendering; tile streaming improvements
Hang/GPU device lost fix:
- M2_INSTANCES and WMO_INSTANCES finalization phases now create instances
  incrementally (32 per step / 4 per step) instead of all at once, eliminating
  the >1s main-thread stalls that caused GPU fence timeouts and device loss

M2 two-pass transparent rendering:
- Opaque/alpha-test batches render in pass 1, transparent/additive in pass 2
  (back-to-front sorted) to fix wing transparency showing terrain instead of
  trees — adds hasTransparentBatches flag to skip models with no transparency

Tile streaming improvements:
- Sort new load queue entries nearest-first so critical tiles load before
  distant ones during fast taxi flight
- Increase taxi load radius 6→8 tiles, unload 9→12 for better coverage

Water refraction gated on FSR:
- Disable water refraction when FSR is not active (bugged without upscaling)
- Auto-disable refraction if FSR is turned off while refraction was on
2026-03-09 20:58:49 -07:00
Kelsi
caea24f6ea Fix animated M2 flicker: free bone descriptor sets on instance removal
The boneDescPool_ had MAX_BONE_SETS=2048 but sets were never freed when
instances were removed (only when clear() reset the whole pool on map load).
As tiles streamed in/out, each new animated instance consumed 2 pool slots
(one per frame index) permanently. After ~1024 animated instances created
total, vkAllocateDescriptorSets began failing silently and returning
VK_NULL_HANDLE. render() skips instances with null boneSet[frameIndex],
making them invisible — appearing as per-frame flicker as the culling pass
included them but the render pass excluded them.

Fix: destroyInstanceBones() now calls vkFreeDescriptorSets() for each
non-null boneSet before destroying the bone SSBO. The pool already had
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT set for this purpose.
Also increased MAX_BONE_SETS from 2048 to 8192 for extra headroom.
2026-03-09 18:09:33 -07:00
Kelsi
ac3c90dd75 Fix M2 animated instance flashing (deer/bird/critter pop-in)
Root cause: bonesDirty was a single bool shared across both
double-buffered frame indices. When bones were copied to frame 0's
SSBO and bonesDirty cleared, frame 1's newly-allocated SSBO would
contain garbage/zeros and never get populated — causing animated
M2 instances to flash invisible on alternating frames.

Fix: Make bonesDirty per-frame-index (bool[2]) so each buffer
independently tracks whether it needs bone data uploaded. When
bones are recomputed, both indices are marked dirty. When uploaded
during render, only the current frame index is cleared. New buffer
allocations in prepareRender force their frame index dirty.
2026-03-07 22:47:07 -08:00
Kelsi
4cb03c38fe Parallel animation updates, thread-safe collision, M2 pop-in fix, shadow stabilization
- Overlap M2 and character animation updates via std::async (~2-5ms saved)
- Thread-local collision scratch buffers for concurrent floor queries
- Parallel terrain/WMO/M2 floor queries in camera controller
- Seed new M2 instance bones from existing siblings to eliminate pop-in flash
- Fix shadow flicker: snap center along stable light axes instead of in view space
- Increase shadow distance default to 300 units (slider max 500)
2026-03-07 22:29:06 -08:00
Kelsi
a4966e486f Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance
- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection
- Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through
- Fix WMO doodad quaternion component ordering (X/Y swap)
- Linear normal map strength blend in shader for smooth slider control
- Enable shadow sampling for interior WMO groups (covered outdoor areas)
- Backfill deferred normal/height maps after streaming with descriptor rebind
- M2: prepareRender only iterates animated instances, bone dirty flag
- M2: remove worker thread VMA allocation, skip unready bone instances
- WMO: persistent visibility vectors, sequential culling
- Add FSR EASU/RCAS shaders
2026-03-07 22:03:28 -08:00
Kelsi
7ac990cff4 Background BLP texture pre-decoding + deferred WMO normal maps (12x streaming perf)
Move CPU-heavy BLP texture decoding from main thread to background worker
threads for all hot paths: terrain M2 models, WMO doodad M2s, WMO textures,
creature models, and gameobject WMOs. Each renderer (M2, WMO, Character) now
accepts a pre-decoded BLP cache that loadTexture() checks before falling back
to synchronous decode.

Defer WMO normal/height map generation (3 per-pixel passes: luminance, box
blur, Sobel) during terrain streaming finalization — this was the dominant
remaining bottleneck after BLP pre-decoding.

Terrain streaming stalls: 1576ms → 124ms worst case.
2026-03-07 15:46:56 -08:00
Kelsi
884b72bc1c Incremental terrain upload + M2 instance dedup hash for city stutter
Terrain finalization was uploading all 256 chunks (GPU fence waits) in one
atomic advanceFinalization call that couldn't be interrupted by the 5ms time
budget. Now split into incremental batches of 16 chunks per call, allowing
the time budget to yield between batches.

M2 instance creation had O(N) dedup scans iterating ALL instances to check
for duplicates. In cities with 5000+ doodads, this caused O(N²) total work
during tile loading. Replaced with hash-based DedupKey map for O(1) lookups.

Changes:
- TerrainRenderer::loadTerrainIncremental: uploads N chunks per call
- FinalizingTile tracks terrainChunkNext for cross-frame progress
- TERRAIN phase yields after preload and after each chunk batch
- M2Renderer::DedupKey hash map replaces linear scan in createInstance
  and createInstanceWithMatrix
- Dedup map maintained through rebuildSpatialIndex and clear paths
2026-03-07 11:59:19 -08:00
Kelsi
a24fe4cc45 Ironforge Great Forge lava, magma water rendering, LavaSteam particle effects
- Add magma/slime rendering path to water shader (fbm noise, crust/molten/core coloring)
- Fix WMO liquid height filter rejecting high-altitude zones like Ironforge (Z>300)
- Allow interior WMO magma/slime MLIQ groups to load (skip only water/ocean)
- Mark LAVASTEAM.m2 as spell effect for proper additive blend, hide emission mesh
- Add isLavaModel flag for M2 ForgeLava/LavaPots UV scroll fallback
- Add isLava material detection in WMO renderer for lava texture UV animation
- Fix WMO material UBO colors for magma (was blue, now orange-red)
2026-03-07 00:48:04 -08:00
Kelsi
585d0bf50e Instance portal glow, spin, and transparent additive rendering 2026-03-06 18:03:08 -08:00
Kelsi
4cbceced67 Fix invisible walls from WMO doodad M2 collision and MOPY filtering
WMO interior doodads (gears, decorations) were blocking player movement
via M2 collision. Skip collision for all WMO doodad M2 instances since
the WMO itself handles wall collision.

Also filter WMO wall collision using MOPY per-triangle flags: only
rendered+collidable triangles block the player, skipping invisible
collision hulls.

Revert tram portal extended range (no longer needed with collision fix).
2026-03-06 12:26:17 -08:00
Kelsi
2e432fc123 Eliminate per-instance hash lookups in M2 render/shadow culling loops
Use cached model flags (isValid, isSmoke, isInvisibleTrap, isGroundDetail,
disableAnimation, boundRadius) on M2Instance instead of models.find() in
the hot culling paths. Also complete cached flag initialization in
createInstanceWithMatrix().
2026-03-04 08:28:21 -08:00
Kelsi
30fa9836d9 Fix glow sprite flashing, move fadeAlpha to push constants, throttle character bones
- Glow sprites now use dedicated vertex buffer (glowVB_) separate from
  M2 particle buffer to prevent data race when renderM2Particles()
  overwrites glow data mid-flight
- Move fadeAlpha from shared material UBO to per-draw push constants,
  eliminating cross-instance alpha race on non-double-buffered UBOs
- Smooth adaptive render distance transitions to prevent pop-in/out
  at instance count thresholds (1000/2000)
- Distance-tiered character bone throttling: near (<30u) every frame,
  mid (30-60u) every 3rd, far (60-120u) every 6th frame
- Skip weapon instance animation updates (transforms set by parent bones)
2026-03-04 08:17:32 -08:00
Kelsi
3482dacea8 Optimize M2 update loop: skip static doodads, incremental spatial index
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- Split M2 instances into fast-path index lists (animated, particle-only,
  particle-all, smoke) to avoid iterating all 46K instances per frame
- Cache model flags (hasAnimation, disableAnimation, isSmoke, etc.) on
  M2Instance struct to eliminate per-frame hash lookups
- Replace full rebuildSpatialIndex on position/transform updates with
  incremental grid cell remove+add, preventing 8.5ms/frame rebuild cost
- Advance animTime for all instances (texture UV animation) but only
  compute bones and particles for the ~3K that need it

M2_UPDATE: 10.7ms → 2.0ms, FPS: 35 → 55-59
2026-03-02 14:45:49 -08:00
Kelsi
48eb0b70a3 Fix GPU resource leaks and re-entrant world loading for instance transitions
Reset descriptor pools in CharacterRenderer/M2Renderer/WMORenderer on map
change to prevent VK_ERROR_DEVICE_LOST from pool exhaustion. Defer re-entrant
SMSG_NEW_WORLD during active world load to avoid recursive cleanup crashes.
Gate swim bubbles on swimming state, skip redundant shadow pipeline re-init,
add WOWEE_SKIP_* env vars for render isolation debugging.
2026-03-02 08:06:35 -08:00
Kelsi
7ca9caa212 Fix Windows ARM64 build: disable x86 asm in StormLib's libtomcrypt
StormLib's bundled libtomcrypt uses x86 inline assembly (bswapl/movl)
gated by __MINGW32__, which is defined on CLANGARM64 too. Pass
-DLTC_NO_BSWAP to force portable C byte-swap fallback.
2026-02-25 03:06:06 -08:00
Kelsi
d47ae2a110 Fix city stuttering with incremental tile finalization and GPU optimizations
Replace monolithic finalizeTile() with a phased state machine that spreads
GPU upload work across multiple frames (TERRAIN→M2→WMO→WATER→AMBIENT→DONE).
Each advanceFinalization() call does one bounded unit of work within the
per-frame time budget, eliminating 50-300ms frame hitches when entering cities.

Additional performance improvements:
- Pre-allocate bone SSBOs at M2 instance creation instead of lazily during
  first render frame, preventing hitches when many skinned characters appear
- Enable WMO distance culling (800 units) with active-group exemption so
  the player's current floor/neighbors are never culled
- Add 4-tier adaptive M2 render distance (250/400/600/1000 based on count)
- Remove dead PendingM2Upload queue code superseded by incremental system

Fix tile re-enqueueing bug: keep tiles in pendingTiles until committed to
loadedTiles (not when moved to finalizingTiles_) so streamTiles() doesn't
re-enqueue tiles mid-finalization. Also handle unloadTile() for tiles in
the finalizingTiles_ deque to prevent orphaned water/M2/WMO resources.
2026-02-25 02:36:23 -08:00
Kelsi
4db97e37b7 Add ambient insect particles near water vegetation, fix firefly particles, and improve water foam
- Spawn dark point-sprite insects buzzing around cattails/reeds/kelp/seaweed
- Fix firefly M2 particles: exempt from alpha dampening and forced gravity
- Make water shoreline/crest foam more irregular with UV warping and bluer tint
2026-02-23 07:18:44 -08:00
Kelsi
efc7e65dfc Optimize M2/WMO render loop: cache UBO pointers, precompute model flags, reduce rebinds
- Cache material UBO mapped pointers at creation time, eliminating
  per-batch vmaGetAllocationInfo() calls in the hot render path
- Precompute foliage/elven/lantern/kobold model name classifications
  at load time instead of per-instance string operations every frame
- Remove redundant descriptor set and push constant rebinds on WMO
  pipeline switches (preserved across compatible layouts)
- Pre-allocate glow sprite descriptor set once at init instead of
  allocating from the pool every frame
2026-02-23 06:06:24 -08:00
Kelsi
77012adbc6 Add alpha-tested foliage shadows: per-batch texture binding and shadow map receiving
Shadow casting: foliage batches now bind their actual texture in the shadow
pass with alpha testing, producing leaf-shaped shadows instead of solid cards.
Uses a per-frame resettable descriptor pool for texture sets.

Shadow receiving: foliage fragments now sample the shadow map with PCF
instead of using a flat constant darkening.
2026-02-23 05:55:03 -08:00
Kelsi
58681753e5 Freeze gameobject M2 animations to prevent cycling
Gameobject M2 instances (books, crates, chests) were continuously
cycling their animations because M2Renderer unconditionally loops
all sequences. Added setInstanceAnimationFrozen() and freeze all
gameobject instances at creation time so they stay in their bind pose.
2026-02-23 05:31:02 -08:00
Kelsi
30e9998a86 Add diagnostics for invisible creatures and update shadow signatures
- Log warning when WotLK M2 skin file is missing (causes invisible creatures)
- Move skin loading inside version >= 264 check to skip unnecessary readFile
- Update renderShadow header signatures to match implementation (shadow culling)
2026-02-23 04:59:39 -08:00
Kelsi
ef1e5abe8e Add shader-driven tree beautification: wind sway, SSS, color variation, AO
- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with
  quadratic height scaling so bases stay grounded
- Shadow pass: matching vertex displacement split into foliage/non-foliage
  passes, removed UV-wiggle approach
- Leaf subsurface scattering: warm backlit glow when looking toward sun
- Per-instance color variation: hue/brightness from position hash via flat
  varying to avoid interpolation flicker
- Canopy ambient occlusion: height-based darkening of tree interiors
- Detail normal perturbation: UV-only procedural normals to break flat cards
- Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges
- Foliage skips shadow map sampling and specular to prevent flicker from
  swaying geometry sampling unstable shadow/highlight values
2026-02-23 03:53:50 -08:00
Kelsi
ae88b226b5 Stabilize streaming memory and parser handling; revert socket recv optimizations 2026-02-22 07:26:54 -08:00
Kelsi
e12141a673 Add configurable MSAA anti-aliasing, update auth screen and terrain shader
- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
2026-02-22 02:59:24 -08:00
Kelsi
83b576e8d9 Vulcan Nightmare
Experimentally bringing up vulcan support
2026-02-21 22:04:17 -08:00
Kelsi
dc91b316ed Refine lantern glow-card replacement and preserve lamp geometry
- Add per-batch glow metadata (lantern hint, card-like classification, tint)

- Track normalized texture keys and log lantern/light texture sets once for diagnostics

- Force sprite replacement for known Stormwind/Night Elf glow textures

- Keep lantern/light meshes visible while hiding only classified glow-card submeshes

- Choose glow sprite tint from texture hints (cool/red/warm) to avoid orange-only cards

- Broaden lantern glow detection to handle gameobject lights with nonstandard material setups
2026-02-21 03:51:42 -08:00
Kelsi
7717ab8d6b Stabilize foliage shadows and smooth motion transitions
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker

- replace delayed post-move catch-up with immediate stop transition and idle smoothing

- rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions

- reduce high-frequency foliage threshold popping by removing threshold warping path

- sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows

- raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling

- set shadows enabled by default and lower global shadow strength from 0.65 to 0.62

- keep foliage animation speed consistent between moving and idle at 80%
2026-02-21 02:23:08 -08:00
Kelsi
1003b25ff4 Improve runtime stutter handling and ground clutter performance
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes

- remove expensive detail dedupe scans from the hot render path

- add progressive/lazy clutter updates around player movement to smooth frame pacing

- lower noisy runtime INFO logging to DEBUG/throttled paths

- keep terrain/game screen updates responsive while preserving existing behavior
2026-02-21 01:26:16 -08:00
Kelsi
da49593268 Add 3D level-up effect using LevelUp.m2 spell model
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
2026-02-19 20:36:25 -08:00
Kelsi
8d4d9b7169 Fix quest flow regressions, tooltip compare stats, and M2 alpha-key handling 2026-02-19 02:27:01 -08:00
Kelsi
a30525d7c9 Fix WMO visibility culling and renderer initialization guards 2026-02-18 22:41:05 -08:00
Kelsi
514b914068 Add shadow frustum culling to terrain and M2 depth passes
Both passes were rendering the entire loaded scene (17×17 tile radius)
into a shadow map that only covers 360×360 world units — submitting
10-50× more geometry than the shadow frustum can actually use.

- TerrainRenderer::renderShadow: skip chunks whose bounding sphere
  doesn't overlap the shadow frustum AABB in XY. Reduces terrain draw
  calls from O(all loaded chunks) to O(chunks within ~180 units).
- M2Renderer::renderShadow: skip instances whose world AABB doesn't
  overlap the shadow frustum in XY. Reduces M2 draw calls similarly.
- Both functions now take shadowCenter + halfExtent parameters.
2026-02-18 21:15:24 -08:00
Kelsi
9a950ce09f Fix M2 white shell artifact from missing textures, add opacity track support
Batches whose named texture fails to load now render invisible instead of
white (the swampreeds01a.blp case causing a white shell around aquatic plants).

Also implements proper M2 opacity plumbing:
- Parse texture weight tracks (M2Track<fixed16>) and color animation alpha
  tracks (M2Color.alpha) to resolve per-batch opacity at load time
- Skip batches with batchOpacity < 0.01 in the render loop
- Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode
- Upload both UV sets (texCoords[0] and texCoords[1]) and select via
  textureUnit uniform, so batches referencing UV set 1 render correctly
2026-02-17 23:52:44 -08:00