Commit graph

203 commits

Author SHA1 Message Date
Kelsi
9a1b78bffd Fix character preview facing and add 4x MSAA to preview render target
Character was facing stage-left (yaw 180) instead of toward camera;
corrected default yaw to 90. Added MSAA support to VkRenderTarget with
automatic resolve attachment, and enabled 4x MSAA for the character
preview off-screen pass.
2026-02-23 10:48:26 -08:00
Kelsi
d65b170774 Make shadows follow player movement continuously
Remove freeze-while-moving and idle smoothing logic from shadow
center computation. Texel snapping already prevents shimmer, so
the shadow projection can track the player directly each frame.
2026-02-23 08:47:38 -08:00
Kelsi
52ef199af3 Reduce default max zoom out from 33 to 22 units 2026-02-23 08:11:49 -08:00
Kelsi
b70f08d14f Add proportional zoom and reduced default max zoom with extended toggle
Zoom speed now scales with distance for fine control near the character.
Default max zoom out reduced from 50 to 33 units. New "Extended Camera
Zoom" toggle in Gameplay settings restores the full 50-unit range.
2026-02-23 08:09:27 -08:00
Kelsi
5cfb0817ed Fix sun quad visibility, minimap opacity, audio scaling, and rename music toggle
- Tighten celestial glow falloff and edge fade to eliminate visible quad boundary
- Add opacity support to minimap display shader, synced with UI opacity setting
- Fix audio double/triple-scaling by removing redundant master volume multiplications
- Rename "Original Soundtrack" toggle to "Enable WoWee Music"
- Add About tab with developer info and GitHub link
2026-02-23 08:01:20 -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
c35b40391f Add water footstep splashes and reduce lake wave amplitude
- Play WaterFootstep splash sounds when wading in shallow water
- Spawn foot splash particles at water surface on each water footstep
- Reduce inland water wave amplitude from 0.18 to 0.08 for calmer lakes
2026-02-23 06:58:46 -08:00
Kelsi
93f873b521 Allow texture load retries instead of permanently caching failures
Remove negative cache for transient load failures in M2, terrain, and
character renderers. Failed textures return white and will be retried
on next model/tile load when assets may have finished streaming.
2026-02-23 06:51:06 -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
e8c2344226 Remove leftover debug logging from render hot paths
Strip per-frame/periodic logging from CharacterRenderer (batch dump,
instance count) and M2Renderer (frame timing profiler) to avoid
unnecessary string formatting and I/O in render loops.
2026-02-23 04:18:35 -08:00
Kelsi
ae3903561c Fix specular direction by correcting front face winding for Vulkan Y-flip
The projection matrix Y-flip (projectionMatrix[1][1] *= -1) reverses
triangle winding from the GPU's perspective. With the default
VK_FRONT_FACE_COUNTER_CLOCKWISE, gl_FrontFacing was inverted, causing
all fragment shaders (M2, WMO, character) to flip normals on front
faces instead of back faces, putting specular highlights on the wrong
side of surfaces.
2026-02-23 04:02:21 -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
4511de8d38 Fix lamp posts rendering as glass by using texture name for window detection
Instead of relying on material flag 0x40 (F_CLAMP_S, not F_WINDOW) to
identify glass materials, detect windows by checking for "window" in the
texture path. This correctly applies glass to window textures while
leaving lamp posts and other geometry opaque.
2026-02-23 03:29:07 -08:00
Kelsi
3ffb7ccc50 Fix lamp posts as glass and hide distance-only LOD groups when close
Two WMO rendering fixes:

1. Glass batch merging: BatchKey didn't include isWindow, so window and
   non-window batches sharing the same texture got merged together. If
   the window batch was processed first, the entire merged batch (lamp
   base, iron frame, etc.) rendered as transparent glass. Add isWindow
   to the batch key so glass/non-glass batches stay separate.

2. LOD group culling: WMO groups named with "LOD" are distance-only
   impostor geometry (e.g. cathedral tower extension, hill tower). They
   should only render beyond 200 units. Store raw MOGN chunk for
   offset-based name lookup, detect "lod" in group names during load,
   and skip LOD groups in both main and shadow passes when camera is
   within range.
2026-02-23 01:54:05 -08:00
Kelsi
9eeb9ce64d Add normal mapping and parallax occlusion mapping for character models
Extends the WMO normal mapping/POM system to character M2 models with
bone-skinned tangents. Auto-generates normal/height maps from diffuse
textures using luminance→height, Sobel→normals (same algorithm as WMO).

- Expand vertex buffer from M2Vertex (48B) to CharVertexGPU (56B) with
  tangent vec4 computed via Lengyel's method in setupModelBuffers()
- Tangents are bone-transformed and Gram-Schmidt orthogonalized in the
  vertex shader, output as TBN for fragment shader consumption
- Fragment shader gains POM ray marching, normal map blending, and LOD
  crossfade via dFdx/dFdy (identical to WMO shader)
- Descriptor set 1 extended with binding 2 for normal/height sampler
- Settings (enable, strength, POM quality) wired from game_screen.cpp
  to both WMO and character renderers via shared UI controls
2026-02-23 01:40:23 -08:00
Kelsi
3c31c43ca6 Enable parallax mapping by default 2026-02-23 01:23:24 -08:00
Kelsi
b12bc1f71e Default normal map strength to 0.8 2026-02-23 01:21:58 -08:00
Kelsi
bec3190b08 Fix POM distortions and add normal map strength slider
POM fixes: use blurred height only for ray march (keep crisp Sobel for
normals), reduce pomScale 0.03→0.012, clamp grazing angle denominator
to 0.15, hard-limit max UV offset, smooth fadeout at steep view angles.

Add Normal Map Strength slider (0.0-2.0) in Video settings for user
control over surface detail intensity. Persisted across sessions.
2026-02-23 01:18:42 -08:00
Kelsi
eaceb58e77 Add normal mapping and parallax occlusion mapping for WMO surfaces
Generate normal+height maps from diffuse textures at load time using
luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents
via Lengyel's method for TBN basis construction.

Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth
LOD crossfade and angle-adaptive POM sample counts. Flat textures
naturally produce low height variance, causing POM to self-select off.

Settings: Normal Mapping on by default, POM off by default with
Low/Medium/High quality presets. Persisted across sessions.
2026-02-23 01:10:58 -08:00
Kelsi
1b16bcf71f Add glass pipeline for WMO windows with Fresnel-based transparency
Dedicated Vulkan pipeline with alpha blending AND depth writes so
windows look transparent at oblique angles without see-through artifacts.
Fresnel alpha ranges from 0.4 (grazing) to 0.95 (head-on) with sun
glint, reflections, and silver-lining specular.
2026-02-23 00:43:14 -08:00
Kelsi
fb4ff46fe3 Fix WMO water rendering: correct MLIQ parsing, tile masking, and depth effects
- Fix MLIQ vertex stride: each vertex is 8 bytes (4 flow + 4 height), not 4
- Use MLIQ tile flags to mask out tiles with no liquid (bridges, covered areas)
- Disable wave displacement on WMO water to prevent edge slosh artifacts
- Convert screen-space depth to vertical depth for shoreline foam and water
  transparency, preventing false shoreline effects on occluding geometry
- Add underwater blue fog overlay and scene fog shift (terrain water only)
- Add getNearestWaterHeightAt to avoid false underwater detection from
  elevated WMO water surfaces
- Tint refracted scene toward water color to mask occlusion edge artifacts
- Lower WMO water by 1 unit to match terrain water level
2026-02-23 00:18:32 -08:00
Kelsi
6563eebb60 Enhanced sky atmosphere with DBC-driven colors, sun lighting, and zone weather
- Skybox now uses DBC sky colors (skyTop/skyMiddle/skyBand1/skyBand2) instead
  of hardcoded C++ color curves, with 3-band gradient and Rayleigh/Mie scattering
- Clouds receive sun direction for lit edges, self-shadowing, and silver lining
- Fixed sun quad box artifact with proper edge fade in celestial shader
- Lens flare attenuated by fog, cloud density, and weather intensity
- Replaced garish green/purple lens flare ghosts with warm natural palette
- Added zone-based weather system for single-player mode with per-zone rain/snow
  configuration, probability-based activation, and smooth intensity transitions
- Server SMSG_WEATHER remains authoritative when connected to a server
2026-02-22 23:20:13 -08:00
Kelsi
03a62526e1 Add player water ripples and separate 1x water pass for MSAA compatibility
Player interaction ripples: vertex shader adds radial damped-sine displacement
centered on player position, fragment shader adds matching normal perturbation
for specular highlights. Player XY packed into shadowParams.zw, ripple strength
into fogParams.w. Separate 1x render pass for water when MSAA is active to
avoid MSAA-induced darkening — water renders after main pass resolves, using
the resolved swapchain image and depth resolve target. Water 1x framebuffers
rebuilt on swapchain recreate (window resize).
2026-02-22 22:34:48 -08:00
Kelsi
67e63653a4 Stabilize Vulkan shadow pipeline diagnostics and compatibility path
- Fix shadow depth image layout transitions by tracking per-frame old/new layouts.
- Update receiver shadow projection to Vulkan clip-depth convention.
- Test inverted shadow compare op path (GREATER_OR_EQUAL).
- Switch shadow compare samplers to NEAREST filtering for broader Vulkan compatibility.
- Expand shadow caster coverage by disabling caster cull filtering in WMO/M2/Character shadow pipelines.
- Keep light-space matrix path on stable character-centered framing.
2026-02-22 10:25:33 -08:00
Kelsi
bd0305f6dd Stabilize Vulkan rendering state for minimap, foliage, and water 2026-02-22 09:34:27 -08:00
Kelsi
8efc1548dc Fix minimap arrow orientation and ground-detail foliage transparency 2026-02-22 08:44:16 -08:00
Kelsi
9c8cd44803 Optimize threading and texture fallback stability 2026-02-22 08:12:08 -08:00
Kelsi
ae88b226b5 Stabilize streaming memory and parser handling; revert socket recv optimizations 2026-02-22 07:26:54 -08:00
Kelsi
c914295d20 Reduce logging overhead and reuse WMO culling futures 2026-02-22 06:42:15 -08:00
Kelsi
85c8b5d5f4 Optimize logging overhead and character animation threading 2026-02-22 06:32:49 -08:00
Kelsi
57b049fb2a Fix character disappearance from transient Vulkan resource lifetime 2026-02-22 06:21:18 -08:00
Kelsi
7dd1dada5f Work on character rendering and frustrum culling etc 2026-02-22 05:58:45 -08:00
Kelsi
e8e859384e Fix minimap MSAA pipeline, defer swapchain recreation, fix player character spawn order
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
  to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
2026-02-22 03:49:44 -08:00
Kelsi
ebd0084c22 Fix MSAA crash by deferring change to between frames, fix M2 GO orientation
MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.

Also add +180° to M2 game object orientation to fix facing direction.
2026-02-22 03:37:47 -08:00
Kelsi
325254dfcb Port UI icon textures from OpenGL to Vulkan, fix loading screen clear values
Replace all glGenTextures/glTexImage2D calls in UI code with Vulkan texture
uploads via new VkContext::uploadImGuiTexture() helper. This fixes segfaults
from calling OpenGL functions without a GL context (null GLEW function pointers).

- Add uploadImGuiTexture() to VkContext with staging buffer upload pattern
- Convert game_screen, inventory_screen, spellbook_screen, talent_screen
  from GLuint/GL calls to VkDescriptorSet/Vulkan uploads
- Fix loading_screen clearValueCount (was 1, needs 2 or 3 for MSAA)
2026-02-22 03:32:08 -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
4fc3689dcc Fix sky and clouds orientation for Z-up world coordinates
Skybox: replace sphere-mesh approach with a fullscreen triangle that
reconstructs the world-space ray direction analytically via inverse
projection/view matrices. Eliminates clip.w=0 degeneracy at the horizon
and correctly maps altitude to dir.z in the Z-up coordinate system.

Clouds: hemisphere mesh was storing altitude in aPos.y (Y-up convention);
the Z-up view matrix projected this sideways, making clouds appear
vertical. Store altitude in aPos.z and update the fragment shader to
read dir.z as altitude and dir.xy as the horizontal UV plane.
2026-02-21 22:04:17 -08:00
Kelsi
69cf39ba02 Activate WMO/char/M2 render loop, purge dead GL block, add underwater overlay
- renderWorld() now calls wmoRenderer, characterRenderer, m2Renderer (+smoke,
  particles) in the correct opaque→transparent order; water moved after all
  opaques; per-subsystem timing active in live path
- Deleted the 310-line #if 0 GL stub block and removed #include <GL/glew.h>
  (last GL reference in renderer.cpp)
- Full-screen overlay pipeline (postprocess.vert + overlay.frag, alpha blend,
  no depth test/write) for underwater tint; lazily initialized, renders a blue
  tint when camera is meaningfully below the water surface; canal vs open-water
  tint colours preserved from original design
- overlay.frag.glsl / overlay.frag.spv added
2026-02-21 22:04:17 -08:00
Kelsi
dea52744a4 Character renderer is fully Vulkan. 2026-02-21 22:04:17 -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
566e7138f3 Refine sun rendering: remove white washout, add subtle atmospheric turbulence
- render sun with alpha blend while keeping moon additive glow
- add dedicated always-running sun haze timer (decoupled from moon phase cycling)
- constrain sun sprite with radial alpha mask and low-alpha discard to remove square artifact
- tune sun tint warmer without over-yellowing
- replace noisy/pulsing haze with slower flow-warp turbulence and lower amplitude
2026-02-21 03:10:45 -08:00
Kelsi
0c8798d6b5 Improve player and foliage shadow quality and stability
- ensure player transform sync is not gated by third-person so player shadow stays consistent

- hold shadow projection center during movement and snap once on stop to remove delayed catch-up

- smooth foliage caster transitions using blended phase-shifted UV samples

- tune foliage motion frequencies/amplitudes for less popping

- increase shadow map resolution to 2048 and retune terrain PCF texel scale

- increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
2026-02-21 02:28:47 -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
3368dbb9ec Fix NPC apparel fallback and reduce world-entry stutter
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing.

Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
2026-02-20 20:31:04 -08:00
Kelsi
504d5d2b15 Fix combat interaction, creature skin fallback, clipping, and minimap marker anchoring
- Right-click attack fallback for non-interactable hostile creatures
- Robust creature skin path resolution for WotLK/non-humanoid display skin fields
- Strengthened client-side anti-overlap spacing for active melee targets (including wolf/worg models)
- Minimap questgiver markers now use live minimap view radius and exact minimap center to prevent player-relative drift
2026-02-20 16:27:21 -08:00