removeInstance() and removeInstances() were erasing M2Instances without
calling destroyInstanceBones(), leaking VMA bone buffers permanently.
This caused framerate to drop and never recover after NPC encounters.
All three shadow renderers (WMO, M2, Character) were iterating every
loaded instance with zero culling. Now skip instances outside the
180-unit shadow frustum radius via squared-distance check.
Strip ~30 chrono::now() calls per frame from Application::update() and
GameHandler::update() that existed only for periodic LOG_DEBUG dumps.
Retain renderer timing used by the live performance HUD overlay.
Raise all texture cache defaults from 1GB to 4GB to reduce rejections.
Cap cache-full warnings (texture + model) to 3 messages per renderer,
and cap update block parse errors to 5 messages.
Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
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.
Replaces single-tap shadow sampling with 3x3 grid PCF (36-sample equivalent
with hardware bilinear filtering) for smooth shadow edges. Adds normal-offset
bias to eliminate shadow acne on oblique surfaces without peter-panning.
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.
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.
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.
F_SIDN (0x20) is the night-glow/self-illuminated flag, not a window
flag. Only F_WINDOW (0x40) should trigger transparent glass rendering.
The previous mask (0x60) caught both flags, making lamp post bases,
iron frames, and other SIDN-flagged surfaces render as transparent
glass with Fresnel reflections instead of opaque materials.
Hand-painted weapon/armor textures have baked-in lighting that produces
low-contrast gradients in the Sobel filter. Bump strength from 2.0 to
5.0 to extract visible surface detail. Also increase POM scale from
0.03 to 0.06 since character models are small with dense UVs where
the WMO-tuned 0.03 was barely perceptible.
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
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.
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.
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.
- 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
- 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
Water scene history textures and 1x pass resources were not recreated on
window resize/fullscreen, causing stale undersized textures that produced
directional transparency artifacts.
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).
- 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
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.
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)
Render pass begin used 2 clear values but MSAA render pass has 3
attachments (MSAA color, depth, resolve). Vulkan requires clear
value count >= attachment count, causing a driver crash at 8x.
Also fix renderYawM2 reference removed in previous commit.
- Add error handling: revert to 1x if recreateSwapchain fails
- Clamp requested MSAA to device maximum before applying
- Retry MSAA color image allocation without TRANSIENT on failure
- Remove redundant vkDeviceWaitIdle from WMO/M2/Character recreatePipelines
(caller already waits once, was causing ~13 stalls instead of 1)