Commit graph

185 commits

Author SHA1 Message Date
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
Kelsi
f7372a282d Improve selected-NPC ring visuals, anchoring, and occlusion behavior
Selection ring rendering has been upgraded to better match WoW-like target feedback and remain readable across complex geometry.

Visual updates:
- Reworked ring mesh/shader from a simple two-band strip to a unit-disc + radial fragment shaping.
- Implemented a thinner outer ring profile.
- Added an inward color/alpha gradient that fades from the ring toward the center.

Placement/anchoring updates:
- Added CharacterRenderer::getInstanceFootZ() to query model foot plane from instance bounds.
- Added Application::getRenderFootZForGuid() to resolve per-GUID foot height via live instance mapping.
- Updated GameScreen target selection placement to anchor the effect at target foot Z.

Ground/surface stability:
- In renderSelectionCircle(), added floor clamping against terrain, WMO, and M2 floor probes at target XY.
- Raised final placement offset to reduce residual clipping on uneven surfaces.

Depth/visibility behavior:
- Added polygon offset during ring draw to reduce z-fighting.
- Disabled depth testing for the selection effect draw pass (with state restore) so the ring remains visible through terrain/WMO occluders, per requested behavior.

State safety:
- Restored modified GL state after selection pass (depth test / polygon offset / depth mask / cull).

Build validation:
- Verified with cmake build target "wowee" after each stage; final build succeeds.
2026-02-20 16:02:34 -08:00
Kelsi
328ec9ea78 Fix combat vocalizations with correct MPQ paths, add combat idle stance
Use actual WoW 3.3.5a PlayerExertions and Vox sound paths from MPQ
manifests for attack grunts, wounds, and death sounds. Handle Blizzard
naming quirks (HumanFeamle typo, OrcMale no Final suffix, Scourge→Undead).
Add COMBAT_IDLE animation state with ready weapon stance between swings.
Restore deleted MPQ sound manifest docs.
2026-02-19 21:50:32 -08:00
Kelsi
e163813dee Add Warrior Charge ability with ribbon trail visual effect
Implements charge rush-to-target for spell IDs 100/6178/11578 with
smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs,
client-side range validation, and sound fallback chain.
2026-02-19 21:13:13 -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
2bbd0fdc5f Fix movement desync: strafe animation and missing SET_FACING
Two bugs caused the client to look like a bot to server GMs:

1. Strafe animation played during forward+strafe (W+A) instead of the
   walk/run animation. Added pureStrafe guard so strafe animations only
   play when exclusively strafing (no forward key or auto-run active).

2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
   predicts movement from the last known facing; without SET_FACING the
   heartbeat position appeared to teleport each time the player changed
   direction. Now sent at up to 10 Hz whenever facing changes >3°,
   skipped while keyboard-turning (handled server-side by TURN flags).
2026-02-19 16:40:17 -08:00
Kelsi
dddd2a71ca Fix creature flame alpha-key rendering and emissive flicker 2026-02-19 02:39:33 -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
ff8ffc3bfb Fix transport/WMO diagnostics and terrain WMO dedup lifecycle 2026-02-18 22:36:34 -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
c4d0a21713 Improve shadow performance: halve resolution, 9x fewer PCF taps, throttle depth pass
- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass
- Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver
  shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer).
  GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per
  tap for free, so quality is maintained while doing 9x fewer texture fetches.
- Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists
  between frames so receivers always have a valid shadow map. 1-frame lag at
  60 fps is invisible.
2026-02-18 21:09:00 -08:00
Kelsi
7ab25c63c9 Optimize release builds: LTO, -O3, visibility, micro-perf fixes
- CMakeLists.txt: enable LTO for Release, add -O3 and -fvisibility=hidden
- scene: addMesh uses std::move, removeMesh takes const shared_ptr&
- entity: std::move entity into map instead of copy
- clouds: cosf/sinf instead of cos/sin (float math, avoids double promotion)
- game_screen: reserve trainer spell vector before push_back loop
- warden_module/emulator: replace std::endl (121 stream flushes) with '\n'
2026-02-18 20:10:47 -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
Kelsi
a55399fad6 Add mute button and original soundtrack toggle
- Mute button: small [M] button alongside minimap zoom controls, turns red when active; directly sets AudioEngine master volume to 0, restores on unmute; persists in settings.cfg
- Original Soundtrack: checkbox in Settings > Audio that controls whether custom original music tracks (file: prefix) are included in zone music rotation; when disabled, only WoW MPQ tracks play; persists in settings.cfg
- ZoneManager.getRandomMusic() now filters file: paths when OST is disabled, falling back to full list if zone has no non-file tracks
2026-02-17 16:26:49 -08:00
Kelsi
85714fd7f6 Fix taxi flight: camera panning, world reload, gryphon display, and animations
- Clear introActive/idleOrbit in externalFollow block so mouse panning works during taxi
- Skip full world reload on same-map teleports (taxi landing) by tracking loadedMapId
- Collect all model IDs for a path when resolving gryphon display ID (fixes displayId=0)
- Remove incorrect MountDisplayId fields from Vanilla/Turtle TaxiNodes DBC layouts
- Add Vanilla fly animation IDs (234/229/233) to taxi mount animation candidates
2026-02-17 02:23:41 -08:00
Kelsi
d87a86e35c Remove debug logging and add negative texture cache to fix lag spikes
Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION
logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate
logging. Add negative cache for failed texture loads to prevent repeated
file I/O for missing textures like deathknighteyeglow.blp.
2026-02-16 00:45:47 -08:00
Kelsi
ed6b305158 Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
  Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
  Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
  with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
  from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
2026-02-15 20:53:01 -08:00
Kelsi
630019aea9 Fix particle glow transparency for textures without alpha 2026-02-14 22:32:12 -08:00