Commit graph

54 commits

Author SHA1 Message Date
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
Kelsi
630019aea9 Fix particle glow transparency for textures without alpha 2026-02-14 22:32:12 -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
d6e7b0809c Fix transport sync and stabilize WMO/tunnel grounding 2026-02-12 00:04:53 -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
f3f3b62880 Transport hell 2026-02-11 00:54:38 -08:00
Kelsi
73db7768d4 Add steep slope limiting to prevent terrain clipping
Added slope normal checking to reject surfaces too steep to walk.
Prevents character/mount from clipping through steep terrain.

Changes:
- Added MIN_WALKABLE_NORMAL threshold (0.7 = ~45° max slope)
- WMO collision: query surface normal, reject if normalZ < 0.7
- M2 collision: query surface normal, reject if normalZ < 0.7
- Updated M2Renderer::getFloorHeight to output surface normal
- M2 already had internal 0.35 check (~70°), new 0.7 is more restrictive

Steep slopes now block movement instead of allowing clipping.
2026-02-10 20:45:25 -08:00
Kelsi
3c783d1845 Optimize M2 and terrain rendering for 60fps target
Implements aggressive performance optimizations to improve frame rate from 29fps to 40fps:

M2 Rendering:
- Ultra-aggressive animation culling (25/50/80 unit distances down from 95/140)
- Tighter render distances (700/350/1000 down from 1200/1200/3500)
- Early distance rejection before model lookup in render loop
- Lower threading threshold (6 instances vs 32) for earlier parallelization
- Reduced frustum padding (1.5x vs 2.5x) for tighter culling
- Better memory reservation based on expected visible count

Terrain Rendering:
- Early distance culling at 1200 units before frustum checks
- Skips ~11,500 distant chunks per frame (12,500 total chunks loaded)
- Saves 5-6ms on render pass

Performance Impact:
- Render time: 20ms → 14-15ms (30% faster)
- Frame rate: 29fps → 40fps (+11fps)
- Total savings: ~9ms per frame
2026-02-10 17:23:41 -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
8cb6311470 Make InvisibleTrap objects invisible and non-collidable
Event objects like Fire Festival Fury Trap and Mercutio Post use
SpellObject_InvisibleTrap.m2 models which were rendering as white
tiles using WHITE1.BLP texture. These are meant to be invisible
spell trigger objects that should not obstruct player movement.

Changes:
- Added isInvisibleTrap flag to M2ModelGPU struct
- Detect models with "invisibletrap" in name during loading
- Skip rendering invisible trap instances in render loop
- Disable all collision checks (floor/wall/occlusion) for invisible traps
- Objects remain functional for spell casting but are now invisible
2026-02-09 22:31:36 -08:00
Kelsi
28330adfb0 Eliminate per-frame allocations in M2 renderer to reduce CPU stutter
Use persistent vectors for animation work indices, futures, and glow sprites instead of allocating each frame.
2026-02-09 00:41:07 -08:00
Kelsi
536b3cea48 Implement comprehensive taxi flight optimizations and proper spline paths
Major improvements:
- Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain)
- Add 3-second mounting delay with terrain precaching for entire route
- Implement LOD system for M2 models with distance-based quality reduction
- Add circular terrain loading pattern (13 tiles vs 25, 48% reduction)
- Increase terrain cache from 2GB to 8GB for modern systems

Performance optimizations during taxi:
- Cull small M2 models (boundRadius < 3.0) - not visible from altitude
- Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles
- Disable specular lighting on M2 models - saves Blinn-Phong calculations
- Disable shadow mapping on M2 models - saves shadow map sampling and PCF

Technical details:
- Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain
- Build full path from node pairs using TaxiPathEdge lookup
- Precache callback triggers during mounting delay for smooth takeoff
- Circular tile loading uses Euclidean distance check (dx²+dy² <= r²)
- LOD fallback to base mesh when higher LODs unavailable

Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
2026-02-08 21:32:38 -08:00
Kelsi
d7aabc0caa Add M2 collision mesh parsing and mesh-based wall/floor collision
Parse bounding vertices, triangles, and normals from M2 files and use
them for proper triangle-level collision instead of AABB heuristics.
Spatial grid bucketing for efficient queries, closest-point wall push
with soft clamping, and ray-triangle floor detection alongside existing
AABB fallback.
2026-02-08 19:56:17 -08:00
Kelsi
0ce38cfb99 Add transport support, gameobject queries, and fix item use
- Add setInstancePosition() to M2Renderer and WMORenderer for moving
  transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
  gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
  GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
  gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
  updating position instead of silently ignoring
2026-02-08 00:59:40 -08:00
Kelsi
38c9fdad6b Improve targeting, minimap, and bridge collisions 2026-02-07 20:51:53 -08:00
Kelsi
a71902a571 Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
2d2b9cc1fc Fix M2 interior lighting and carpet sliding
- M2 interior darkening now uses global player-inside-WMO flag instead
  of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
  is standing on top of any stepable low object, not just platforms
2026-02-07 17:05:30 -08:00
Kelsi
3c2a728ec4 Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
2026-02-07 16:59:20 -08:00
Kelsi
ca88860929 Skip bone computation for off-screen M2 instances, sort by model for batched VAO binds, and eliminate sqrt in distance fade 2026-02-07 14:37:14 -08:00
Kelsi
249c4fa842 Parallelize M2 bone matrix computation across worker threads
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
2026-02-07 14:28:14 -08:00
Kelsi
88241cbddc Render M2 glow batches as billboarded light sprites
Replace flat mesh rendering of additive/mod blend batches (blendMode >= 3)
with camera-facing point sprites using a soft radial gradient texture and
additive blending. Adds M2 particle emitter infrastructure (structs, shader,
parsing stubs) but disables emitter parsing — the assumed 476-byte struct
size is wrong for WotLK 3.3.5a, causing misaligned reads that explode RAM.
2026-02-06 08:58:26 -08:00
Kelsi
e01d80f4eb Add unlit rendering for M2 glow/additive batches
Batches with the M2 unlit material flag (0x01) or additive blend modes
(3+) now skip lighting, shadows, and fog, emitting texture color directly.
Fixes lantern glow quads appearing as dull transparent circles.
2026-02-06 03:28:21 -08:00
Kelsi
4d80b92c39 Parse M2 render flags and apply per-batch blend modes
Water/lava batches in fountain and Ironforge M2 models use non-opaque
blend modes (alpha, additive) defined in the M2 material table. Without
parsing these, they rendered as solid surfaces extending visibly beyond
their containers. Now each batch looks up its blend mode from the
material array and sets the appropriate GL blend function.
2026-02-06 01:54:25 -08:00
Kelsi
ad04da31c3 Implement M2 texture animation (UV scrolling) for fountain water
Parse M2TextureTransform entries and texture transform lookups from the
M2 binary, then apply per-batch UV offsets in the vertex shader using
the existing animation time base and global sequence durations.
2026-02-06 01:49:27 -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
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
c9adcd3d96 Add smoke particle emitters with ember sparks and enable 4x MSAA
Replace UV scroll workaround for chimney smoke with proper GL_POINTS
particle system. Smoke particles rise, expand, drift, and fade over
4-7 seconds. One in eight particles spawns as a bright orange/red
ember spark. Enable 4x multisample antialiasing for smoother edges
on player models, fences, and foliage.
2026-02-04 14:37:32 -08:00
Kelsi
11a4958e84 Add M2 global sequence animation, smoke UV scroll, and fix WMO floor detection
- Parse global sequence durations from M2 binary and use them in bone
  interpolation so torches, candles, and other env doodads animate.
- Add UV scroll shader effect for smoke models (HouseSmoke, SmokeStack)
  as a workaround for unimplemented M2 particle emitters.
- Tighten WMO floor probe heights to prevent multi-story buildings from
  returning the wrong floor, fixing player clipping through inn floors
  and camera locking onto the second floor.
- Use player ground level as reference for camera orbit floor collision
  so the camera doesn't fight upper floors in buildings.
2026-02-04 14:06:59 -08:00
Kelsi
6ca9e9024a Add loading screen, fix tree/foliage collision, jump buffering, and fence rotation
- Loading screen stays visible until all terrain tiles finish streaming;
  character spawns only after terrain is loaded and Z-snapped to ground
- Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and
  make all small/medium trees, bushes, lily pads, and foliage walkthrough
- Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps
- Fix fence orientation by adding +180° heading rotation
- Increase terrain load radius from 1 to 2 (5x5 tile grid)
- Add hearthstone callback for single-player camera reset
2026-02-04 13:29:27 -08:00
Kelsi
f7cd871895 Add M2 idle animation variations, dedup instances, fix terrain textures
- Add idle variation system: creatures randomly play Stand variations
  (stretch, flap, look around) every 4-10s, then return to idle loop
- Deduplicate M2 instances at same position (was hidden before animation
  made duplicates visible with different random start times)
- Adaptive M2 render distance: 350 units in open terrain, 180 in cities
- Restore terrain sampler-to-unit uniform bindings lost during texture
  bind optimization (roads were invisible under grass)
- Safety: clamp bone count to 128, validate sequence indices, sanitize scale
2026-02-04 11:50:18 -08:00
Kelsi
15fa055726 Add M2 skeletal animation and fix terrain texture layers
- Implement GPU bone skinning for M2 doodads/creatures (gryphons, birds)
- Store bone hierarchy and animation keyframes per model
- Compute bone matrices per-instance with keyframe interpolation
- Upload bone weights/indices in vertex buffer, skinning in vertex shader
- Fix terrain texture rendering: restore sampler-to-unit uniform bindings
  removed during texture bind optimization (roads were invisible)
2026-02-04 11:40:00 -08:00
Kelsi
4bc5064515 Add spellbook, fix WMO floor clipping, and polish UI/visuals
- Add spellbook screen (P key) with Spell.dbc name lookup and action bar assignment
- Default Attack and Hearthstone spells available in single player
- Fix WMO floor clipping (gryphon roost) by tightening ceiling rejection threshold
- Darken ocean water, increase wave motion and opacity
- Add M2 model distance fade-in to prevent pop-in
- Reposition chat window, add slash/enter key focus
- Remove debug key commands (keep only F1 perf HUD, N minimap)
- Performance: return chat history by const ref, use deque for O(1) pop_front
2026-02-04 11:31:08 -08:00
Kelsi
871172d63e Tune collision behavior for ramps, props, and structural walls 2026-02-03 19:10:22 -08:00
Kelsi
f00d13bfc0 Improve performance and tune ramp/planter collision behavior 2026-02-03 17:21:04 -08:00
Kelsi
f43e6bf834 Tune planter curb collision and reduce foliage pushback 2026-02-03 16:51:25 -08:00
Kelsi
75046afe47 Add stepped fountain collision for parkour-style climbing 2026-02-03 16:28:33 -08:00
Kelsi
baca09828e Optimize collision queries with spatial grid and improve movement CCD 2026-02-03 16:21:48 -08:00
Kelsi
a3f351f395 Fix camera occlusion and stabilize WMO/M2 collision behavior 2026-02-03 16:04:21 -08:00
Kelsi
d03ff5ee4c Tune collision feel and align M2 movement/camera behavior 2026-02-03 15:17:54 -08:00