Commit graph

58 commits

Author SHA1 Message Date
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
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
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
7dd1dada5f Work on character rendering and frustrum culling etc 2026-02-22 05:58:45 -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
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
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
83b576e8d9 Vulcan Nightmare
Experimentally bringing up vulcan support
2026-02-21 22:04:17 -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
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
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
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
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
d27387d744 Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
Kelsi
3acb42b363 Resolve emote text from DBC for other players' text emotes
Load third-person emote text templates (othersTarget/othersNoTarget)
from EmotesText.dbc fields 3 and 7 alongside existing sender text.
Build reverse lookup map from dbcId to EmoteInfo for incoming
SMSG_TEXT_EMOTE resolution. Other players now show proper emote
descriptions like "Player dances with Target" instead of generic
"Player performs an emote" text.
2026-02-14 15:11:43 -08:00
Kelsi
9bcead6a0f Add chat tabs, networked text emotes, channel system, and chat bubbles
Chat tabs filter messages into General/Combat/Whispers/Trade tabs. Text
emotes now send CMSG_TEXT_EMOTE to server and display incoming emotes
from other players. Channel system auto-joins General/Trade on login with
/join, /leave, and /1-/9 shortcuts. Chat bubbles render as ImGui overlays
above entities for SAY/YELL messages with fade-out animation.
2026-02-14 14:30:09 -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
f752a4f517 Fix NPC visibility and stabilize world transport/taxi updates 2026-02-11 18:25:04 -08:00
Kelsi
5cc6effeec Fix mount idle fidget animations playing fully without interruption
Fidgets were stuttering because normal animation updates immediately overrode them.
Now tracks active fidget and prevents normal animation updates until fidget completes.

Changes:
- Added mountActiveFidget_ to track currently playing fidget animation
- Check fidget completion using getAnimationState before allowing normal updates
- Only trigger new fidgets when no fidget is active
- Cancel active fidget on movement
- Expanded fidget search criteria: duration up to 3000ms, ID range 1-20
- Added debug logging to show discovered fidgets and when they complete
2026-02-10 19:59:01 -08:00
Kelsi
8d8e780607 Add mount idle fidget animations and ambient sounds
Implements WoW-style mount idle behavior when player is stationary:
- Fidget animations: discovered via property search (non-looping, 500-1500ms, stationary, IDs 1-10)
- Triggers random fidget every 6-12 seconds when standing still
- Ambient idle sounds: snorts/breaths for ground mounts, soft wing sounds for flyers
- Triggers random idle sound every 8-15 seconds when stationary
- Both systems reset timers on movement to avoid triggering while riding
2026-02-10 19:53:23 -08:00
Kelsi
c623fcef51 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00
Kelsi
159a434c60 Integrate lighting system with renderer and shaders
Wire DBC-driven lighting to terrain shaders:
- Add LightingManager to Renderer
- Initialize lighting manager with AssetManager
- Update lighting each frame with player position
- Feed lighting params to terrain shader uniforms:
  * Ambient color
  * Diffuse (sun) color and direction
  * Fog color, start, end distances
- Fallback to skybox-based fog if lighting unavailable

TODOs for full integration:
- Wire actual map ID from game state
- Wire server game time from login packets
- Add weather/underwater state detection
- Apply lighting to WMO/M2/skybox shaders

Current state: Uses local time + Eastern Kingdoms map (0)
Next: Hook up SMSG_LOGIN_SETTIMESPEED for real game time
2026-02-10 13:48:50 -08:00
Kelsi
71d14b77c9 Implement WoW-style 3D billboard quest markers
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.

Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects

Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking

Quest markers now render with proper WoW visual fidelity.
2026-02-09 23:41:38 -08:00
Kelsi
9741c8ee7c Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
Kelsi
251f0ac246 Increase blacksmith hammer sound pitch to 1.6x
Raises pitch from 1.4f to 1.6f for more distinct metallic clink in blacksmith ambience.
2026-02-09 15:21:07 -08:00
Kelsi
dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
becc94d4ba Fix NPC voices and add tavern music support
NPC voice fixes:
- Changed sound paths from "Greeting" to "Hello" emote (more reliable)
- Added warning log when no voice samples load
- Voice files should now play when clicking NPCs

Tavern music:
- Detect tavern WMOs by model ID (inn buildings)
- Play tavern-specific music when inside taverns
- Crossfade back to zone music when exiting taverns
- Adds cozy ambient music to inn/tavern buildings
2026-02-09 01:39:12 -08:00
Kelsi
eb288d2064 Implement NPC greeting voice lines
Added NPC voice manager that plays greeting sounds when clicking on NPCs:

Features:
- Voice line library with multiple race/gender voice types (Human, Dwarf,
  Night Elf, etc.)
- 3D positional audio - voice comes from NPC location
- Cooldown system prevents spam clicking same NPC
- Randomized pitch/volume for variety
- Loads greeting sounds from character voice files in MPQ
- Generic fallback voices for NPCs without specific voice types

Voice lines trigger automatically when gossip window opens (SMSG_GOSSIP_MESSAGE).
Uses same audio system as other sound effects with ma_sound_set_position.
2026-02-09 01:29:44 -08:00
Kelsi
c95c3db03a Add mount dust particle effects
Implemented dust cloud particles that spawn at mount feet when running
on the ground, similar to the original WoW. Features:

- Brownish/tan dust particles using point sprite rendering
- Spawn rate proportional to movement speed
- Particles rise up, drift backward, and fade out naturally
- Only active when mounted, moving, and on ground (not flying)
- Smooth particle animation with size growth and alpha fade

Uses similar particle system architecture as swim effects with
GL_POINTS rendering and custom shaders for soft circular particles.
2026-02-09 01:24:17 -08:00
Kelsi
0fed931aa0 Implement mount ambient sounds
Added full mount sound system with:
- Wing flap sounds for flying mounts (gryphon/wyvern) when moving
- Wing idle/hovering sounds when stationary in air
- Breathing/snorting sounds for ground mounts when idle
- Occasional whinny sounds for ground mounts when moving

Sounds are loaded from MPQ files and played via AudioEngine with
randomized pitch/volume variation. Mount sound manager tracks mount
type, movement state, and flying state to play appropriate ambient
sounds at natural intervals.

Updated setMounted() to accept creature display ID and notify the
mount sound manager, which uses display ID ranges to detect mount
type (flying vs ground).
2026-02-09 01:19:35 -08:00
Kelsi
f9ba6aa1b0 Add MountSoundManager skeleton for mount audio
Implement framework for playing mount sounds (flapping, galloping) based on mount type and movement state. Actual sound playback to be implemented next.
2026-02-09 01:04:53 -08:00
Kelsi
bd3f1921d1 Replace process-spawning audio with miniaudio for non-blocking playback
Eliminates severe stuttering from fork/exec + disk I/O by streaming audio directly from memory using miniaudio library.
2026-02-09 00:40:50 -08:00
Kelsi
92031102e4 Add mount pitch and roll for realistic taxi flight animation
Flying mounts now tilt and bank realistically during taxi flights:
- Pitch (up/down): calculated from spline tangent's z-component (altitude change)
- Roll (banking): proportional to turn rate, clamped to ~40 degrees
- Yaw: existing horizontal orientation from spline direction

Implementation:
- Added mountPitch_ and mountRoll_ to Renderer (radians)
- Updated TaxiOrientationCallback to pass yaw, pitch, roll
- Calculate pitch using asin(tangent.z) for altitude tilt
- Calculate roll from yaw change rate: -orientDiff * 2.5, clamped to ±0.7 rad
- Applied to mount rotation: glm::vec3(pitch, roll, yaw)

This fixes the "weirdness" where mounts flew sideways or without natural banking.
2026-02-08 22:05:38 -08:00
Kelsi
6736ec328b Fix taxi flights, mounts, and movement recovery 2026-02-08 03:05:38 -08:00
Kelsi
0ebf4d1e5e Load emotes from DBC 2026-02-07 20:02:14 -08:00
Kelsi
35fff9307d Add mount rider bob and hoofbeat sounds, improve world map
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
2026-02-07 18:38:36 -08:00
Kelsi
643611ee79 Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
2026-02-07 17:59:40 -08:00
Kelsi
7c9661472f Fix ramp clipping by tightening sweep steps, disable shadows by default
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.

Shadows disabled by default in renderer, settings UI, and settings defaults.
2026-02-07 16:00:57 -08:00
Kelsi
05870c1f03 Only face target when in combat, not when selecting friendly NPCs 2026-02-07 13:56:58 -08:00
Kelsi
2ddef93f52 Fix spell targeting, item query parsing, loot UI, hair/skin textures, and attack animations
Fix spell cast target fallback using selected target instead of no-op tautology.
Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE to always read 10 stat pairs (server sends
all 10 regardless of statsCount), fixing misaligned armor/stat reads. Fix XP gain
parser to read float groupRate + uint8 RAF instead of bogus uint32 groupBonus.
Add item icons and quality-colored names to loot window. Use actual character
appearance bytes for CharSections.dbc skin/face/hair lookups instead of hardcoded
defaults. Add weapon-type-aware attack animation selection (2H prioritizes anim 18).
Add readable spell cast failure messages and vendor sell hint.
2026-02-06 15:41:29 -08:00
Kelsi
7128ea1417 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
1530900bc7 Add audio volume controls to settings 2026-02-05 17:32:21 -08:00
Kelsi
ebf349ec7c Add shadow toggle (F4) and distance-based WMO group culling
Shadow toggle allows disabling shadow pass for performance testing.
Distance culling skips WMO groups beyond 200 units. Occlusion queries
disabled by default as overhead outweighs benefits in dense scenes.
2026-02-05 16:11:24 -08:00
Kelsi
205db7d3b6 Play tavern music file on login screen 2026-02-05 15:44:42 -08:00
Kelsi
e6e3093467 Emulate server loot/xp and combat feedback in single-player 2026-02-05 14:01:26 -08:00