Commit graph

93 commits

Author SHA1 Message Date
Kelsi
aa11ffda72 Fix terrain streaming loop and auto-select single realm/character
Use getRemainingTileCount (pending + readyQueue) and processAllReadyTiles
to prevent loading screen from exiting before tiles are finalized. Auto-select
realm and character when only one is available.
2026-02-06 14:56:26 -08:00
Kelsi
81d712121e Add loading screen to online mode, fix ImGui frame conflict, truncate log on start
Online world entry now shows a progress bar during character model,
terrain, and tile streaming. Fixed loading screen crash from calling
ImGui::NewFrame while a frame was already in progress. Log file is
now truncated on each launch instead of appending.
2026-02-06 14:49:53 -08:00
Kelsi
6f33392155 Add progress bar to loading screen and handle resize during loading
Loading screen now shows a gold progress bar with percentage and status
text. All loading steps poll SDL events for window resize and quit.
2026-02-06 14:43:18 -08:00
Kelsi
394e91cd9e Add character screen model preview, item icons, stats panel, and fix targeting bugs
Enhanced the C-key character screen with a 3-column layout featuring a 3D
character model preview (with drag-to-rotate), item icons loaded from BLP
textures via ItemDisplayInfo.dbc, and a stats panel showing base + equipment
bonuses. Fixed selection circle clipping under terrain by adding a Z offset,
and corrected faction hostility logic that was wrongly marking hostile mobs
as friendly.
2026-02-06 14:24:38 -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
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
b9fdc3396d Skip additive/mod blend batches in M2 rendering
These batches are particle emitter placeholder geometry (glow halos,
light volumes) that render as visible transparent discs without a proper
particle system. Skip them entirely instead of attempting to render as
raw mesh geometry.
2026-02-06 08:05:40 -08:00
Kelsi
81b1f87313 Fix lantern glow rendering and add NPC combat animations
Disable depth testing for additive/mod blend mode batches so glow quads
render as proper light halos instead of visible transparent discs. Add
NPC swing callback to play attack animation (anim 16) when NPCs melee
in single-player combat.
2026-02-06 03:39:36 -08:00
Kelsi
74bcce4f57 Double WMO group distance cull from 80 to 160 units 2026-02-06 03:28:56 -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
e8fecfb3be Fix NPC hair/geoset rendering using DBC lookups
Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct
group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter
group 0 submeshes so only the body base and correct hair mesh render
(prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column
indices (5→7) and geoset formulas for equipment. Add CharSections.dbc
hair texture lookup and CharacterFacialHairStyles.dbc support.
2026-02-06 01:02:35 -08:00
Kelsi
4c77f7ee7b Add texture fallback for body parts with white texture
For body part batches (group 0) that resolve to white/fallback texture,
fall back to the first valid texture in the model. This handles humanoid
NPCs where body parts use different texture slots that may not be set.
2026-02-05 23:51:50 -08:00
Kelsi
9de3f2d327 Fix NPC body parts by applying baked texture to all skin slots
Baked NPC textures must be applied to all skin-related texture slots
(type 1 char skin, type 2 object skin, type 6 hair) since body parts
use different texture slots. Removed separate hair texture lookup as
baked textures already include the complete NPC appearance.
2026-02-05 23:48:06 -08:00
Kelsi
ec937bc6d3 Fix NPC body parts by skipping batches with fallback texture
M2 humanoid models have duplicate body meshes - one set for baked textures
and another for skin compositing. Skip body part batches (group 0) that
resolve to white/fallback texture to avoid rendering the wrong set.
2026-02-05 23:44:45 -08:00
Kelsi
c053631c7a Fix geoset filtering for M2 models
Group 0 (body parts 0-18) always renders all submeshes since they represent
different body parts. Other groups filter by exact submeshId match to show
only one variation per group.
2026-02-05 23:42:05 -08:00
Kelsi
b4ae2c7b67 Disable geoset filtering until submesh ID format is determined
Geoset filtering was causing body parts to disappear. Disabled until we
can properly map submesh IDs to geoset groups.
2026-02-05 23:37:26 -08:00
Kelsi
99fd4ca537 Fix geoset filtering to always show body parts (group 0)
Body parts (submeshId 0-99) now always render regardless of activeGeosets.
Other geoset groups (hair, chest, etc.) still require explicit enabling.
This fixes missing body parts while maintaining equipment filtering.
2026-02-05 23:35:28 -08:00
Kelsi
9c5e2fb93d Fix geoset filtering with expanded body range and debug logging
Expanded body part geoset range from 0-18 to 0-99 to cover all humanoid
submesh IDs. Added per-model debug logging to track submesh IDs and
geoset filtering behavior.
2026-02-05 23:33:28 -08:00
Kelsi
ec6c575894 Revert "Fix geoset filtering using correct geosetId from M2 batch"
This reverts commit 45048757ef.
2026-02-05 23:27:59 -08:00
Kelsi
45048757ef Fix geoset filtering using correct geosetId from M2 batch
M2 batches have a geosetIndex field that determines the geoset group for
filtering (0-18=body, 1xx=hair, etc.). We were incorrectly using submeshId
from the submesh struct instead. Now properly stores and uses geosetId.
2026-02-05 23:26:30 -08:00
Kelsi
8cb38b91f9 Fix invisible NPC body parts caused by texture alpha
Character fragment shader was using texture alpha, which could be 0 in
baked NPC textures. Force alpha=1 for opaque character rendering.
2026-02-05 23:22:24 -08:00
Kelsi
9e3d12c0dc Fix NPC missing body parts by using baked textures as-is
Baked NPC textures already include complete appearance (skin, features,
armor). Equipment component textures are designed for player characters
with different UV layout and were causing body parts to disappear.
2026-02-05 23:15:57 -08:00
Kelsi
a4fcc38c12 Load terrain when entering world in online mode
Add world entry callback that triggers terrain loading when receiving
SMSG_LOGIN_VERIFY_WORLD. Fix coordinate conversion by applying
serverToCanonical() to properly swap X/Y axes from server format.
2026-02-05 21:28:21 -08:00
Kelsi
85e73a2f24 Reduce wall pushback and WMO camera distance 2026-02-05 18:29:54 -08:00
Kelsi
50b2c43319 Tune wall collision for stairs and reduce camera distance in WMOs
Skip short vertical surfaces (stair risers) to allow climbing stairs.
Reduce WMO interior max camera zoom to 8 units and soften wall pushback.
2026-02-05 18:23:29 -08:00
Kelsi
0f996a26f5 Limit camera zoom in WMO interiors and improve wall collision
Reduce max zoom to 15 units when inside a building. Increase player
collision radius to 0.70, lower step height threshold, and use more
aggressive pushback and finer sweep steps to prevent wall clipping.
2026-02-05 18:19:09 -08:00
Kelsi
9511d051e2 Simplify wall collision and add intro camera pan
- Remove complex ramp/edge filtering that was skipping building walls
- Simpler wall detection: any vertical geometry above step height
- Add intro camera pan on game start
2026-02-05 18:12:27 -08:00
Kelsi
5401683a8d Add one-time spawn camera pan 2026-02-05 18:06:52 -08:00
Kelsi
8bd60c3320 Increase wall collision sweep steps to prevent clipping 2026-02-05 18:02:41 -08:00
Kelsi
f3f97cf9de Fix heightmap loading detection and widen wall collision radius
- Use explicit loaded flag for heightmap instead of checking height values
- Increase player collision radius from 0.50 to 0.55 for better wall collision
2026-02-05 18:01:16 -08:00
Kelsi
e700c19394 Fix falling through upper floors in multi-story buildings
Don't snap player down when detected floor is >2 units below current
position. This prevents falling through upper floors when the raycast
accidentally detects the ground floor through geometry gaps.
2026-02-05 17:48:58 -08:00
Kelsi
bf6a5ba596 Improve floor detection for multi-story buildings
- Increase footprint sampling radius from 0.28 to 0.4 units
- Only update floor cache if found floor is close to query height
- Prevents caching wrong floor from different stories
2026-02-05 17:46:30 -08:00
Kelsi
e768f5048c Fix floor cache for multi-story buildings
Skip cached floor height if it's too far below query point (>4 units),
forcing a full raycast. This handles cases where the cache has a
different floor's height (e.g., ground floor cached while on upper floor).
2026-02-05 17:41:46 -08:00
Kelsi
d1e9bbeb1f Persist single-player settings and add defaults 2026-02-05 17:40:15 -08:00
Kelsi
76c4268ed8 Use zone-specific floor cache files
Save/load floor cache per map (e.g., cache/wmo_floor_Azeroth.bin) instead
of a single global file. Saves current zone's cache before teleporting,
loads target zone's cache after terrain streaming completes.
2026-02-05 17:35:17 -08:00
Kelsi
12a7604450 Automate WMO floor cache pre-computation
Add precomputeFloorCache() method that samples all WMO bounds at load time
and populates the persistent floor height grid. Called after terrain
streaming completes (initial spawn and teleport) when cache is empty.
2026-02-05 17:30:08 -08:00
Kelsi
125cf588bb Add pre-computed WMO floor cache and improve save logging
- Add initial floor cache for faster collision on first run
- Log absolute path when saving cache for debugging
2026-02-05 17:26:18 -08:00
Kelsi
a96ea0758c Optimize WMO rendering and collision performance
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units
2026-02-05 17:20:30 -08:00
Kelsi
2613b09d2c Use updated loading screen images 2026-02-05 16:23:38 -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
117bbad9ff Add GPU occlusion query culling for WMO groups
Renders bounding boxes in depth-only pre-pass and queries GPU for
visibility. Groups fully occluded in previous frame are skipped.
Significantly improves performance in dense areas like Stormwind.
2026-02-05 15:51:08 -08:00
Kelsi
8c3aa6542e Play looping MP4 behind auth screen 2026-02-05 15:34:29 -08:00
Kelsi
77a21609a8 Add WMO portal culling infrastructure and fix single-player character flow
Portal-based visibility culling for WMO rendering (disabled by default,
needs debugging for complex WMOs like Stormwind). Skip character creation
screen when characters already exist in single-player mode.
2026-02-05 15:31:00 -08:00
Kelsi
de8c195eaf Fix CharSections.dbc lookup for skin color variations
For Section 0 (body skin) and Section 4 (underwear), the skin color is
stored in colorIndex with variation=0, not the other way around. This
fixes the preview showing no texture for skin colors other than 0.
2026-02-05 15:07:31 -08:00
Kelsi
6d22f4249f Add 3D character model preview to character creation screen
Render an animated M2 character model in the creation screen using a
dedicated CharacterRenderer with an offscreen FBO. Preview updates on
race/gender/appearance changes, supports mouse-drag rotation, and
composites skin, face, hair scalp, and underwear textures from
CharSections.dbc. Extracts getPlayerModelPath() to a shared free
function in game/character.
2026-02-05 14:58:45 -08:00
Kelsi
e6e3093467 Emulate server loot/xp and combat feedback in single-player 2026-02-05 14:01:26 -08:00
Kelsi
affcfcfce1 Add interactive world map with continent/zone navigation 2026-02-04 22:27:45 -08:00
Kelsi
47945451be Rewrite minimap to use pre-baked BLP tile textures from MPQ archives
Replace the 3D top-down rendered minimap with WoW's native pre-rendered
BLP tile textures loaded via md5translate.trs. Tiles are composited into
a 3x3 grid FBO with proper axis transposition matching the ADT terrain
convention. The screen shader provides camera-rotation, circular mask,
directional player arrow, and 20% transparency. Minimap is now on by
default with the N toggle key removed.
2026-02-04 20:06:27 -08:00