Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
- Worker threads: use (cores - 1-2) instead of cores/2, minimum 4
- Outer upload batch in processReadyTiles: ALL model/texture uploads per
frame share a single command buffer submission + fence wait
- Upload multiple models per finalization step: 8 M2s, 4 WMOs, 16 doodads
per call instead of 1 each (all within same GPU batch)
- Terrain chunks: 64 per step instead of 16
- Skip redundant M2 file I/O: thread-safe uploadedM2Ids_ set lets
background workers skip re-reading+parsing models already on GPU
- processAllReadyTiles (loading screen) and processOneReadyTile also
wrapped in outer upload batches
Terrain finalization was uploading all 256 chunks (GPU fence waits) in one
atomic advanceFinalization call that couldn't be interrupted by the 5ms time
budget. Now split into incremental batches of 16 chunks per call, allowing
the time budget to yield between batches.
M2 instance creation had O(N) dedup scans iterating ALL instances to check
for duplicates. In cities with 5000+ doodads, this caused O(N²) total work
during tile loading. Replaced with hash-based DedupKey map for O(1) lookups.
Changes:
- TerrainRenderer::loadTerrainIncremental: uploads N chunks per call
- FinalizingTile tracks terrainChunkNext for cross-frame progress
- TERRAIN phase yields after preload and after each chunk batch
- M2Renderer::DedupKey hash map replaces linear scan in createInstance
and createInstanceWithMatrix
- Dedup map maintained through rebuildSpatialIndex and clear paths
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.
Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.