Commit graph

222 commits

Author SHA1 Message Date
Kelsi
d537d7163e feat(pipeline): add Wowee Open Weather (.wow) zone schedule
8th open-format addition to the Wowee pipeline. Replaces
WoW's WeatherTypes.dbc / WeatherEffect logic with a single
binary file holding a list of weather states for one zone,
each tagged with intensity bounds, a probability weight,
and duration bounds. The renderer / runtime samples one
entry at a time using weighted-random selection, drives
it for a uniform-random duration in [min, max] sec, then
re-rolls.

  • Types: Clear / Rain / Snow / Storm / Sandstorm / Fog /
    Blizzard (extensible enum).

  • Binary format: magic "WOWA", version 1, name, N entries
    each storing (typeId, minIntensity, maxIntensity, weight,
    minDurationSec, maxDurationSec).

CLI:
  • --info-wow <wow-base> [--json] — inspect a WOW
  • --gen-weather-temperate — clear + rain + fog (forest)
  • --gen-weather-arctic    — snow + blizzard + fog (tundra)
  • --gen-weather-desert    — clear + sandstorm (dunes)
  • --gen-weather-stormy    — rain + storm + occasional clear

The 8th open format complementing the rest:
  M2 → WOM | WMO → WOB | WMO collision → WOC | ADT → WOT
  DBC → JsonDBC | BLP → PNG | Light.dbc → WOL | WeatherTypes.dbc → WOW

Smoke-tested all 4 presets + JSON output. Each preset reads
back identically with the expected entry count and weight
distribution.
2026-05-09 14:10:13 -07:00
Kelsi
8f16a27253 feat(pipeline): add WOL preset variants for cave/dungeon/night
Three new single-keyframe WOL presets complement the
existing 4-keyframe day/night cycle from --gen-light:

  • --gen-light-cave    — dim cool ambient (0.05, 0.05, 0.07)
                          + heavy short-range fog (15..80)
                          for cave / mine interiors
  • --gen-light-dungeon — warm torchlit ambient (0.18, 0.14,
                          0.10) + medium fog (25..200) for
                          dungeon / crypt interiors
  • --gen-light-night   — cold blue ambient (0.06, 0.07, 0.12)
                          + moonlit directional + far fog
                          (80..500) for always-night zones

Each preset emits a single-keyframe WOL since enclosed /
fixed-time scenes don't vary with time-of-day. All three
share an emitLightPreset helper so adding more presets
(e.g. --gen-light-tundra, --gen-light-volcanic) is one
line of registration + a maker function.

All four WOL outputs validate clean under --validate-wol
(1 or 4 keyframe(s) valid).
2026-05-09 14:01:26 -07:00
Kelsi
dc29f7f135 feat(pipeline): add WOL validation + time-of-day sampling
Three additions to the Wowee Open Light format that landed
last commit:

  • WoweeLightLoader::sampleAtTime(light, timeMin) returns
    the linearly-interpolated keyframe at any time-of-day,
    correctly handling wrap-around between the last keyframe
    and the first (e.g. 21:00 blends from dusk toward
    midnight by going forward through 00:00).

  • --validate-wol <wol-base> [--json] walks every keyframe
    and reports structural problems: time bounds (must be
    [0, 1440)), strict-ascending sort order, fogEnd >
    fogStart, finite color components. Exit code 0 PASS /
    1 FAIL — CI-friendly.

  • --info-wol-at <wol-base> <HH:MM|minutes> samples the
    interpolated state at a specific time of day. Useful
    for previewing what the renderer would feed in at a
    given moment, debugging keyframe gaps, or previewing
    a sub-range of the cycle.

Smoke-tested: dawn-to-midnight blend at 03:00 yields a
plausible mid-fade ambient (0.18, 0.16, 0.15) and dusk-to-
midnight wrap at 21:00 yields the symmetric (0.19, 0.145,
0.14). The default 4-keyframe day/night cycle from
makeDefaultDayNight passes --validate-wol cleanly.
2026-05-09 13:54:57 -07:00
Kelsi
d58ee0af7d feat(pipeline): add Wowee Open Light (.wol) atmosphere format
New open replacement for WoW's Light.dbc / LightParams.dbc /
LightIntBand.dbc / LightFloatBand.dbc stack — a single .wol
file holds a list of time-of-day keyframes for one zone,
each capturing the ambient + directional + fog state at that
moment. The renderer interpolates between adjacent keyframes
by time-of-day.

Binary layout:
  magic[4] = "WOLA", version (uint32),
  nameLen + name bytes,
  keyframeCount + keyframes (each 13 floats + 1 uint32 time)

Per keyframe:
  • timeOfDayMin (0..1439 = minutes since midnight)
  • ambientColor.rgb, directionalColor.rgb, directionalDir.xyz
  • fogColor.rgb, fogStart, fogEnd

CLI:
  • --gen-light <wol-base> [zoneName] — emit a starter file
    with 4-keyframe day/night cycle (midnight/dawn/noon/dusk)
    using reasonable outdoor defaults
  • --info-wol <wol-base> [--json] — inspect: zone name +
    per-keyframe time-of-day + colors + fog distances

The 7th open-format addition to the Wowee pipeline:
  M2  → WOM (model)
  WMO → WOB (building)
  WMO collision → WOC
  ADT → WOT (terrain)
  DBC → JsonDBC
  BLP → PNG
  Light.dbc family → WOL  ← new

Smoke-tested round-trip: gen → info shows correct 4 keyframes
at 00:00 / 06:00 / 12:00 / 18:00 with the canonical color
ramps. JSON output for tooling integration.
2026-05-09 13:52:07 -07:00
Kelsi
163077fef0 fix(terrain): hide chunk grid by tiling textures 4× per chunk
Two changes that work together:

1. terrain_mesh.cpp: bump texture-coord scale from 1× to 4× per
   chunk so the texture's own pattern repeats every ~8 yards
   instead of every ~33 yards. At 1×, the texture's repeat
   frequency syncs with the chunk grid and any per-chunk alpha
   difference reads as a hard 33-yard square. At 4× the pattern
   noise breaks up the boundary line and the eye stops locking
   onto the grid.

2. terrain.frag.glsl: widen the alpha-edge feather from 3 to 8
   texels and use 9 taps instead of 5 so per-chunk alpha values
   bleed across the chunk boundary instead of stepping. Hard
   alpha steps were the second contributor to visible chunk
   tiles in painted regions.

Reported by user via screenshot showing obvious chunk-grid
artifacts in painted areas of the texture-paint editor.
2026-05-08 12:34:16 -07:00
Kelsi
1995ed9824 feat(runtime): pick up JSON DBC sidecars from --emit-json-dbc
AssetManager::loadDBC now probes for a .json sidecar in the same
directory as the binary DBC the manifest resolves to. asset_extract
--emit-json-dbc writes that sidecar on extraction, so the runtime
client transparently falls back to it when the binary DBC is absent
(e.g. open-format-only extraction for end-to-end format testing).

Order: binary DBC > JSON sidecar > custom_zones JSON > CSV > error.
Servers (AzerothCore/TrinityCore) only read the binary DBC, so this
change is invisible to them — the wowee runtime is the only consumer
that tries the JSON path.

The PNG sidecar pickup (tryLoadPngOverride) was already in place from
prior work — this completes the symmetric runtime-side wiring for
both BLP→PNG and DBC→JSON open-format outputs.
2026-05-06 10:43:13 -07:00
Kelsi
e6ace7cce5 feat(extract): emit WOM and WOB side-files (M2/WMO → open formats)
Extends asset_extract with two more open-format emitters:
  --emit-wom  foo.m2 (+ foo00.skin) → foo.wom
  --emit-wob  foo.wmo (+ foo_NNN.wmo groups) → foo.wob
  --emit-open now also turns these on

Originals are preserved so private servers still load .m2/.wmo
through the manifest path; the wowee runtime/editor pick up the
.wom/.wob next to them via the existing open-format search rules.

Implementation:
- New WoweeModelLoader::fromM2Bytes(m2Data, skinData) shares the
  conversion body with fromM2(path, am) via a static helper
  (convertM2ToWom). Lets the extractor convert without standing
  up an AssetManager.
- fromM2(path, am) moved to a separate translation unit
  (wowee_model_fromm2.cpp) so asset_extract doesn't have to
  link the AssetManager dependency.
- WoweeBuildingLoader::fromWMO already takes a WMOModel directly,
  so emitWobFromWmo just needs to read root + group files and
  call save().
- Group sub-files (<base>_NNN.wmo) are skipped during the walk
  since they're merged into the root WMO.
2026-05-06 10:32:17 -07:00
Kelsi
a531f70890 fix(dbc): skip non-array rows in loadJSON instead of failing
A JSON DBC with a malformed record (object instead of array, or
a string entry) would call row[col] which throws on non-arrays —
the outer try-catch treated this as a hard failure for the whole
DBC. Skip the row (stays zero-initialized) so a single malformed
record doesn't lose all the rest.
2026-05-06 10:07:49 -07:00
Kelsi
8e80f97bbc fix(wot): cap doodadNames/wmoNames at 65536 + guard non-string entries
Both name lists used n.get<std::string> which throws on non-string
entries (would abort the entire WOT load). Real zones use ~5k names
max; cap at 65536 (uint16 nameId range upper bound) so the cap is
generous but bounded. Guard with is_string so a single bad entry
just gets skipped instead of failing the file.
2026-05-06 10:06:20 -07:00
Kelsi
fc895ab564 fix(wot): cap textures/per-chunk layers + range-check int reads
Three issues:
- textures vector was unbounded (cap at 1024).
- Per-chunk layers vector was unbounded (cap at 8 — WoW ADT
  format supports 4, doubling for headroom).
- texId.get<uint32_t> and holes.get<uint16_t> would throw
  json::type_error on negative or oversize values, aborting the
  entire WOT load. Read as int64, clamp to the target range.
2026-05-06 10:04:45 -07:00
Kelsi
e7462efaf6 fix(wot): cap doodad/WMO placement count at 100k on load
Same defense pattern as the editor JSON loaders. Real ADTs cap at
~64k MDDF entries and ~5k in practice; 100k matches the editor
ObjectPlacer cap so an extreme WOT can't bloat the in-memory
terrain past what the editor itself would accept.
2026-05-06 10:03:08 -07:00
Kelsi
269e0a02ef fix(dbc): range-check JSON DBC integer fields per-cell
val.get<uint32_t>() throws on negative or > UINT32_MAX. The
outer try-catch would then abort the entire JSON DBC load on a
single bad cell. Read as int64_t, clamp to [0, UINT32_MAX], and
zero out anything out of range — matches the per-field NaN scrub
applied to floats one branch up.
2026-05-06 09:33:17 -07:00
Kelsi
64b85ff9ff fix(whm): reject load on overlong per-chunk alphaSize
Same load-desync pattern as elsewhere — alphaSize > 65536 silently
skipped the read but the actual alpha bytes were still on disk, so
the next chunk's baseHeight float read would parse alpha bytes.
Now rejects the load with LOG_ERROR.
2026-05-06 09:31:36 -07:00
Kelsi
9facea14a7 fix(dbc): reject absurd header values + use 64-bit size math
DBCFile::load multiplied recordCount * recordSize as uint32 (line
108), so a header with recordCount=1B and recordSize=1024 would
wrap to a tiny size — resize allocates ~tiny, memcpy reads ~TB
of memory and crashes.

Reject impossible header values up front (10M records / 1024
fields / 16KB record / 256MB string block) and use uint64_t for
the file-size sanity check + size_t for the resize/memcpy product
so the bounds-check is the only path that allows large counts.
2026-05-06 09:29:24 -07:00
Kelsi
bbd2e0502b fix(wom): reject load on out-of-range string lengths
Same silent-corruption pattern as WoB: model.name had no length
check at all (would happily allocate 64KB), and texture paths
silently zeroed pathLen on overflow leaving the actual bytes on
disk to shift the rest of the file. Now reject with LOG_ERROR.
2026-05-06 09:24:55 -07:00
Kelsi
d818ff382c fix(wob): reject load on out-of-range string lengths
Building name, group name, group texture path, material texture
path, and doodad model path all had the same defect: when the
length field exceeded 1024 the loader silently set the local
counter to 0 and skipped the read — but the actual string bytes
were still on disk, so the next read interpreted them as the next
length+data pair and the whole rest of the file desynced.

Now reject the whole load on each oversize length with an explicit
LOG_ERROR. Save caps at 1024 so this only triggers on hand-crafted
or future-version files, but the failure mode was severe enough
(silent zone corruption, not a clean error) to warrant the fix.
2026-05-06 09:23:19 -07:00
Kelsi
17f67e3ec8 fix(wob): reject load on out-of-range material count
Previously load silently skipped the materials block when mc > 256,
leaving the file pointer right after the count — the next group's
name would then read material bytes as garbage and the rest of the
file would shift. Save now caps at 256 (so the asymmetry shouldn't
trigger from our own writer), but a hand-crafted or future-version
WoB could still hit it.
2026-05-06 09:19:24 -07:00
Kelsi
63dbfe74b0 fix(wom): cap top-level vert/index/tex counts on save
Top-level WOM save was writing raw model.vertices/.indices/.texturePaths
sizes; load enforces 1M / 4M / 1024 limits. A pathological model would
emit a header rejected on load, leaking the rest of the file body.

Cap each count at the load limit and iterate the WOM1 vertex block +
texture-path block by index so the body matches the header.
2026-05-06 09:16:43 -07:00
Kelsi
b85734e311 fix(wom): cap WOM3 batch count at load limit (4096) on save
Same per-section cap pattern. The loader caps batchCount at 4096;
save iterated all validBatches without checking. A model with
>4096 batches would write a header rejected on round-trip.
2026-05-06 09:15:02 -07:00
Kelsi
0547ab882a fix(wob): cap per-portal vertex count on save to match load limit
Same per-section cap pattern. Real portals carry 4-12 verts; the
load enforces 4096 max. Save previously wrote raw size() so a
huge portal would write a header the loader rejects.
2026-05-06 09:13:34 -07:00
Kelsi
30d1acbeee fix(wob): cap per-group vertex/index/texture counts on save
Per-group counts were uncapped on save while load enforced 1M
vertices, 4M indices, 1024 texture paths. A single huge group
exceeded any cap would write a header the loader rejects, leaking
the rest of the file body into a misread chain.

Cap counts at the load limits and iterate the texture-path block
by index so the body matches the header on round-trip.
2026-05-06 09:12:17 -07:00
Kelsi
2cd69d677a fix(wob): cap group/portal/doodad header counts on save
WoB load enforces 4096 groups / 8192 portals / 65536 doodads. Save
previously wrote raw size() and iterated all entries — a build
exceeding any cap would be rejected wholesale on round-trip.

Cap each count at the load limit and use indexed loops so the
written body matches the header count even if the in-memory data
goes over.
2026-05-06 09:10:14 -07:00
Kelsi
c5008750ce fix(woc): cap triangle count and clamp tile coords on save
WOC load caps tris at 2M and clamps tile coords to 0..63. Save
previously wrote raw size() and tileX/Y — a >2M-tri collision
would be silently rejected on round-trip, and OOR tile coords
would log a warning every reload. Cap at save and reuse the
load-side clamp so the on-disk file is round-trip clean.
2026-05-06 09:08:07 -07:00
Kelsi
241722feaa fix(wom): cap bone/animation counts at save (matches load limits)
WOM load caps bones at 512 and animations at 1024. Save previously
wrote raw size() and iterated all entries — a model with >512 bones
would write fine but truncate on round-trip, and the post-truncation
keyframe data would be misread as the next animation.

Cap both counts at save and iterate using the capped value so the
per-bone keyframe block stays aligned with what load expects.
2026-05-06 09:06:46 -07:00
Kelsi
4a534c24e8 fix(wob): cap material count at 256 on save (matches load limit)
Save previously wrote raw materials.size() as the count, then iterated
all materials. Load caps at 256, so a build with >256 materials would
write fine but truncate on round-trip and the post-truncation block
would be misread as the next group's data. Cap at save and only write
the first 256.
2026-05-06 09:04:18 -07:00
Kelsi
6657f08252 fix(wob): sanitize portal vertices/group indices on load and save
Three issues addressed:
- NaN portal vertices break the WMO portal-frustum cull, defeating
  the indoor optimization and forcing the whole interior to draw.
- Out-of-range portal.groupA/groupB indices walk past wmo.groups
  during cull; clamp to -1 (invalid) on load.
- Symmetric save-side scrub so we don't persist bad in-memory data.
2026-05-06 08:15:31 -07:00
Kelsi
44777c7d58 fix(mesh): clamp NaN terrain heights to 0 in vertex generation
WHM load already scrubs, but mid-edit terrain can briefly carry
NaN before stitchEdges runs. A single NaN vertex propagates into
normal computations and the chunk's frustum cull, crashing both.
2026-05-06 08:11:43 -07:00
Kelsi
778f4aca3e fix(wob): warn + clamp uint32 indices on WMO conversion
WoB allows uint32 indices but WMO format is uint16. The previous
static_cast would silently wrap a >65k index into a wrong-but-
valid value — producing visible mis-stitched triangles in the
renderer. Now log a warning once per group and clamp to 0
(degenerate triangle) so the bug is visible.
2026-05-06 07:32:07 -07:00
Kelsi
9cb8b160ef fix(wob): clamp out-of-range indices at save time
Symmetric with the load-side index clamp.
2026-05-06 07:29:29 -07:00
Kelsi
dbb3be86f2 fix(wom): clamp out-of-range indices at save time
Symmetric with the load-side index clamp. A WoM whose indices
reference past the vertex buffer would crash the GPU vertex shader;
the save side now clamps to 0 (degenerate triangle) so the file
matches what the load guard would produce.
2026-05-06 07:28:31 -07:00
Kelsi
a0895fabdf fix(wom): drop invalid batches at save time
Symmetric with the load-side validation. A WOM3 batch whose
indexStart+indexCount exceeds the index buffer, or whose texture
index points past the texture array, would otherwise emit an
invalid file that the load-time guard then has to drop.

Filter at save instead so the on-disk file stays compact and
self-consistent.
2026-05-06 07:27:33 -07:00
Kelsi
c00bfab1a5 fix(wom): scrub NaN bone pivots and clamp parent indices at save time
Symmetric with the existing load-side guards. A bone with a NaN
pivot poisons its child bones' world matrices; an out-of-range
parent index would walk past the bones array during evaluation.
2026-05-06 07:26:26 -07:00
Kelsi
3b1fad7be9 fix(wob): scrub NaN/inf group vertices at save time
Symmetric scrub on the WoB save path matching the existing load
guard. A manually-constructed WoweeBuilding with NaN vertices
would otherwise persist them and force the load-time scrub to
re-clean the same data on every reload.
2026-05-06 07:24:51 -07:00
Kelsi
6347e78d72 fix(wom): scrub NaN/inf bone keyframes at save time
The load side already scrubs keyframe translation/rotation/scale
floats, but fromM2 → save → load is the typical path: a corrupt
M2 source would write NaN keyframes that the load-time guard would
have to clean up on every subsequent load. Symmetric scrub here
ensures the file is clean from the start.

movingSpeed also defaults to 0 if non-finite (matches load).
2026-05-06 07:23:35 -07:00
Kelsi
d1f347a9c1 fix(wob): sanitize doodad transform during fromWMO conversion
A WMO with a NaN doodad quaternion would produce NaN euler angles
through glm::eulerAngles() and persist them into the WoB. Identity
quaternion fallback for a non-finite source, plus NaN scrub on
position/rotation/scale separately so the converted WOB is always
load-safe.
2026-05-06 07:13:49 -07:00
Kelsi
ed749b9afa fix(wot): clamp liquid type to known range on load
WoW liquid types are 0=water/1=ocean/2=magma/3=slime. A user-edited
WOT could carry an out-of-range value that the editor renderer
silently maps to plain water but the server treats as undefined.
2026-05-06 07:09:48 -07:00
Kelsi
1c1250a37c fix(wot): scrub NaN water height on load
A WOT water entry with non-finite height would push NaN through
the water mesh builder and produce a degenerate Vulkan draw
(invisible water at best, GPU hang at worst).
2026-05-06 07:08:50 -07:00
Kelsi
b8e2d08b17 fix(wob): scrub NaN/inf doodad transforms at save time
Same scrub now applied symmetrically on the save side so a
corrupted in-memory doodad transform can't be persisted into a
WOB and then have to be cleaned up on every subsequent load.
2026-05-06 07:07:21 -07:00
Kelsi
5d78cbb81d fix(wob): scrub NaN/inf doodad position+rotation on load
Already had a guard for scale; extending to position/rotation too.
A WoB with non-finite doodad transforms produces NaN model matrices
that propagate into the M2 instance SSBO and crash the GPU.
2026-05-06 07:06:25 -07:00
Kelsi
3614a7dcd5 fix(zones): clamp discovery mapId and tile coords on scan
Mirrors the editor-side ZoneManifest sanitize on the discovery
scanner used by the launcher and asset manager. A custom_zones/
zone with bad mapId or out-of-range tile coords would otherwise
appear in the picker and silently fail when the user selects it.
2026-05-06 07:00:04 -07:00
Kelsi
1e378fb4ce fix(wot): clamp tile coords and scrub NaN doodad/WMO placements
A WOT JSON could carry tile coords outside 0..63 (would compute
chunk world positions tens of thousands of units off-grid) or NaN
position/rotation values on doodad/WMO placements (would propagate
into rendering matrices and produce invisible geometry).
2026-05-06 06:51:51 -07:00
Kelsi
185b7b522d fix(wob): sanitize boundRadius + per-group boundMin/Max at save time
Same float-NaN scrub for WoB save matching the WHM/WOC/WOM saves.
Building boundRadius defaults to 1.0 if non-finite; per-group bounds
zero out non-finite components (would otherwise corrupt the cull
frustum).
2026-05-06 06:39:49 -07:00
Kelsi
d25654d11a fix(wom): sanitize boundRadius/min/max floats at save time
Mirrors the WHM and WOC save sanitize. boundRadius defaults to 1.0 if
non-finite (matches load-time default); boundMin/boundMax components
zero out non-finite values. Prevents an in-memory model with a NaN
spike (e.g. mid-edit) from being persisted into the WOM and requiring
load-time cleanup forever after.
2026-05-06 06:36:46 -07:00
Kelsi
663d34af0d fix(woc): sanitize triangle vertices + bounds at save time
In-memory collision can be polluted by addMesh on bad input (e.g. a
WMO with NaN vertex positions). Without this, the save would persist
that NaN into the WOC and the load-time guards would have to clean
it up forever. Now scrubs vertices and bounds at write time, matching
the WHM save sanitize.
2026-05-06 06:35:05 -07:00
Kelsi
5019e21787 fix(wom): writeStr helper truncates length-prefixed strings to fit u16 length
Same fix as WoB save just got. Without truncation a model name or
texture path over 65535 chars would silently get a wrap-around length
and corrupt the file.
2026-05-06 06:25:33 -07:00
Kelsi
361ff712d7 fix(wob): writeStr helper truncates length-prefixed strings to fit u16 length
Without truncation, names over 65535 chars would silently get a wrap-
around length value and produce a corrupt file (the actual string would
be longer than the saved length, shifting everything after it). Single
shared writeStr lambda replaces five copy-pasted (uint16 length + bytes)
write blocks.
2026-05-06 06:23:35 -07:00
Kelsi
be64298218 fix(dbc): cap JSON DBC string sizes (4KB/string, 64MB total) + NaN floats
JSON DBC values are mostly small integers, but a malicious file could
stuff 100MB strings into every cell to OOM the stringBlock (which has
no per-string or total cap). Added 4KB per-string + 64MB total caps —
fields exceeding either are zeroed. Float fields also get NaN scrub
(same pattern as the earlier vertex/keyframe guards).
2026-05-06 06:19:01 -07:00
Kelsi
719951976d fix(wom+wob): reject path traversal in WOM texture paths + WOB material/group texPaths
Same defensive check as the WoB doodad path guard. Texture paths from
hostile WOM/WoB are passed to the asset manager; '..' or absolute paths
could probe outside the assets/ tree. Now cleared on detection — slot
survives but loads no texture (renderer falls back to white).

Single shared rejectTraversal lambda in WoB to avoid copy-paste.
2026-05-06 06:16:54 -07:00
Kelsi
c4463ba96e fix(wob): reject doodad paths with traversal/absolute components
Doodad model paths from a WoB are passed to the asset manager via
outModel.doodadNames. The asset manager only reads files, but '..' or
absolute paths from a hostile WoB could probe for files outside the
expected assets/ tree. Now clears the modelPath on traversal — the
doodad slot survives but loads no model.
2026-05-06 06:14:22 -07:00
Kelsi
b5a9ce7816 fix(assets): cap PNG override texture dimensions at 8K to prevent OOM
stbi_load happily decodes any PNG up to 32K x 32K — at 4 bytes/pixel
that's 4GB which OOMs the editor before the override even returns.
WoW textures top out at 4K; 8K cap leaves headroom for HD upgrades
without enabling abuse. Also widens the wxh multiplication to size_t
to defeat int overflow on 8K x 8K images.
2026-05-06 06:09:13 -07:00