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37 changed files with 2840 additions and 586 deletions
85
assets/shaders/fsr2_accumulate.comp.glsl
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85
assets/shaders/fsr2_accumulate.comp.glsl
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#version 450
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D sceneColor;
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layout(set = 0, binding = 1) uniform sampler2D depthBuffer;
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layout(set = 0, binding = 2) uniform sampler2D motionVectors;
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layout(set = 0, binding = 3) uniform sampler2D historyInput;
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layout(set = 0, binding = 4, rgba16f) uniform writeonly image2D historyOutput;
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layout(push_constant) uniform PushConstants {
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vec4 internalSize; // xy = internal resolution, zw = 1/internal
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vec4 displaySize; // xy = display resolution, zw = 1/display
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vec4 jitterOffset; // xy = current jitter (NDC-space), zw = unused
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vec4 params; // x = resetHistory (1=reset), y = sharpness, zw = unused
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} pc;
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vec3 rgbToYCoCg(vec3 rgb) {
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float y = 0.25 * rgb.r + 0.5 * rgb.g + 0.25 * rgb.b;
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float co = 0.5 * rgb.r - 0.5 * rgb.b;
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float cg = -0.25 * rgb.r + 0.5 * rgb.g - 0.25 * rgb.b;
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return vec3(y, co, cg);
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}
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vec3 yCoCgToRgb(vec3 ycocg) {
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float y = ycocg.x;
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float co = ycocg.y;
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float cg = ycocg.z;
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return vec3(y + co - cg, y + cg, y - co - cg);
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}
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void main() {
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ivec2 outPixel = ivec2(gl_GlobalInvocationID.xy);
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ivec2 outSize = ivec2(pc.displaySize.xy);
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if (outPixel.x >= outSize.x || outPixel.y >= outSize.y) return;
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vec2 outUV = (vec2(outPixel) + 0.5) * pc.displaySize.zw;
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vec3 currentColor = texture(sceneColor, outUV).rgb;
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if (pc.params.x > 0.5) {
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imageStore(historyOutput, outPixel, vec4(currentColor, 1.0));
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return;
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}
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vec2 motion = texture(motionVectors, outUV).rg;
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vec2 historyUV = outUV + motion;
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float historyValid = (historyUV.x >= 0.0 && historyUV.x <= 1.0 &&
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historyUV.y >= 0.0 && historyUV.y <= 1.0) ? 1.0 : 0.0;
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vec3 historyColor = texture(historyInput, historyUV).rgb;
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// Neighborhood clamping in YCoCg space
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vec2 texelSize = pc.internalSize.zw;
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vec3 s0 = rgbToYCoCg(currentColor);
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vec3 s1 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb);
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vec3 s2 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb);
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vec3 s3 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, -texelSize.y)).rgb);
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vec3 s4 = rgbToYCoCg(texture(sceneColor, outUV + vec2(0.0, texelSize.y)).rgb);
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vec3 s5 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, -texelSize.y)).rgb);
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vec3 s6 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, -texelSize.y)).rgb);
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vec3 s7 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, texelSize.y)).rgb);
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vec3 s8 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, texelSize.y)).rgb);
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vec3 m1 = s0 + s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8;
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vec3 m2 = s0*s0 + s1*s1 + s2*s2 + s3*s3 + s4*s4 + s5*s5 + s6*s6 + s7*s7 + s8*s8;
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vec3 mean = m1 / 9.0;
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vec3 variance = max(m2 / 9.0 - mean * mean, vec3(0.0));
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vec3 stddev = sqrt(variance);
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float gamma = 1.5;
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vec3 boxMin = mean - gamma * stddev;
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vec3 boxMax = mean + gamma * stddev;
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vec3 historyYCoCg = rgbToYCoCg(historyColor);
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vec3 clampedHistory = clamp(historyYCoCg, boxMin, boxMax);
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historyColor = yCoCgToRgb(clampedHistory);
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float clampDist = length(historyYCoCg - clampedHistory);
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float blendFactor = mix(0.05, 0.30, clamp(clampDist * 2.0, 0.0, 1.0));
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blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid);
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vec3 result = mix(historyColor, currentColor, blendFactor);
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imageStore(historyOutput, outPixel, vec4(result, 1.0));
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}
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BIN
assets/shaders/fsr2_accumulate.comp.spv
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BIN
assets/shaders/fsr2_accumulate.comp.spv
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35
assets/shaders/fsr2_motion.comp.glsl
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35
assets/shaders/fsr2_motion.comp.glsl
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@ -0,0 +1,35 @@
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#version 450
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D depthBuffer;
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layout(set = 0, binding = 1, rg16f) uniform writeonly image2D motionVectors;
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layout(push_constant) uniform PushConstants {
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mat4 reprojMatrix; // prevUnjitteredVP * inverse(currentUnjitteredVP)
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vec4 resolution; // xy = internal size, zw = 1/internal size
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} pc;
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void main() {
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 imgSize = ivec2(pc.resolution.xy);
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if (pixelCoord.x >= imgSize.x || pixelCoord.y >= imgSize.y) return;
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// Sample depth (Vulkan: 0 = near, 1 = far)
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float depth = texelFetch(depthBuffer, pixelCoord, 0).r;
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// Pixel center in UV [0,1] and NDC [-1,1]
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vec2 uv = (vec2(pixelCoord) + 0.5) * pc.resolution.zw;
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vec2 ndc = uv * 2.0 - 1.0;
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// Clip-to-clip reprojection: current unjittered clip → previous unjittered clip
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vec4 clipPos = vec4(ndc, depth, 1.0);
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vec4 prevClip = pc.reprojMatrix * clipPos;
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vec2 prevNdc = prevClip.xy / prevClip.w;
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vec2 prevUV = prevNdc * 0.5 + 0.5;
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// Motion = previous position - current position (both unjittered, in UV space)
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vec2 motion = prevUV - uv;
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imageStore(motionVectors, pixelCoord, vec4(motion, 0.0, 0.0));
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}
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BIN
assets/shaders/fsr2_motion.comp.spv
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BIN
assets/shaders/fsr2_motion.comp.spv
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50
assets/shaders/fsr2_sharpen.frag.glsl
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50
assets/shaders/fsr2_sharpen.frag.glsl
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#version 450
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layout(location = 0) in vec2 TexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 0) uniform sampler2D inputImage;
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layout(push_constant) uniform PushConstants {
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vec4 params; // x = 1/width, y = 1/height, z = sharpness (0-2), w = unused
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} pc;
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void main() {
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// Undo the vertex shader Y flip (postprocess.vert flips for Vulkan overlay,
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// but we need standard UV coords for texture sampling)
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vec2 tc = vec2(TexCoord.x, 1.0 - TexCoord.y);
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vec2 texelSize = pc.params.xy;
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float sharpness = pc.params.z;
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// RCAS: Robust Contrast-Adaptive Sharpening
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// 5-tap cross pattern
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vec3 center = texture(inputImage, tc).rgb;
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vec3 north = texture(inputImage, tc + vec2(0.0, -texelSize.y)).rgb;
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vec3 south = texture(inputImage, tc + vec2(0.0, texelSize.y)).rgb;
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vec3 west = texture(inputImage, tc + vec2(-texelSize.x, 0.0)).rgb;
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vec3 east = texture(inputImage, tc + vec2( texelSize.x, 0.0)).rgb;
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// Compute local contrast (min/max of neighborhood)
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vec3 minRGB = min(center, min(min(north, south), min(west, east)));
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vec3 maxRGB = max(center, max(max(north, south), max(west, east)));
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// Adaptive sharpening weight based on local contrast
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// High contrast = less sharpening (prevent ringing)
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vec3 range = maxRGB - minRGB;
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vec3 rcpRange = 1.0 / (range + 0.001);
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// Sharpening amount: inversely proportional to contrast
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float luma = dot(center, vec3(0.299, 0.587, 0.114));
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float lumaRange = max(range.r, max(range.g, range.b));
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float w = clamp(1.0 - lumaRange * 2.0, 0.0, 1.0) * sharpness * 0.25;
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// Apply sharpening via unsharp mask
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vec3 avg = (north + south + west + east) * 0.25;
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vec3 sharpened = center + (center - avg) * w;
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// Clamp to prevent ringing artifacts
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sharpened = clamp(sharpened, minRGB, maxRGB);
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FragColor = vec4(sharpened, 1.0);
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}
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BIN
assets/shaders/fsr2_sharpen.frag.spv
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BIN
assets/shaders/fsr2_sharpen.frag.spv
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Binary file not shown.
102
assets/shaders/fsr_easu.frag.glsl
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102
assets/shaders/fsr_easu.frag.glsl
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@ -0,0 +1,102 @@
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#version 450
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// FSR 1.0 EASU (Edge Adaptive Spatial Upsampling) — Fragment Shader
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// Based on AMD FidelityFX Super Resolution 1.0
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// Implements edge-adaptive bilinear upsampling with directional filtering
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layout(set = 0, binding = 0) uniform sampler2D uInput;
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layout(push_constant) uniform FSRConstants {
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vec4 con0; // inputSize.xy, 1/inputSize.xy
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vec4 con1; // inputSize.xy / outputSize.xy, 0.5 * inputSize.xy / outputSize.xy
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vec4 con2; // outputSize.xy, 1/outputSize.xy
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vec4 con3; // sharpness, 0, 0, 0
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} fsr;
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layout(location = 0) in vec2 TexCoord;
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layout(location = 0) out vec4 outColor;
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// Fetch a texel with offset (in input pixels)
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vec3 fsrFetch(vec2 p, vec2 off) {
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return textureLod(uInput, (p + off + 0.5) * fsr.con0.zw, 0.0).rgb;
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}
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void main() {
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// Undo the vertex shader Y flip (postprocess.vert flips for Vulkan overlay,
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// but we need standard UV coords for texture sampling)
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vec2 tc = vec2(TexCoord.x, 1.0 - TexCoord.y);
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// Map output pixel to input space
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vec2 pp = tc * fsr.con2.xy; // output pixel position
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vec2 ip = pp * fsr.con1.xy - 0.5; // input pixel position (centered)
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vec2 fp = floor(ip);
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vec2 ff = ip - fp;
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// 12-tap filter: 4x3 grid around the pixel
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// b c
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// e f g h
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// i j k l
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// n o
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vec3 b = fsrFetch(fp, vec2( 0, -1));
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vec3 c = fsrFetch(fp, vec2( 1, -1));
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vec3 e = fsrFetch(fp, vec2(-1, 0));
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vec3 f = fsrFetch(fp, vec2( 0, 0));
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vec3 g = fsrFetch(fp, vec2( 1, 0));
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vec3 h = fsrFetch(fp, vec2( 2, 0));
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vec3 i = fsrFetch(fp, vec2(-1, 1));
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vec3 j = fsrFetch(fp, vec2( 0, 1));
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vec3 k = fsrFetch(fp, vec2( 1, 1));
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vec3 l = fsrFetch(fp, vec2( 2, 1));
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vec3 n = fsrFetch(fp, vec2( 0, 2));
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vec3 o = fsrFetch(fp, vec2( 1, 2));
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// Luma (use green channel as good perceptual approximation)
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float bL = b.g, cL = c.g, eL = e.g, fL = f.g;
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float gL = g.g, hL = h.g, iL = i.g, jL = j.g;
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float kL = k.g, lL = l.g, nL = n.g, oL = o.g;
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// Directional edge detection
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// Compute gradients in 4 directions (N-S, E-W, NE-SW, NW-SE)
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float dc = cL - jL;
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float db = bL - kL;
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float de = eL - hL;
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float di = iL - lL;
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// Length of the edge in each direction
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float lenH = abs(eL - fL) + abs(fL - gL) + abs(iL - jL) + abs(jL - kL);
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float lenV = abs(bL - fL) + abs(fL - jL) + abs(cL - gL) + abs(gL - kL);
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// Determine dominant edge direction
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float dirH = lenV / (lenH + lenV + 1e-7);
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float dirV = lenH / (lenH + lenV + 1e-7);
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// Bilinear weights
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float w1 = (1.0 - ff.x) * (1.0 - ff.y);
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float w2 = ff.x * (1.0 - ff.y);
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float w3 = (1.0 - ff.x) * ff.y;
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float w4 = ff.x * ff.y;
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// Edge-aware sharpening: boost weights along edges
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float sharpness = fsr.con3.x;
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float edgeStr = max(abs(lenH - lenV) / (lenH + lenV + 1e-7), 0.0);
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float sharp = mix(0.0, sharpness, edgeStr);
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// Sharpen bilinear by pulling toward nearest texel
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float maxW = max(max(w1, w2), max(w3, w4));
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w1 = mix(w1, float(w1 == maxW), sharp * 0.25);
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w2 = mix(w2, float(w2 == maxW), sharp * 0.25);
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w3 = mix(w3, float(w3 == maxW), sharp * 0.25);
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w4 = mix(w4, float(w4 == maxW), sharp * 0.25);
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// Normalize
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float wSum = w1 + w2 + w3 + w4;
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w1 /= wSum; w2 /= wSum; w3 /= wSum; w4 /= wSum;
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// Final color: weighted blend of the 4 nearest texels with edge awareness
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vec3 color = f * w1 + g * w2 + j * w3 + k * w4;
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// Optional: blend in some of the surrounding texels for anti-aliasing
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float aa = 0.125 * edgeStr;
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color = mix(color, (b + c + e + h + i + l + n + o) / 8.0, aa * 0.15);
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outColor = vec4(clamp(color, 0.0, 1.0), 1.0);
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}
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BIN
assets/shaders/fsr_easu.frag.spv
Normal file
BIN
assets/shaders/fsr_easu.frag.spv
Normal file
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43
assets/shaders/fsr_rcas.frag.glsl
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43
assets/shaders/fsr_rcas.frag.glsl
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#version 450
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// FSR 1.0 RCAS (Robust Contrast Adaptive Sharpening) — Fragment Shader
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// Based on AMD FidelityFX Super Resolution 1.0
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// Applies contrast-adaptive sharpening after EASU upscaling
|
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layout(set = 0, binding = 0) uniform sampler2D uInput;
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layout(push_constant) uniform RCASConstants {
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vec4 con0; // 1/outputSize.xy, outputSize.xy
|
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vec4 con1; // sharpness (x), 0, 0, 0
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} rcas;
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layout(location = 0) in vec2 TexCoord;
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layout(location = 0) out vec4 outColor;
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||||
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||||
void main() {
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// Fetch center and 4-neighborhood
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vec2 texelSize = rcas.con0.xy;
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vec3 c = texture(uInput, TexCoord).rgb;
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vec3 n = texture(uInput, TexCoord + vec2( 0, -texelSize.y)).rgb;
|
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vec3 s = texture(uInput, TexCoord + vec2( 0, texelSize.y)).rgb;
|
||||
vec3 w = texture(uInput, TexCoord + vec2(-texelSize.x, 0)).rgb;
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vec3 e = texture(uInput, TexCoord + vec2( texelSize.x, 0)).rgb;
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||||
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// Luma (green channel approximation)
|
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float cL = c.g, nL = n.g, sL = s.g, wL = w.g, eL = e.g;
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// Min/max of neighborhood
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float minL = min(min(nL, sL), min(wL, eL));
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float maxL = max(max(nL, sL), max(wL, eL));
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// Contrast adaptive sharpening weight
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// Higher contrast = less sharpening to avoid ringing
|
||||
float contrast = maxL - minL;
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float sharpness = rcas.con1.x;
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float w0 = sharpness * (1.0 - smoothstep(0.0, 0.3, contrast));
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||||
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||||
// Apply sharpening: center + w0 * (center - average_neighbors)
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||||
vec3 avg = (n + s + w + e) * 0.25;
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vec3 sharpened = c + w0 * (c - avg);
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outColor = vec4(clamp(sharpened, 0.0, 1.0), 1.0);
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||||
}
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BIN
assets/shaders/fsr_rcas.frag.spv
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assets/shaders/fsr_rcas.frag.spv
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@ -149,21 +149,21 @@ void main() {
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|||
vec3 norm = vertexNormal;
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||||
if (enableNormalMap != 0 && lodFactor < 0.99 && normalMapStrength > 0.001) {
|
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vec3 mapNormal = texture(uNormalHeightMap, finalUV).rgb * 2.0 - 1.0;
|
||||
// Scale XY by strength to control effect intensity
|
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mapNormal.xy *= normalMapStrength;
|
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mapNormal = normalize(mapNormal);
|
||||
vec3 worldNormal = normalize(TBN * mapNormal);
|
||||
if (!gl_FrontFacing) worldNormal = -worldNormal;
|
||||
// Blend: strength + LOD both contribute to fade toward vertex normal
|
||||
float blendFactor = max(lodFactor, 1.0 - normalMapStrength);
|
||||
norm = normalize(mix(worldNormal, vertexNormal, blendFactor));
|
||||
// Linear blend: strength controls how much normal map detail shows,
|
||||
// LOD fades out at distance. Both multiply for smooth falloff.
|
||||
float blend = clamp(normalMapStrength, 0.0, 1.0) * (1.0 - lodFactor);
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||||
norm = normalize(mix(vertexNormal, worldNormal, blend));
|
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}
|
||||
|
||||
vec3 result;
|
||||
|
||||
// Sample shadow map — skip for interior WMO groups (no sun indoors)
|
||||
// Sample shadow map for all WMO groups (interior groups with 0x2000 flag
|
||||
// include covered outdoor areas like archways/streets that should receive shadows)
|
||||
float shadow = 1.0;
|
||||
if (shadowParams.x > 0.5 && isInterior == 0) {
|
||||
if (shadowParams.x > 0.5) {
|
||||
vec3 ldir = normalize(-lightDir.xyz);
|
||||
float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
|
||||
vec3 biasedPos = FragPos + norm * normalOffset;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -215,7 +215,7 @@ private:
|
|||
std::future<PreparedCreatureModel> future;
|
||||
};
|
||||
std::vector<AsyncCreatureLoad> asyncCreatureLoads_;
|
||||
void processAsyncCreatureResults();
|
||||
void processAsyncCreatureResults(bool unlimited = false);
|
||||
static constexpr int MAX_ASYNC_CREATURE_LOADS = 4; // concurrent background loads
|
||||
std::unordered_set<uint64_t> deadCreatureGuids_; // GUIDs that should spawn in corpse/death pose
|
||||
std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
|
||||
|
|
@ -236,6 +236,11 @@ private:
|
|||
std::optional<PendingWorldEntry> pendingWorldEntry_; // Deferred world entry during loading
|
||||
float taxiLandingClampTimer_ = 0.0f;
|
||||
float worldEntryMovementGraceTimer_ = 0.0f;
|
||||
|
||||
// Hearth teleport: freeze player until terrain loads at destination
|
||||
bool hearthTeleportPending_ = false;
|
||||
glm::vec3 hearthTeleportPos_{0.0f}; // render coords
|
||||
float hearthTeleportTimer_ = 0.0f; // timeout safety
|
||||
float facingSendCooldown_ = 0.0f; // Rate-limits MSG_MOVE_SET_FACING
|
||||
float lastSentCanonicalYaw_ = 1000.0f; // Sentinel — triggers first send
|
||||
float taxiStreamCooldown_ = 0.0f;
|
||||
|
|
@ -373,7 +378,7 @@ private:
|
|||
std::unordered_set<uint64_t> pendingPlayerSpawnGuids_;
|
||||
void processPlayerSpawnQueue();
|
||||
std::unordered_set<uint64_t> creaturePermanentFailureGuids_;
|
||||
void processCreatureSpawnQueue();
|
||||
void processCreatureSpawnQueue(bool unlimited = false);
|
||||
|
||||
struct PendingGameObjectSpawn {
|
||||
uint64_t guid;
|
||||
|
|
|
|||
|
|
@ -565,6 +565,8 @@ public:
|
|||
void unstuck();
|
||||
void setUnstuckGyCallback(UnstuckCallback cb) { unstuckGyCallback_ = std::move(cb); }
|
||||
void unstuckGy();
|
||||
void setUnstuckHearthCallback(UnstuckCallback cb) { unstuckHearthCallback_ = std::move(cb); }
|
||||
void unstuckHearth();
|
||||
using BindPointCallback = std::function<void(uint32_t mapId, float x, float y, float z)>;
|
||||
void setBindPointCallback(BindPointCallback cb) { bindPointCallback_ = std::move(cb); }
|
||||
|
||||
|
|
@ -1445,6 +1447,7 @@ private:
|
|||
WorldEntryCallback worldEntryCallback_;
|
||||
UnstuckCallback unstuckCallback_;
|
||||
UnstuckCallback unstuckGyCallback_;
|
||||
UnstuckCallback unstuckHearthCallback_;
|
||||
BindPointCallback bindPointCallback_;
|
||||
CreatureSpawnCallback creatureSpawnCallback_;
|
||||
CreatureDespawnCallback creatureDespawnCallback_;
|
||||
|
|
|
|||
|
|
@ -23,9 +23,16 @@ public:
|
|||
const glm::vec3& getPosition() const { return position; }
|
||||
const glm::mat4& getViewMatrix() const { return viewMatrix; }
|
||||
const glm::mat4& getProjectionMatrix() const { return projectionMatrix; }
|
||||
const glm::mat4& getUnjitteredProjectionMatrix() const { return unjitteredProjectionMatrix; }
|
||||
glm::mat4 getViewProjectionMatrix() const { return projectionMatrix * viewMatrix; }
|
||||
glm::mat4 getUnjitteredViewProjectionMatrix() const { return unjitteredProjectionMatrix * viewMatrix; }
|
||||
float getAspectRatio() const { return aspectRatio; }
|
||||
|
||||
// Sub-pixel jitter for temporal upscaling (FSR 2)
|
||||
void setJitter(float jx, float jy);
|
||||
void clearJitter();
|
||||
glm::vec2 getJitter() const { return jitterOffset; }
|
||||
|
||||
glm::vec3 getForward() const;
|
||||
glm::vec3 getRight() const;
|
||||
glm::vec3 getUp() const;
|
||||
|
|
@ -46,6 +53,8 @@ private:
|
|||
|
||||
glm::mat4 viewMatrix = glm::mat4(1.0f);
|
||||
glm::mat4 projectionMatrix = glm::mat4(1.0f);
|
||||
glm::mat4 unjitteredProjectionMatrix = glm::mat4(1.0f);
|
||||
glm::vec2 jitterOffset = glm::vec2(0.0f); // NDC jitter (applied to projection)
|
||||
};
|
||||
|
||||
} // namespace rendering
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@
|
|||
#include <utility>
|
||||
#include <future>
|
||||
#include <deque>
|
||||
#include <mutex>
|
||||
#include <atomic>
|
||||
|
||||
namespace wowee {
|
||||
namespace pipeline { class AssetManager; }
|
||||
|
|
@ -64,6 +66,8 @@ public:
|
|||
|
||||
void update(float deltaTime, const glm::vec3& cameraPos = glm::vec3(0.0f));
|
||||
|
||||
/** Pre-allocate GPU resources (bone SSBOs, descriptors) on main thread before parallel render. */
|
||||
void prepareRender(uint32_t frameIndex);
|
||||
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
|
||||
void recreatePipelines();
|
||||
bool initializeShadow(VkRenderPass shadowRenderPass);
|
||||
|
|
@ -304,15 +308,23 @@ private:
|
|||
std::unique_ptr<VkTexture> generateNormalHeightMap(
|
||||
const uint8_t* pixels, uint32_t width, uint32_t height, float& outVariance);
|
||||
|
||||
// Deferred normal map generation — avoids stalling loadModel
|
||||
struct PendingNormalMap {
|
||||
// Background normal map generation — CPU work on thread pool, GPU upload on main thread
|
||||
struct NormalMapResult {
|
||||
std::string cacheKey;
|
||||
std::vector<uint8_t> pixels; // RGBA pixel data
|
||||
std::vector<uint8_t> pixels; // RGBA normal map output
|
||||
uint32_t width, height;
|
||||
float variance;
|
||||
};
|
||||
std::deque<PendingNormalMap> pendingNormalMaps_;
|
||||
// Completed results ready for GPU upload (populated by background threads)
|
||||
std::mutex normalMapResultsMutex_;
|
||||
std::deque<NormalMapResult> completedNormalMaps_;
|
||||
std::atomic<int> pendingNormalMapCount_{0}; // in-flight background tasks
|
||||
|
||||
// Pure CPU normal map generation (thread-safe, no GPU access)
|
||||
static NormalMapResult generateNormalHeightMapCPU(
|
||||
std::string cacheKey, std::vector<uint8_t> pixels, uint32_t width, uint32_t height);
|
||||
public:
|
||||
void processPendingNormalMaps(int budget = 2);
|
||||
void processPendingNormalMaps(int budget = 4);
|
||||
private:
|
||||
|
||||
// Normal mapping / POM settings
|
||||
|
|
|
|||
|
|
@ -24,6 +24,10 @@ public:
|
|||
// Render the loading screen with progress bar and status text (pure ImGui)
|
||||
void render();
|
||||
|
||||
// Draw loading screen as ImGui overlay (call within an existing ImGui frame).
|
||||
// Used during warmup to overlay loading screen on top of the rendered world.
|
||||
void renderOverlay();
|
||||
|
||||
void setProgress(float progress) { loadProgress = progress; }
|
||||
void setStatus(const std::string& status) { statusText = status; }
|
||||
|
||||
|
|
|
|||
|
|
@ -122,6 +122,7 @@ struct M2ModelGPU {
|
|||
bool isKoboldFlame = false; // Model name matches kobold+(candle/torch/mine) (precomputed)
|
||||
bool isLavaModel = false; // Model name contains lava/molten/magma (UV scroll fallback)
|
||||
bool hasTextureAnimation = false; // True if any batch has UV animation
|
||||
uint8_t availableLODs = 0; // Bitmask: bit N set if any batch has submeshLevel==N
|
||||
|
||||
// Particle emitter data (kept from M2Model)
|
||||
std::vector<pipeline::M2ParticleEmitter> particleEmitters;
|
||||
|
|
@ -193,6 +194,7 @@ struct M2Instance {
|
|||
|
||||
// Frame-skip optimization (update distant animations less frequently)
|
||||
uint8_t frameSkipCounter = 0;
|
||||
bool bonesDirty[2] = {false, false}; // Per-frame-index: set when bones recomputed, cleared after upload
|
||||
|
||||
// Per-instance bone SSBO (double-buffered)
|
||||
::VkBuffer boneBuffer[2] = {};
|
||||
|
|
@ -265,6 +267,8 @@ public:
|
|||
/**
|
||||
* Render all visible instances (Vulkan)
|
||||
*/
|
||||
/** Pre-allocate GPU resources (bone SSBOs, descriptors) on main thread before parallel render. */
|
||||
void prepareRender(uint32_t frameIndex, const Camera& camera);
|
||||
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
|
||||
|
||||
/**
|
||||
|
|
@ -471,9 +475,7 @@ private:
|
|||
static constexpr float SPATIAL_CELL_SIZE = 64.0f;
|
||||
std::unordered_map<GridCell, std::vector<uint32_t>, GridCellHash> spatialGrid;
|
||||
std::unordered_map<uint32_t, size_t> instanceIndexById;
|
||||
mutable std::vector<size_t> candidateScratch;
|
||||
mutable std::unordered_set<uint32_t> candidateIdScratch;
|
||||
mutable std::vector<uint32_t> collisionTriScratch_;
|
||||
// Collision scratch buffers are thread_local (see m2_renderer.cpp) for thread-safety.
|
||||
|
||||
// Collision query profiling (per frame).
|
||||
mutable double queryTimeMs = 0.0;
|
||||
|
|
|
|||
|
|
@ -4,10 +4,12 @@
|
|||
#include <string>
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <future>
|
||||
#include <glm/glm.hpp>
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <vk_mem_alloc.h>
|
||||
#include "rendering/vk_frame_data.hpp"
|
||||
#include "rendering/vk_utils.hpp"
|
||||
#include "rendering/sky_system.hpp"
|
||||
|
||||
namespace wowee {
|
||||
|
|
@ -244,7 +246,7 @@ private:
|
|||
glm::vec3 shadowCenter = glm::vec3(0.0f);
|
||||
bool shadowCenterInitialized = false;
|
||||
bool shadowsEnabled = true;
|
||||
float shadowDistance_ = 72.0f; // Shadow frustum half-extent (default: 72 units)
|
||||
float shadowDistance_ = 300.0f; // Shadow frustum half-extent (default: 300 units)
|
||||
uint32_t shadowFrameCounter_ = 0;
|
||||
|
||||
|
||||
|
|
@ -255,10 +257,20 @@ public:
|
|||
|
||||
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
|
||||
bool areShadowsEnabled() const { return shadowsEnabled; }
|
||||
void setShadowDistance(float dist) { shadowDistance_ = glm::clamp(dist, 40.0f, 200.0f); }
|
||||
void setShadowDistance(float dist) { shadowDistance_ = glm::clamp(dist, 40.0f, 500.0f); }
|
||||
float getShadowDistance() const { return shadowDistance_; }
|
||||
void setMsaaSamples(VkSampleCountFlagBits samples);
|
||||
|
||||
// FSR (FidelityFX Super Resolution) upscaling
|
||||
void setFSREnabled(bool enabled);
|
||||
bool isFSREnabled() const { return fsr_.enabled; }
|
||||
void setFSRQuality(float scaleFactor); // 0.50=Perf, 0.59=Balanced, 0.67=Quality, 0.77=UltraQuality
|
||||
void setFSRSharpness(float sharpness); // 0.0 - 2.0
|
||||
float getFSRScaleFactor() const { return fsr_.scaleFactor; }
|
||||
float getFSRSharpness() const { return fsr_.sharpness; }
|
||||
void setFSR2Enabled(bool enabled);
|
||||
bool isFSR2Enabled() const { return fsr2_.enabled; }
|
||||
|
||||
void setWaterRefractionEnabled(bool enabled);
|
||||
bool isWaterRefractionEnabled() const;
|
||||
|
||||
|
|
@ -312,7 +324,7 @@ private:
|
|||
VmaAllocation selCircleIdxAlloc = VK_NULL_HANDLE;
|
||||
int selCircleVertCount = 0;
|
||||
void initSelectionCircle();
|
||||
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection);
|
||||
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
|
||||
glm::vec3 selCirclePos{0.0f};
|
||||
glm::vec3 selCircleColor{1.0f, 0.0f, 0.0f};
|
||||
float selCircleRadius = 1.5f;
|
||||
|
|
@ -322,7 +334,95 @@ private:
|
|||
VkPipeline overlayPipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout overlayPipelineLayout = VK_NULL_HANDLE;
|
||||
void initOverlayPipeline();
|
||||
void renderOverlay(const glm::vec4& color);
|
||||
void renderOverlay(const glm::vec4& color, VkCommandBuffer overrideCmd = VK_NULL_HANDLE);
|
||||
|
||||
// FSR 1.0 upscaling state
|
||||
struct FSRState {
|
||||
bool enabled = false;
|
||||
bool needsRecreate = false;
|
||||
float scaleFactor = 0.77f; // Ultra Quality default
|
||||
float sharpness = 0.5f;
|
||||
uint32_t internalWidth = 0;
|
||||
uint32_t internalHeight = 0;
|
||||
|
||||
// Off-screen scene target (reduced resolution)
|
||||
AllocatedImage sceneColor{}; // 1x color (non-MSAA render target / MSAA resolve target)
|
||||
AllocatedImage sceneDepth{}; // Depth (matches current MSAA sample count)
|
||||
AllocatedImage sceneMsaaColor{}; // MSAA color target (only when MSAA > 1x)
|
||||
AllocatedImage sceneDepthResolve{}; // Depth resolve (only when MSAA + depth resolve)
|
||||
VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
|
||||
VkSampler sceneSampler = VK_NULL_HANDLE;
|
||||
|
||||
// Upscale pipeline
|
||||
VkPipeline pipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorPool descPool = VK_NULL_HANDLE;
|
||||
VkDescriptorSet descSet = VK_NULL_HANDLE;
|
||||
};
|
||||
FSRState fsr_;
|
||||
bool initFSRResources();
|
||||
void destroyFSRResources();
|
||||
void renderFSRUpscale();
|
||||
|
||||
// FSR 2.2 temporal upscaling state
|
||||
struct FSR2State {
|
||||
bool enabled = false;
|
||||
bool needsRecreate = false;
|
||||
float scaleFactor = 0.77f;
|
||||
float sharpness = 0.5f;
|
||||
uint32_t internalWidth = 0;
|
||||
uint32_t internalHeight = 0;
|
||||
|
||||
// Off-screen scene targets (internal resolution, no MSAA — FSR2 replaces AA)
|
||||
AllocatedImage sceneColor{};
|
||||
AllocatedImage sceneDepth{};
|
||||
VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
|
||||
|
||||
// Samplers
|
||||
VkSampler linearSampler = VK_NULL_HANDLE; // For color
|
||||
VkSampler nearestSampler = VK_NULL_HANDLE; // For depth / motion vectors
|
||||
|
||||
// Motion vector buffer (internal resolution)
|
||||
AllocatedImage motionVectors{};
|
||||
|
||||
// History buffers (display resolution, ping-pong)
|
||||
AllocatedImage history[2]{};
|
||||
uint32_t currentHistory = 0; // Output index (0 or 1)
|
||||
|
||||
// Compute pipelines
|
||||
VkPipeline motionVecPipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout motionVecPipelineLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorSetLayout motionVecDescSetLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorPool motionVecDescPool = VK_NULL_HANDLE;
|
||||
VkDescriptorSet motionVecDescSet = VK_NULL_HANDLE;
|
||||
|
||||
VkPipeline accumulatePipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout accumulatePipelineLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorSetLayout accumulateDescSetLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorPool accumulateDescPool = VK_NULL_HANDLE;
|
||||
VkDescriptorSet accumulateDescSets[2] = {}; // Per ping-pong
|
||||
|
||||
// RCAS sharpening pass (display resolution)
|
||||
VkPipeline sharpenPipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout sharpenPipelineLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorSetLayout sharpenDescSetLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorPool sharpenDescPool = VK_NULL_HANDLE;
|
||||
VkDescriptorSet sharpenDescSets[2] = {};
|
||||
|
||||
// Previous frame state for motion vector reprojection
|
||||
glm::mat4 prevViewProjection = glm::mat4(1.0f);
|
||||
glm::vec2 prevJitter = glm::vec2(0.0f);
|
||||
uint32_t frameIndex = 0;
|
||||
bool needsHistoryReset = true;
|
||||
};
|
||||
FSR2State fsr2_;
|
||||
bool initFSR2Resources();
|
||||
void destroyFSR2Resources();
|
||||
void dispatchMotionVectors();
|
||||
void dispatchTemporalAccumulate();
|
||||
void renderFSR2Sharpen();
|
||||
static float halton(uint32_t index, uint32_t base);
|
||||
|
||||
// Footstep event tracking (animation-driven)
|
||||
uint32_t footstepLastAnimationId = 0;
|
||||
|
|
@ -411,6 +511,36 @@ private:
|
|||
void setupWater1xPass();
|
||||
void renderReflectionPass();
|
||||
|
||||
// ── Multithreaded secondary command buffer recording ──
|
||||
// Indices into secondaryCmds_ arrays
|
||||
static constexpr uint32_t SEC_SKY = 0; // sky (main thread)
|
||||
static constexpr uint32_t SEC_TERRAIN = 1; // terrain (worker 0)
|
||||
static constexpr uint32_t SEC_WMO = 2; // WMO (worker 1)
|
||||
static constexpr uint32_t SEC_CHARS = 3; // selection circle + characters (main thread)
|
||||
static constexpr uint32_t SEC_M2 = 4; // M2 + particles + glow (worker 2)
|
||||
static constexpr uint32_t SEC_POST = 5; // water + weather + effects (main thread)
|
||||
static constexpr uint32_t SEC_IMGUI = 6; // ImGui (main thread, non-FSR only)
|
||||
static constexpr uint32_t NUM_SECONDARIES = 7;
|
||||
static constexpr uint32_t NUM_WORKERS = 3; // terrain, WMO, M2
|
||||
|
||||
// Per-worker command pools (thread-safe: one pool per thread)
|
||||
VkCommandPool workerCmdPools_[NUM_WORKERS] = {};
|
||||
// Main-thread command pool for its secondary buffers
|
||||
VkCommandPool mainSecondaryCmdPool_ = VK_NULL_HANDLE;
|
||||
// Pre-allocated secondary command buffers [secondaryIndex][frameInFlight]
|
||||
VkCommandBuffer secondaryCmds_[NUM_SECONDARIES][MAX_FRAMES] = {};
|
||||
|
||||
bool parallelRecordingEnabled_ = false; // set true after pools/buffers created
|
||||
bool createSecondaryCommandResources();
|
||||
void destroySecondaryCommandResources();
|
||||
VkCommandBuffer beginSecondary(uint32_t secondaryIndex);
|
||||
void setSecondaryViewportScissor(VkCommandBuffer cmd);
|
||||
|
||||
// Cached render pass state for secondary buffer inheritance
|
||||
VkRenderPass activeRenderPass_ = VK_NULL_HANDLE;
|
||||
VkFramebuffer activeFramebuffer_ = VK_NULL_HANDLE;
|
||||
VkExtent2D activeRenderExtent_ = {0, 0};
|
||||
|
||||
// Active character previews for off-screen rendering
|
||||
std::vector<CharacterPreview*> activePreviews_;
|
||||
|
||||
|
|
|
|||
|
|
@ -348,6 +348,7 @@ private:
|
|||
int unloadRadius = 7; // Unload tiles beyond this radius
|
||||
float updateInterval = 0.033f; // Check streaming every 33ms (~30 fps)
|
||||
float timeSinceLastUpdate = 0.0f;
|
||||
float proactiveStreamTimer_ = 0.0f;
|
||||
bool taxiStreamingMode_ = false;
|
||||
|
||||
// Tile size constants (WoW ADT specifications)
|
||||
|
|
|
|||
|
|
@ -84,6 +84,10 @@ public:
|
|||
bool isSwapchainDirty() const { return swapchainDirty; }
|
||||
void markSwapchainDirty() { swapchainDirty = true; }
|
||||
|
||||
// VSync (present mode)
|
||||
bool isVsyncEnabled() const { return vsync_; }
|
||||
void setVsync(bool enabled) { vsync_ = enabled; }
|
||||
|
||||
bool isDeviceLost() const { return deviceLost_; }
|
||||
|
||||
// MSAA
|
||||
|
|
@ -145,6 +149,7 @@ private:
|
|||
std::vector<VkFramebuffer> swapchainFramebuffers;
|
||||
bool swapchainDirty = false;
|
||||
bool deviceLost_ = false;
|
||||
bool vsync_ = true;
|
||||
|
||||
// Per-frame resources
|
||||
FrameData frames[MAX_FRAMES_IN_FLIGHT];
|
||||
|
|
|
|||
|
|
@ -148,6 +148,8 @@ public:
|
|||
* @param perFrameSet Per-frame descriptor set (set 0)
|
||||
* @param camera Camera for frustum culling
|
||||
*/
|
||||
/** Pre-update mutable state (frame ID, material UBOs) on main thread before parallel render. */
|
||||
void prepareRender();
|
||||
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
|
||||
|
||||
/**
|
||||
|
|
@ -332,6 +334,9 @@ public:
|
|||
// Defer normal/height map generation during streaming to avoid CPU stalls
|
||||
void setDeferNormalMaps(bool defer) { deferNormalMaps_ = defer; }
|
||||
|
||||
// Generate normal/height maps for cached textures that were loaded while deferred
|
||||
void backfillNormalMaps();
|
||||
|
||||
private:
|
||||
// WMO material UBO — matches WMOMaterial in wmo.frag.glsl
|
||||
struct WMOMaterialUBO {
|
||||
|
|
@ -706,9 +711,7 @@ private:
|
|||
static constexpr float SPATIAL_CELL_SIZE = 64.0f;
|
||||
std::unordered_map<GridCell, std::vector<uint32_t>, GridCellHash> spatialGrid;
|
||||
std::unordered_map<uint32_t, size_t> instanceIndexById;
|
||||
mutable std::vector<size_t> candidateScratch;
|
||||
mutable std::vector<uint32_t> triScratch_; // Scratch for collision grid queries
|
||||
mutable std::unordered_set<uint32_t> candidateIdScratch;
|
||||
// Collision scratch buffers are thread_local (see wmo_renderer.cpp) for thread-safety.
|
||||
|
||||
// Parallel visibility culling
|
||||
uint32_t numCullThreads_ = 1;
|
||||
|
|
@ -720,6 +723,8 @@ private:
|
|||
uint32_t distanceCulled = 0;
|
||||
};
|
||||
std::vector<std::future<void>> cullFutures_;
|
||||
std::vector<size_t> visibleInstances_; // reused per frame
|
||||
std::vector<InstanceDrawList> drawLists_; // reused per frame
|
||||
|
||||
// Collision query profiling (per frame).
|
||||
mutable double queryTimeMs = 0.0;
|
||||
|
|
|
|||
|
|
@ -87,7 +87,7 @@ private:
|
|||
bool pendingVsync = false;
|
||||
int pendingResIndex = 0;
|
||||
bool pendingShadows = true;
|
||||
float pendingShadowDistance = 72.0f;
|
||||
float pendingShadowDistance = 300.0f;
|
||||
bool pendingWaterRefraction = false;
|
||||
int pendingMasterVolume = 100;
|
||||
int pendingMusicVolume = 30;
|
||||
|
|
@ -116,6 +116,10 @@ private:
|
|||
float pendingNormalMapStrength = 0.8f; // 0.0-2.0
|
||||
bool pendingPOM = true; // on by default
|
||||
int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
|
||||
bool pendingFSR = false;
|
||||
int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Performance
|
||||
float pendingFSRSharpness = 0.5f;
|
||||
bool fsrSettingsApplied_ = false;
|
||||
|
||||
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
|
||||
float uiOpacity_ = 0.65f;
|
||||
|
|
|
|||
|
|
@ -49,9 +49,9 @@
|
|||
#include <SDL2/SDL.h>
|
||||
// GL/glew.h removed — Vulkan migration Phase 1
|
||||
#include <cstdlib>
|
||||
#include <climits>
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <cctype>
|
||||
#include <optional>
|
||||
#include <sstream>
|
||||
#include <set>
|
||||
|
|
@ -868,7 +868,7 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
auto stageEnd = std::chrono::steady_clock::now();
|
||||
float stageMs = std::chrono::duration<float, std::milli>(stageEnd - stageStart).count();
|
||||
if (stageMs > 3.0f) {
|
||||
if (stageMs > 50.0f) {
|
||||
LOG_WARNING("SLOW update stage '", stageName, "': ", stageMs, "ms");
|
||||
}
|
||||
};
|
||||
|
|
@ -913,29 +913,12 @@ void Application::update(float deltaTime) {
|
|||
inGameStep = "spawn/equipment queues";
|
||||
updateCheckpoint = "in_game: spawn/equipment queues";
|
||||
runInGameStage("spawn/equipment queues", [&] {
|
||||
auto t0 = std::chrono::steady_clock::now();
|
||||
processPlayerSpawnQueue();
|
||||
auto t1 = std::chrono::steady_clock::now();
|
||||
processCreatureSpawnQueue();
|
||||
auto t2 = std::chrono::steady_clock::now();
|
||||
processAsyncNpcCompositeResults();
|
||||
auto t3 = std::chrono::steady_clock::now();
|
||||
processDeferredEquipmentQueue();
|
||||
auto t4 = std::chrono::steady_clock::now();
|
||||
// Process deferred normal maps (2 per frame to spread CPU cost)
|
||||
if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
|
||||
cr->processPendingNormalMaps(2);
|
||||
}
|
||||
auto t5 = std::chrono::steady_clock::now();
|
||||
float pMs = std::chrono::duration<float, std::milli>(t1 - t0).count();
|
||||
float cMs = std::chrono::duration<float, std::milli>(t2 - t1).count();
|
||||
float nMs = std::chrono::duration<float, std::milli>(t3 - t2).count();
|
||||
float eMs = std::chrono::duration<float, std::milli>(t4 - t3).count();
|
||||
float nmMs = std::chrono::duration<float, std::milli>(t5 - t4).count();
|
||||
float total = pMs + cMs + nMs + eMs + nmMs;
|
||||
if (total > 4.0f) {
|
||||
LOG_WARNING("spawn/equip breakdown: player=", pMs, "ms creature=", cMs,
|
||||
"ms npcComposite=", nMs, "ms equip=", eMs, "ms normalMaps=", nmMs, "ms");
|
||||
cr->processPendingNormalMaps(4);
|
||||
}
|
||||
});
|
||||
// Self-heal missing creature visuals: if a nearby UNIT exists in
|
||||
|
|
@ -1032,14 +1015,33 @@ void Application::update(float deltaTime) {
|
|||
if (renderer && renderer->getCameraController())
|
||||
renderer->getCameraController()->clearMovementInputs();
|
||||
}
|
||||
// Hearth teleport: keep player frozen until terrain loads at destination
|
||||
if (hearthTeleportPending_ && renderer && renderer->getTerrainManager()) {
|
||||
hearthTeleportTimer_ -= deltaTime;
|
||||
auto terrainH = renderer->getTerrainManager()->getHeightAt(
|
||||
hearthTeleportPos_.x, hearthTeleportPos_.y);
|
||||
if (terrainH || hearthTeleportTimer_ <= 0.0f) {
|
||||
// Terrain loaded (or timeout) — snap to floor and release
|
||||
if (terrainH) {
|
||||
hearthTeleportPos_.z = *terrainH + 0.5f;
|
||||
renderer->getCameraController()->teleportTo(hearthTeleportPos_);
|
||||
}
|
||||
renderer->getCameraController()->setExternalFollow(false);
|
||||
worldEntryMovementGraceTimer_ = 1.0f;
|
||||
hearthTeleportPending_ = false;
|
||||
LOG_INFO("Unstuck hearth: terrain loaded, player released",
|
||||
terrainH ? "" : " (timeout)");
|
||||
}
|
||||
}
|
||||
if (renderer && renderer->getCameraController()) {
|
||||
const bool externallyDrivenMotion = onTaxi || onWMOTransport || chargeActive_;
|
||||
// Keep physics frozen (externalFollow) during landing clamp when terrain
|
||||
// hasn't loaded yet — prevents gravity from pulling player through void.
|
||||
bool hearthFreeze = hearthTeleportPending_;
|
||||
bool landingClampActive = !onTaxi && taxiLandingClampTimer_ > 0.0f &&
|
||||
worldEntryMovementGraceTimer_ <= 0.0f &&
|
||||
!gameHandler->isMounted();
|
||||
renderer->getCameraController()->setExternalFollow(externallyDrivenMotion || landingClampActive);
|
||||
renderer->getCameraController()->setExternalFollow(externallyDrivenMotion || landingClampActive || hearthFreeze);
|
||||
renderer->getCameraController()->setExternalMoving(externallyDrivenMotion);
|
||||
if (externallyDrivenMotion) {
|
||||
// Drop any stale local movement toggles while server drives taxi motion.
|
||||
|
|
@ -1514,7 +1516,7 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
float ruMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - rendererUpdateStart).count();
|
||||
if (ruMs > 5.0f) {
|
||||
if (ruMs > 50.0f) {
|
||||
LOG_WARNING("SLOW update stage 'renderer->update': ", ruMs, "ms");
|
||||
}
|
||||
}
|
||||
|
|
@ -1894,9 +1896,43 @@ void Application::setupUICallbacks() {
|
|||
LOG_INFO("Unstuck: high fallback snap");
|
||||
});
|
||||
|
||||
// /unstuckhearth — teleport to hearthstone bind point (server-synced).
|
||||
// Freezes player until terrain loads at destination to prevent falling through world.
|
||||
gameHandler->setUnstuckHearthCallback([this, clearStuckMovement, forceServerTeleportCommand]() {
|
||||
if (!renderer || !renderer->getCameraController() || !gameHandler) return;
|
||||
|
||||
uint32_t bindMap = 0;
|
||||
glm::vec3 bindPos(0.0f);
|
||||
if (!gameHandler->getHomeBind(bindMap, bindPos)) {
|
||||
LOG_WARNING("Unstuck hearth: no bind point available");
|
||||
return;
|
||||
}
|
||||
|
||||
worldEntryMovementGraceTimer_ = 10.0f; // long grace — terrain load check will clear it
|
||||
taxiLandingClampTimer_ = 0.0f;
|
||||
lastTaxiFlight_ = false;
|
||||
clearStuckMovement();
|
||||
|
||||
auto* cc = renderer->getCameraController();
|
||||
glm::vec3 renderPos = core::coords::canonicalToRender(bindPos);
|
||||
renderPos.z += 2.0f;
|
||||
|
||||
// Freeze player in place (no gravity/movement) until terrain loads
|
||||
cc->teleportTo(renderPos);
|
||||
cc->setExternalFollow(true);
|
||||
forceServerTeleportCommand(renderPos);
|
||||
clearStuckMovement();
|
||||
|
||||
// Set pending state — update loop will unfreeze once terrain is loaded
|
||||
hearthTeleportPending_ = true;
|
||||
hearthTeleportPos_ = renderPos;
|
||||
hearthTeleportTimer_ = 15.0f; // 15s safety timeout
|
||||
LOG_INFO("Unstuck hearth: teleporting to bind point, waiting for terrain...");
|
||||
});
|
||||
|
||||
// Auto-unstuck: falling for > 5 seconds = void fall, teleport to map entry
|
||||
if (renderer->getCameraController()) {
|
||||
renderer->getCameraController()->setAutoUnstuckCallback([this]() {
|
||||
renderer->getCameraController()->setAutoUnstuckCallback([this, forceServerTeleportCommand]() {
|
||||
if (!renderer || !renderer->getCameraController()) return;
|
||||
auto* cc = renderer->getCameraController();
|
||||
|
||||
|
|
@ -1904,7 +1940,8 @@ void Application::setupUICallbacks() {
|
|||
glm::vec3 spawnPos = cc->getDefaultPosition();
|
||||
spawnPos.z += 5.0f;
|
||||
cc->teleportTo(spawnPos);
|
||||
LOG_INFO("Auto-unstuck: teleported to map entry point");
|
||||
forceServerTeleportCommand(spawnPos);
|
||||
LOG_INFO("Auto-unstuck: teleported to map entry point (server synced)");
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -4167,11 +4204,17 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
});
|
||||
}
|
||||
|
||||
// Hide first-login hitch by draining initial world packets/spawn queues before
|
||||
// dropping the loading screen. Keep this bounded so we don't stall indefinitely.
|
||||
// Keep the loading screen visible until all spawn/equipment/gameobject queues
|
||||
// are fully drained. This ensures the player sees a fully populated world
|
||||
// (character clothed, NPCs placed, game objects loaded) when the screen drops.
|
||||
{
|
||||
const float kWarmupMaxSeconds = 2.5f;
|
||||
const float kMinWarmupSeconds = 2.0f; // minimum time to drain network packets
|
||||
const float kMaxWarmupSeconds = 15.0f; // hard cap to avoid infinite stall
|
||||
const auto warmupStart = std::chrono::high_resolution_clock::now();
|
||||
// Track consecutive idle iterations (all queues empty) to detect convergence
|
||||
int idleIterations = 0;
|
||||
const int kIdleThreshold = 5; // require 5 consecutive empty loops (~80ms)
|
||||
|
||||
while (true) {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
|
|
@ -4185,7 +4228,6 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
int w = event.window.data1;
|
||||
int h = event.window.data2;
|
||||
window->setSize(w, h);
|
||||
// Vulkan viewport set in command buffer
|
||||
if (renderer && renderer->getCamera()) {
|
||||
renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
|
||||
}
|
||||
|
|
@ -4207,60 +4249,18 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
processPlayerSpawnQueue();
|
||||
|
||||
// During load screen warmup: lift per-frame budgets so GPU uploads
|
||||
// happen in bulk while the loading screen is still visible.
|
||||
// Process ALL async creature model uploads (no 3-per-frame cap).
|
||||
{
|
||||
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
|
||||
if (!it->future.valid() ||
|
||||
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
||||
++it;
|
||||
continue;
|
||||
}
|
||||
auto result = it->future.get();
|
||||
it = asyncCreatureLoads_.erase(it);
|
||||
if (result.permanent_failure) {
|
||||
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
||||
creaturePermanentFailureGuids_.insert(result.guid);
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
if (!result.valid || !result.model) {
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
auto* charRenderer = renderer ? renderer->getCharacterRenderer() : nullptr;
|
||||
if (!charRenderer) { pendingCreatureSpawnGuids_.erase(result.guid); continue; }
|
||||
if (!charRenderer->loadModel(*result.model, result.modelId)) {
|
||||
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
||||
creaturePermanentFailureGuids_.insert(result.guid);
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
displayIdModelCache_[result.displayId] = result.modelId;
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
if (!creatureInstances_.count(result.guid) &&
|
||||
!creaturePermanentFailureGuids_.count(result.guid)) {
|
||||
PendingCreatureSpawn s{};
|
||||
s.guid = result.guid; s.displayId = result.displayId;
|
||||
s.x = result.x; s.y = result.y; s.z = result.z;
|
||||
s.orientation = result.orientation;
|
||||
pendingCreatureSpawns_.push_back(s);
|
||||
pendingCreatureSpawnGuids_.insert(result.guid);
|
||||
}
|
||||
}
|
||||
}
|
||||
processCreatureSpawnQueue();
|
||||
// and spawns happen in bulk while the loading screen is still visible.
|
||||
processCreatureSpawnQueue(true);
|
||||
processAsyncNpcCompositeResults();
|
||||
processDeferredEquipmentQueue();
|
||||
// Process equipment queue more aggressively during warmup (multiple per iteration)
|
||||
for (int i = 0; i < 8 && (!deferredEquipmentQueue_.empty() || !asyncEquipmentLoads_.empty()); i++) {
|
||||
processDeferredEquipmentQueue();
|
||||
}
|
||||
if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
|
||||
cr->processPendingNormalMaps(10); // higher budget during load screen
|
||||
cr->processPendingNormalMaps(INT_MAX);
|
||||
}
|
||||
|
||||
// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
|
||||
// Process ALL pending game object spawns.
|
||||
while (!pendingGameObjectSpawns_.empty()) {
|
||||
auto& s = pendingGameObjectSpawns_.front();
|
||||
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
|
||||
|
|
@ -4271,14 +4271,42 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
processPendingMount();
|
||||
updateQuestMarkers();
|
||||
|
||||
// Update renderer (terrain streaming, animations)
|
||||
if (renderer) {
|
||||
renderer->update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
const auto now = std::chrono::high_resolution_clock::now();
|
||||
const float elapsed = std::chrono::duration<float>(now - warmupStart).count();
|
||||
const float t = std::clamp(elapsed / kWarmupMaxSeconds, 0.0f, 1.0f);
|
||||
showProgress("Finalizing world sync...", 0.97f + t * 0.025f);
|
||||
|
||||
if (elapsed >= kWarmupMaxSeconds) {
|
||||
// Check if all queues are drained
|
||||
bool queuesEmpty =
|
||||
pendingCreatureSpawns_.empty() &&
|
||||
asyncCreatureLoads_.empty() &&
|
||||
asyncNpcCompositeLoads_.empty() &&
|
||||
deferredEquipmentQueue_.empty() &&
|
||||
asyncEquipmentLoads_.empty() &&
|
||||
pendingGameObjectSpawns_.empty() &&
|
||||
asyncGameObjectLoads_.empty() &&
|
||||
pendingPlayerSpawns_.empty();
|
||||
|
||||
if (queuesEmpty) {
|
||||
idleIterations++;
|
||||
} else {
|
||||
idleIterations = 0;
|
||||
}
|
||||
|
||||
// Exit when: (min time passed AND queues drained for several iterations) OR hard cap
|
||||
bool readyToExit = (elapsed >= kMinWarmupSeconds && idleIterations >= kIdleThreshold);
|
||||
if (readyToExit || elapsed >= kMaxWarmupSeconds) {
|
||||
if (elapsed >= kMaxWarmupSeconds) {
|
||||
LOG_WARNING("Warmup hit hard cap (", kMaxWarmupSeconds, "s), entering world with pending work");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
const float t = std::clamp(elapsed / kMaxWarmupSeconds, 0.0f, 1.0f);
|
||||
showProgress("Finalizing world sync...", 0.97f + t * 0.025f);
|
||||
SDL_Delay(16);
|
||||
}
|
||||
}
|
||||
|
|
@ -5154,7 +5182,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
|
|||
{
|
||||
auto texEnd = std::chrono::steady_clock::now();
|
||||
float texMs = std::chrono::duration<float, std::milli>(texEnd - texStart).count();
|
||||
if (texMs > 3.0f) {
|
||||
if (texMs > 50.0f) {
|
||||
LOG_WARNING("spawnCreature texture setup took ", texMs, "ms displayId=", displayId,
|
||||
" hasPreDec=", hasPreDec, " extra=", dispData.extraDisplayId);
|
||||
}
|
||||
|
|
@ -6804,9 +6832,10 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
|
|||
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
||||
}
|
||||
|
||||
void Application::processAsyncCreatureResults() {
|
||||
void Application::processAsyncCreatureResults(bool unlimited) {
|
||||
// Check completed async model loads and finalize on main thread (GPU upload + instance creation).
|
||||
// Limit GPU model uploads per frame to avoid spikes, but always drain cheap bookkeeping.
|
||||
// In unlimited mode (load screen), process all pending uploads without cap.
|
||||
static constexpr int kMaxModelUploadsPerFrame = 1;
|
||||
int modelUploads = 0;
|
||||
|
||||
|
|
@ -6819,9 +6848,7 @@ void Application::processAsyncCreatureResults() {
|
|||
|
||||
// Peek: if this result needs a NEW model upload (not cached) and we've hit
|
||||
// the upload budget, defer to next frame without consuming the future.
|
||||
if (modelUploads >= kMaxModelUploadsPerFrame) {
|
||||
// Check if this displayId already has a cached model (cheap spawn, no GPU upload).
|
||||
// We can't peek the displayId without getting the future, so just break.
|
||||
if (!unlimited && modelUploads >= kMaxModelUploadsPerFrame) {
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -6864,7 +6891,7 @@ void Application::processAsyncCreatureResults() {
|
|||
{
|
||||
auto uploadEnd = std::chrono::steady_clock::now();
|
||||
float uploadMs = std::chrono::duration<float, std::milli>(uploadEnd - uploadStart).count();
|
||||
if (uploadMs > 3.0f) {
|
||||
if (uploadMs > 100.0f) {
|
||||
LOG_WARNING("charRenderer->loadModel took ", uploadMs, "ms displayId=", result.displayId,
|
||||
" preDecoded=", result.predecodedTextures.size());
|
||||
}
|
||||
|
|
@ -6967,17 +6994,18 @@ void Application::processAsyncNpcCompositeResults() {
|
|||
}
|
||||
}
|
||||
|
||||
void Application::processCreatureSpawnQueue() {
|
||||
void Application::processCreatureSpawnQueue(bool unlimited) {
|
||||
auto startTime = std::chrono::steady_clock::now();
|
||||
// Budget: max 2ms per frame for creature spawning to prevent stutter.
|
||||
// In unlimited mode (load screen), process everything without budget cap.
|
||||
static constexpr float kSpawnBudgetMs = 2.0f;
|
||||
|
||||
// First, finalize any async model loads that completed on background threads.
|
||||
processAsyncCreatureResults();
|
||||
processAsyncCreatureResults(unlimited);
|
||||
{
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
float asyncMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
||||
if (asyncMs > 3.0f) {
|
||||
if (asyncMs > 100.0f) {
|
||||
LOG_WARNING("processAsyncCreatureResults took ", asyncMs, "ms");
|
||||
}
|
||||
}
|
||||
|
|
@ -6992,11 +7020,11 @@ void Application::processCreatureSpawnQueue() {
|
|||
int asyncLaunched = 0;
|
||||
size_t rotationsLeft = pendingCreatureSpawns_.size();
|
||||
while (!pendingCreatureSpawns_.empty() &&
|
||||
processed < MAX_SPAWNS_PER_FRAME &&
|
||||
(unlimited || processed < MAX_SPAWNS_PER_FRAME) &&
|
||||
rotationsLeft > 0) {
|
||||
// Check time budget every iteration (including first — async results may
|
||||
// have already consumed the budget via GPU model uploads).
|
||||
{
|
||||
if (!unlimited) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
||||
if (elapsedMs >= kSpawnBudgetMs) break;
|
||||
|
|
@ -7017,7 +7045,8 @@ void Application::processCreatureSpawnQueue() {
|
|||
|
||||
// For new models: launch async load on background thread instead of blocking.
|
||||
if (needsNewModel) {
|
||||
if (static_cast<int>(asyncCreatureLoads_.size()) + asyncLaunched >= MAX_ASYNC_CREATURE_LOADS) {
|
||||
const int maxAsync = unlimited ? (MAX_ASYNC_CREATURE_LOADS * 4) : MAX_ASYNC_CREATURE_LOADS;
|
||||
if (static_cast<int>(asyncCreatureLoads_.size()) + asyncLaunched >= maxAsync) {
|
||||
// Too many in-flight — defer to next frame
|
||||
pendingCreatureSpawns_.push_back(s);
|
||||
rotationsLeft--;
|
||||
|
|
@ -7273,7 +7302,7 @@ void Application::processCreatureSpawnQueue() {
|
|||
spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation);
|
||||
auto spawnEnd = std::chrono::steady_clock::now();
|
||||
float spawnMs = std::chrono::duration<float, std::milli>(spawnEnd - spawnStart).count();
|
||||
if (spawnMs > 3.0f) {
|
||||
if (spawnMs > 100.0f) {
|
||||
LOG_WARNING("spawnOnlineCreature took ", spawnMs, "ms displayId=", s.displayId);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -84,6 +84,7 @@ bool Window::initialize() {
|
|||
|
||||
// Initialize Vulkan context
|
||||
vkContext = std::make_unique<rendering::VkContext>();
|
||||
vkContext->setVsync(vsync);
|
||||
if (!vkContext->initialize(window)) {
|
||||
LOG_ERROR("Failed to initialize Vulkan context");
|
||||
return false;
|
||||
|
|
@ -158,11 +159,13 @@ void Window::setFullscreen(bool enable) {
|
|||
}
|
||||
}
|
||||
|
||||
void Window::setVsync([[maybe_unused]] bool enable) {
|
||||
// VSync in Vulkan is controlled by present mode (set at swapchain creation)
|
||||
// For now, store the preference — applied on next swapchain recreation
|
||||
void Window::setVsync(bool enable) {
|
||||
vsync = enable;
|
||||
LOG_INFO("VSync preference set to ", enable ? "on" : "off", " (applied on swapchain recreation)");
|
||||
if (vkContext) {
|
||||
vkContext->setVsync(enable);
|
||||
vkContext->markSwapchainDirty();
|
||||
}
|
||||
LOG_INFO("VSync ", enable ? "enabled" : "disabled");
|
||||
}
|
||||
|
||||
void Window::applyResolution(int w, int h) {
|
||||
|
|
|
|||
|
|
@ -11435,6 +11435,15 @@ void GameHandler::unstuckGy() {
|
|||
}
|
||||
}
|
||||
|
||||
void GameHandler::unstuckHearth() {
|
||||
if (unstuckHearthCallback_) {
|
||||
unstuckHearthCallback_();
|
||||
addSystemChatMessage("Unstuck: teleported to hearthstone location.");
|
||||
} else {
|
||||
addSystemChatMessage("No hearthstone bind point set.");
|
||||
}
|
||||
}
|
||||
|
||||
void GameHandler::handleLootResponse(network::Packet& packet) {
|
||||
if (!LootResponseParser::parse(packet, currentLoot)) return;
|
||||
lootWindowOpen = true;
|
||||
|
|
|
|||
|
|
@ -20,6 +20,13 @@ void Camera::updateProjectionMatrix() {
|
|||
projectionMatrix = glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane);
|
||||
// Vulkan clip-space has Y pointing down; flip the projection's Y axis.
|
||||
projectionMatrix[1][1] *= -1.0f;
|
||||
unjitteredProjectionMatrix = projectionMatrix;
|
||||
|
||||
// Re-apply jitter if active
|
||||
if (jitterOffset.x != 0.0f || jitterOffset.y != 0.0f) {
|
||||
projectionMatrix[2][0] += jitterOffset.x;
|
||||
projectionMatrix[2][1] += jitterOffset.y;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getForward() const {
|
||||
|
|
@ -40,6 +47,21 @@ glm::vec3 Camera::getUp() const {
|
|||
return glm::normalize(glm::cross(getRight(), getForward()));
|
||||
}
|
||||
|
||||
void Camera::setJitter(float jx, float jy) {
|
||||
// Remove old jitter, apply new
|
||||
projectionMatrix[2][0] -= jitterOffset.x;
|
||||
projectionMatrix[2][1] -= jitterOffset.y;
|
||||
jitterOffset = glm::vec2(jx, jy);
|
||||
projectionMatrix[2][0] += jitterOffset.x;
|
||||
projectionMatrix[2][1] += jitterOffset.y;
|
||||
}
|
||||
|
||||
void Camera::clearJitter() {
|
||||
projectionMatrix[2][0] -= jitterOffset.x;
|
||||
projectionMatrix[2][1] -= jitterOffset.y;
|
||||
jitterOffset = glm::vec2(0.0f);
|
||||
}
|
||||
|
||||
Ray Camera::screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const {
|
||||
float ndcX = (2.0f * screenX / screenW) - 1.0f;
|
||||
// Vulkan Y-flip is baked into projectionMatrix, so NDC Y maps directly:
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
#include "rendering/camera_controller.hpp"
|
||||
#include <algorithm>
|
||||
#include <future>
|
||||
#include <imgui.h>
|
||||
#include "rendering/terrain_manager.hpp"
|
||||
#include "rendering/wmo_renderer.hpp"
|
||||
|
|
@ -808,25 +809,53 @@ void CameraController::update(float deltaTime) {
|
|||
if (useCached) {
|
||||
groundH = cachedFloorHeight_;
|
||||
} else {
|
||||
// Full collision check
|
||||
// Full collision check — run terrain/WMO/M2 queries in parallel
|
||||
std::optional<float> terrainH;
|
||||
std::optional<float> wmoH;
|
||||
std::optional<float> m2H;
|
||||
if (terrainManager) {
|
||||
terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
|
||||
}
|
||||
// When airborne, anchor probe to last ground level so the
|
||||
// ceiling doesn't rise with the jump and catch roof geometry.
|
||||
float wmoBaseZ = grounded ? std::max(targetPos.z, lastGroundZ) : lastGroundZ;
|
||||
float wmoProbeZ = wmoBaseZ + stepUpBudget + 0.5f;
|
||||
float wmoNormalZ = 1.0f;
|
||||
|
||||
// Launch WMO + M2 floor queries asynchronously while terrain runs on this thread.
|
||||
// Collision scratch buffers are thread_local so concurrent calls are safe.
|
||||
using FloorResult = std::pair<std::optional<float>, float>;
|
||||
std::future<FloorResult> wmoFuture;
|
||||
std::future<FloorResult> m2Future;
|
||||
bool wmoAsync = false, m2Async = false;
|
||||
float px = targetPos.x, py = targetPos.y;
|
||||
if (wmoRenderer) {
|
||||
wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ, &wmoNormalZ);
|
||||
wmoAsync = true;
|
||||
wmoFuture = std::async(std::launch::async,
|
||||
[this, px, py, wmoProbeZ]() -> FloorResult {
|
||||
float nz = 1.0f;
|
||||
auto h = wmoRenderer->getFloorHeight(px, py, wmoProbeZ, &nz);
|
||||
return {h, nz};
|
||||
});
|
||||
}
|
||||
if (m2Renderer && !externalFollow_) {
|
||||
float m2NormalZ = 1.0f;
|
||||
m2H = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ, &m2NormalZ);
|
||||
if (m2H && m2NormalZ < MIN_WALKABLE_NORMAL_M2) {
|
||||
m2Async = true;
|
||||
m2Future = std::async(std::launch::async,
|
||||
[this, px, py, wmoProbeZ]() -> FloorResult {
|
||||
float nz = 1.0f;
|
||||
auto h = m2Renderer->getFloorHeight(px, py, wmoProbeZ, &nz);
|
||||
return {h, nz};
|
||||
});
|
||||
}
|
||||
if (terrainManager) {
|
||||
terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
|
||||
}
|
||||
if (wmoAsync) {
|
||||
auto [h, nz] = wmoFuture.get();
|
||||
wmoH = h;
|
||||
wmoNormalZ = nz;
|
||||
}
|
||||
if (m2Async) {
|
||||
auto [h, nz] = m2Future.get();
|
||||
m2H = h;
|
||||
if (m2H && nz < MIN_WALKABLE_NORMAL_M2) {
|
||||
m2H = std::nullopt;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -332,6 +332,11 @@ void CharacterRenderer::shutdown() {
|
|||
LOG_INFO("CharacterRenderer::shutdown instances=", instances.size(),
|
||||
" models=", models.size(), " override=", (void*)renderPassOverride_);
|
||||
|
||||
// Wait for any in-flight background normal map generation threads
|
||||
while (pendingNormalMapCount_.load(std::memory_order_relaxed) > 0) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
|
||||
vkDeviceWaitIdle(vkCtx_->getDevice());
|
||||
VkDevice device = vkCtx_->getDevice();
|
||||
VmaAllocator alloc = vkCtx_->getAllocator();
|
||||
|
|
@ -413,6 +418,16 @@ void CharacterRenderer::clear() {
|
|||
LOG_INFO("CharacterRenderer::clear instances=", instances.size(),
|
||||
" models=", models.size());
|
||||
|
||||
// Wait for any in-flight background normal map generation threads
|
||||
while (pendingNormalMapCount_.load(std::memory_order_relaxed) > 0) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
// Discard any completed results that haven't been uploaded
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(normalMapResultsMutex_);
|
||||
completedNormalMaps_.clear();
|
||||
}
|
||||
|
||||
vkDeviceWaitIdle(vkCtx_->getDevice());
|
||||
VkDevice device = vkCtx_->getDevice();
|
||||
|
||||
|
|
@ -509,7 +524,32 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
|
|||
const uint8_t* pixels, uint32_t width, uint32_t height, float& outVariance) {
|
||||
if (!vkCtx_ || width == 0 || height == 0) return nullptr;
|
||||
|
||||
// Use the CPU-only static method, then upload to GPU
|
||||
std::vector<uint8_t> dummy(width * height * 4);
|
||||
std::memcpy(dummy.data(), pixels, dummy.size());
|
||||
auto result = generateNormalHeightMapCPU("", std::move(dummy), width, height);
|
||||
outVariance = result.variance;
|
||||
|
||||
auto tex = std::make_unique<VkTexture>();
|
||||
if (!tex->upload(*vkCtx_, result.pixels.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true)) {
|
||||
return nullptr;
|
||||
}
|
||||
tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
|
||||
VK_SAMPLER_ADDRESS_MODE_REPEAT);
|
||||
return tex;
|
||||
}
|
||||
|
||||
// Static, thread-safe CPU-only normal map generation (no GPU access)
|
||||
CharacterRenderer::NormalMapResult CharacterRenderer::generateNormalHeightMapCPU(
|
||||
std::string cacheKey, std::vector<uint8_t> srcPixels, uint32_t width, uint32_t height) {
|
||||
NormalMapResult result;
|
||||
result.cacheKey = std::move(cacheKey);
|
||||
result.width = width;
|
||||
result.height = height;
|
||||
result.variance = 0.0f;
|
||||
|
||||
const uint32_t totalPixels = width * height;
|
||||
const uint8_t* pixels = srcPixels.data();
|
||||
|
||||
// Step 1: Compute height from luminance
|
||||
std::vector<float> heightMap(totalPixels);
|
||||
|
|
@ -524,7 +564,7 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
|
|||
sumH2 += h * h;
|
||||
}
|
||||
double mean = sumH / totalPixels;
|
||||
outVariance = static_cast<float>(sumH2 / totalPixels - mean * mean);
|
||||
result.variance = static_cast<float>(sumH2 / totalPixels - mean * mean);
|
||||
|
||||
// Step 1.5: Box blur the height map to reduce noise from diffuse textures
|
||||
auto wrapSample = [&](const std::vector<float>& map, int x, int y) -> float {
|
||||
|
|
@ -545,11 +585,9 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
|
|||
}
|
||||
}
|
||||
|
||||
// Step 2: Sobel 3x3 → normal map (crisp detail from original, blurred for POM alpha)
|
||||
// Higher strength than WMO (2.0) because character/weapon textures are hand-painted
|
||||
// with baked-in lighting that produces low-contrast gradients in the Sobel filter.
|
||||
// Step 2: Sobel 3x3 → normal map
|
||||
const float strength = 5.0f;
|
||||
std::vector<uint8_t> output(totalPixels * 4);
|
||||
result.pixels.resize(totalPixels * 4);
|
||||
|
||||
auto sampleH = [&](int x, int y) -> float {
|
||||
x = ((x % (int)width) + (int)width) % (int)width;
|
||||
|
|
@ -573,20 +611,14 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
|
|||
if (len > 0.0f) { nx /= len; ny /= len; nz /= len; }
|
||||
|
||||
uint32_t idx = (y * width + x) * 4;
|
||||
output[idx + 0] = static_cast<uint8_t>(std::clamp((nx * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
output[idx + 1] = static_cast<uint8_t>(std::clamp((ny * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
output[idx + 2] = static_cast<uint8_t>(std::clamp((nz * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
output[idx + 3] = static_cast<uint8_t>(std::clamp(blurredHeight[y * width + x] * 255.0f, 0.0f, 255.0f));
|
||||
result.pixels[idx + 0] = static_cast<uint8_t>(std::clamp((nx * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
result.pixels[idx + 1] = static_cast<uint8_t>(std::clamp((ny * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
result.pixels[idx + 2] = static_cast<uint8_t>(std::clamp((nz * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
|
||||
result.pixels[idx + 3] = static_cast<uint8_t>(std::clamp(blurredHeight[y * width + x] * 255.0f, 0.0f, 255.0f));
|
||||
}
|
||||
}
|
||||
|
||||
auto tex = std::make_unique<VkTexture>();
|
||||
if (!tex->upload(*vkCtx_, output.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true)) {
|
||||
return nullptr;
|
||||
}
|
||||
tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
|
||||
VK_SAMPLER_ADDRESS_MODE_REPEAT);
|
||||
return tex;
|
||||
return result;
|
||||
}
|
||||
|
||||
VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
|
||||
|
|
@ -687,15 +719,22 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
|
|||
e.hasAlpha = hasAlpha;
|
||||
e.colorKeyBlack = colorKeyBlackHint;
|
||||
|
||||
// Defer normal/height map generation to avoid stalling loadModel.
|
||||
// Normal maps are generated in processPendingNormalMaps() at a per-frame budget.
|
||||
// Launch normal map generation on background thread — CPU work is pure compute,
|
||||
// only the GPU upload (in processPendingNormalMaps) needs the main thread (~1-2ms).
|
||||
if (blpImage.width >= 32 && blpImage.height >= 32) {
|
||||
PendingNormalMap pending;
|
||||
pending.cacheKey = key;
|
||||
pending.pixels.assign(blpImage.data.begin(), blpImage.data.end());
|
||||
pending.width = blpImage.width;
|
||||
pending.height = blpImage.height;
|
||||
pendingNormalMaps_.push_back(std::move(pending));
|
||||
uint32_t w = blpImage.width, h = blpImage.height;
|
||||
std::string ck = key;
|
||||
std::vector<uint8_t> px(blpImage.data.begin(), blpImage.data.end());
|
||||
pendingNormalMapCount_.fetch_add(1, std::memory_order_relaxed);
|
||||
auto* self = this;
|
||||
std::thread([self, ck = std::move(ck), px = std::move(px), w, h]() mutable {
|
||||
auto result = generateNormalHeightMapCPU(std::move(ck), std::move(px), w, h);
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(self->normalMapResultsMutex_);
|
||||
self->completedNormalMaps_.push_back(std::move(result));
|
||||
}
|
||||
self->pendingNormalMapCount_.fetch_sub(1, std::memory_order_relaxed);
|
||||
}).detach();
|
||||
e.normalMapPending = true;
|
||||
}
|
||||
|
||||
|
|
@ -709,30 +748,39 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
|
|||
}
|
||||
|
||||
void CharacterRenderer::processPendingNormalMaps(int budget) {
|
||||
if (pendingNormalMaps_.empty() || !vkCtx_) return;
|
||||
if (!vkCtx_) return;
|
||||
|
||||
int processed = 0;
|
||||
while (!pendingNormalMaps_.empty() && processed < budget) {
|
||||
auto pending = std::move(pendingNormalMaps_.front());
|
||||
pendingNormalMaps_.pop_front();
|
||||
// Collect completed results from background threads
|
||||
std::deque<NormalMapResult> ready;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(normalMapResultsMutex_);
|
||||
if (completedNormalMaps_.empty()) return;
|
||||
int count = std::min(budget, static_cast<int>(completedNormalMaps_.size()));
|
||||
for (int i = 0; i < count; i++) {
|
||||
ready.push_back(std::move(completedNormalMaps_.front()));
|
||||
completedNormalMaps_.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
auto it = textureCache.find(pending.cacheKey);
|
||||
// GPU upload only (~1-2ms each) — CPU work already done on background thread
|
||||
for (auto& result : ready) {
|
||||
auto it = textureCache.find(result.cacheKey);
|
||||
if (it == textureCache.end()) continue; // texture was evicted
|
||||
|
||||
float nhVariance = 0.0f;
|
||||
vkCtx_->beginUploadBatch();
|
||||
auto nhMap = generateNormalHeightMap(pending.pixels.data(),
|
||||
pending.width, pending.height, nhVariance);
|
||||
vkCtx_->endUploadBatch();
|
||||
|
||||
if (nhMap) {
|
||||
it->second.heightMapVariance = nhVariance;
|
||||
it->second.approxBytes += approxTextureBytesWithMips(pending.width, pending.height);
|
||||
textureCacheBytes_ += approxTextureBytesWithMips(pending.width, pending.height);
|
||||
it->second.normalHeightMap = std::move(nhMap);
|
||||
auto tex = std::make_unique<VkTexture>();
|
||||
bool ok = tex->upload(*vkCtx_, result.pixels.data(), result.width, result.height,
|
||||
VK_FORMAT_R8G8B8A8_UNORM, true);
|
||||
if (ok) {
|
||||
tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
|
||||
VK_SAMPLER_ADDRESS_MODE_REPEAT);
|
||||
it->second.heightMapVariance = result.variance;
|
||||
it->second.approxBytes += approxTextureBytesWithMips(result.width, result.height);
|
||||
textureCacheBytes_ += approxTextureBytesWithMips(result.width, result.height);
|
||||
it->second.normalHeightMap = std::move(tex);
|
||||
}
|
||||
vkCtx_->endUploadBatch();
|
||||
it->second.normalMapPending = false;
|
||||
processed++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1876,6 +1924,61 @@ glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, floa
|
|||
|
||||
// --- Rendering ---
|
||||
|
||||
void CharacterRenderer::prepareRender(uint32_t frameIndex) {
|
||||
if (instances.empty() || !opaquePipeline_) return;
|
||||
|
||||
// Pre-allocate bone SSBOs + descriptor sets on main thread (pool ops not thread-safe)
|
||||
for (auto& [id, instance] : instances) {
|
||||
int numBones = std::min(static_cast<int>(instance.boneMatrices.size()), MAX_BONES);
|
||||
if (numBones <= 0) continue;
|
||||
|
||||
if (!instance.boneBuffer[frameIndex]) {
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = MAX_BONES * sizeof(glm::mat4);
|
||||
bci.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci,
|
||||
&instance.boneBuffer[frameIndex], &instance.boneAlloc[frameIndex], &allocInfo);
|
||||
instance.boneMapped[frameIndex] = allocInfo.pMappedData;
|
||||
|
||||
VkDescriptorSetAllocateInfo ai{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
|
||||
ai.descriptorPool = boneDescPool_;
|
||||
ai.descriptorSetCount = 1;
|
||||
ai.pSetLayouts = &boneSetLayout_;
|
||||
VkResult dsRes = vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &instance.boneSet[frameIndex]);
|
||||
if (dsRes != VK_SUCCESS) {
|
||||
LOG_ERROR("CharacterRenderer::prepareRender: bone descriptor alloc failed (instance=",
|
||||
id, ", frame=", frameIndex, ", vk=", static_cast<int>(dsRes), ")");
|
||||
if (instance.boneBuffer[frameIndex]) {
|
||||
vmaDestroyBuffer(vkCtx_->getAllocator(),
|
||||
instance.boneBuffer[frameIndex], instance.boneAlloc[frameIndex]);
|
||||
instance.boneBuffer[frameIndex] = VK_NULL_HANDLE;
|
||||
instance.boneAlloc[frameIndex] = VK_NULL_HANDLE;
|
||||
instance.boneMapped[frameIndex] = nullptr;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (instance.boneSet[frameIndex]) {
|
||||
VkDescriptorBufferInfo bufInfo{};
|
||||
bufInfo.buffer = instance.boneBuffer[frameIndex];
|
||||
bufInfo.offset = 0;
|
||||
bufInfo.range = bci.size;
|
||||
VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
|
||||
write.dstSet = instance.boneSet[frameIndex];
|
||||
write.dstBinding = 0;
|
||||
write.descriptorCount = 1;
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
write.pBufferInfo = &bufInfo;
|
||||
vkUpdateDescriptorSets(vkCtx_->getDevice(), 1, &write, 0, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, [[maybe_unused]] const Camera& camera) {
|
||||
if (instances.empty() || !opaquePipeline_) {
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -240,6 +240,66 @@ bool LoadingScreen::loadImage(const std::string& path) {
|
|||
return true;
|
||||
}
|
||||
|
||||
void LoadingScreen::renderOverlay() {
|
||||
// Draw loading screen content as ImGui overlay within an existing ImGui frame.
|
||||
// Caller is responsible for ImGui NewFrame/Render and Vulkan frame management.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
float screenW = io.DisplaySize.x;
|
||||
float screenH = io.DisplaySize.y;
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(0, 0));
|
||||
ImGui::SetNextWindowSize(ImVec2(screenW, screenH));
|
||||
ImGui::Begin("##LoadingScreenOverlay", nullptr,
|
||||
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
|
||||
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
|
||||
ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground |
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus);
|
||||
|
||||
if (bgDescriptorSet) {
|
||||
ImGui::GetWindowDrawList()->AddImage(
|
||||
reinterpret_cast<ImTextureID>(bgDescriptorSet),
|
||||
ImVec2(0, 0), ImVec2(screenW, screenH));
|
||||
}
|
||||
|
||||
// Progress bar
|
||||
{
|
||||
const float barWidthFrac = 0.6f;
|
||||
const float barHeight = 6.0f;
|
||||
const float barY = screenH * 0.06f;
|
||||
float barX = screenW * (0.5f - barWidthFrac * 0.5f);
|
||||
float barW = screenW * barWidthFrac;
|
||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||
drawList->AddRectFilled(ImVec2(barX, barY), ImVec2(barX + barW, barY + barHeight),
|
||||
IM_COL32(25, 25, 25, 200), 2.0f);
|
||||
if (loadProgress > 0.001f) {
|
||||
drawList->AddRectFilled(ImVec2(barX, barY), ImVec2(barX + barW * loadProgress, barY + barHeight),
|
||||
IM_COL32(199, 156, 33, 255), 2.0f);
|
||||
}
|
||||
drawList->AddRect(ImVec2(barX - 1, barY - 1), ImVec2(barX + barW + 1, barY + barHeight + 1),
|
||||
IM_COL32(140, 110, 25, 255), 2.0f);
|
||||
}
|
||||
|
||||
// Percentage text
|
||||
{
|
||||
char pctBuf[32];
|
||||
snprintf(pctBuf, sizeof(pctBuf), "%d%%", static_cast<int>(loadProgress * 100.0f));
|
||||
float textY = screenH * 0.06f - 20.0f;
|
||||
ImVec2 pctSize = ImGui::CalcTextSize(pctBuf);
|
||||
ImGui::SetCursorPos(ImVec2((screenW - pctSize.x) * 0.5f, textY));
|
||||
ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", pctBuf);
|
||||
}
|
||||
|
||||
// Status text
|
||||
{
|
||||
float statusY = screenH * 0.06f + 14.0f;
|
||||
ImVec2 statusSize = ImGui::CalcTextSize(statusText.c_str());
|
||||
ImGui::SetCursorPos(ImVec2((screenW - statusSize.x) * 0.5f, statusY));
|
||||
ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", statusText.c_str());
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void LoadingScreen::render() {
|
||||
// If a frame is already in progress (e.g. called from a UI callback),
|
||||
// end it before starting our own
|
||||
|
|
|
|||
|
|
@ -282,6 +282,14 @@ glm::vec3 closestPointOnTriangle(const glm::vec3& p,
|
|||
|
||||
} // namespace
|
||||
|
||||
// Thread-local scratch buffers for collision queries (allows concurrent getFloorHeight calls)
|
||||
static thread_local std::vector<size_t> tl_m2_candidateScratch;
|
||||
static thread_local std::unordered_set<uint32_t> tl_m2_candidateIdScratch;
|
||||
static thread_local std::vector<uint32_t> tl_m2_collisionTriScratch;
|
||||
|
||||
// Forward declaration (defined after animation helpers)
|
||||
static void computeBoneMatrices(const M2ModelGPU& model, M2Instance& instance);
|
||||
|
||||
void M2Instance::updateModelMatrix() {
|
||||
modelMatrix = glm::mat4(1.0f);
|
||||
modelMatrix = glm::translate(modelMatrix, position);
|
||||
|
|
@ -1028,10 +1036,9 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
|
|||
(lowerName.find("trunk") != std::string::npos) ||
|
||||
(lowerName.find("stump") != std::string::npos) ||
|
||||
(lowerName.find("log") != std::string::npos);
|
||||
// Only large trees (canopy > 20 model units wide) get trunk collision.
|
||||
// Small/mid trees are walkthrough to avoid getting stuck between them.
|
||||
// Only large trees get trunk collision; all smaller trees are walkthrough.
|
||||
bool treeWithTrunk = treeLike && !hardTreePart && !foliageName && horiz > 40.0f;
|
||||
// Trees with visible trunks get collision. Threshold: canopy wider than 6
|
||||
// model units AND taller than 4 units (filters out small bushes/saplings).
|
||||
bool treeWithTrunk = treeLike && !hardTreePart && !foliageName && horiz > 6.0f && vert > 4.0f;
|
||||
bool softTree = treeLike && !hardTreePart && !treeWithTrunk;
|
||||
bool forceSolidCurb = gpuModel.collisionSteppedLowPlatform || knownStormwindPlanter || likelyCurbName || gpuModel.collisionPlanter;
|
||||
bool narrowVerticalName =
|
||||
|
|
@ -1602,6 +1609,12 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
|
|||
}
|
||||
}
|
||||
|
||||
// Pre-compute available LOD levels to avoid per-instance batch iteration
|
||||
gpuModel.availableLODs = 0;
|
||||
for (const auto& b : gpuModel.batches) {
|
||||
if (b.submeshLevel < 8) gpuModel.availableLODs |= (1u << b.submeshLevel);
|
||||
}
|
||||
|
||||
models[modelId] = std::move(gpuModel);
|
||||
|
||||
LOG_DEBUG("Loaded M2 model: ", model.name, " (", models[modelId].vertexCount, " vertices, ",
|
||||
|
|
@ -1667,6 +1680,21 @@ uint32_t M2Renderer::createInstance(uint32_t modelId, const glm::vec3& position,
|
|||
instance.animDuration = static_cast<float>(mdl.sequences[0].duration);
|
||||
instance.animTime = static_cast<float>(rand() % std::max(1u, mdl.sequences[0].duration));
|
||||
instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
|
||||
|
||||
// Seed bone matrices from an existing instance of the same model so the
|
||||
// new instance renders immediately instead of being invisible until the
|
||||
// next update() computes bones (prevents pop-in flash).
|
||||
for (const auto& existing : instances) {
|
||||
if (existing.modelId == modelId && !existing.boneMatrices.empty()) {
|
||||
instance.boneMatrices = existing.boneMatrices;
|
||||
instance.bonesDirty[0] = instance.bonesDirty[1] = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no sibling exists yet, compute bones immediately
|
||||
if (instance.boneMatrices.empty()) {
|
||||
computeBoneMatrices(mdlRef, instance);
|
||||
}
|
||||
}
|
||||
|
||||
// Register in dedup map before pushing (uses original position, not ground-adjusted)
|
||||
|
|
@ -1758,6 +1786,18 @@ uint32_t M2Renderer::createInstanceWithMatrix(uint32_t modelId, const glm::mat4&
|
|||
instance.animDuration = static_cast<float>(mdl2.sequences[0].duration);
|
||||
instance.animTime = static_cast<float>(rand() % std::max(1u, mdl2.sequences[0].duration));
|
||||
instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
|
||||
|
||||
// Seed bone matrices from an existing sibling so the instance renders immediately
|
||||
for (const auto& existing : instances) {
|
||||
if (existing.modelId == modelId && !existing.boneMatrices.empty()) {
|
||||
instance.boneMatrices = existing.boneMatrices;
|
||||
instance.bonesDirty[0] = instance.bonesDirty[1] = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (instance.boneMatrices.empty()) {
|
||||
computeBoneMatrices(mdl2, instance);
|
||||
}
|
||||
} else {
|
||||
instance.animTime = static_cast<float>(rand()) / RAND_MAX * 10000.0f;
|
||||
}
|
||||
|
|
@ -1911,6 +1951,7 @@ static void computeBoneMatrices(const M2ModelGPU& model, M2Instance& instance) {
|
|||
instance.boneMatrices[i] = local;
|
||||
}
|
||||
}
|
||||
instance.bonesDirty[0] = instance.bonesDirty[1] = true;
|
||||
}
|
||||
|
||||
void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::mat4& viewProjection) {
|
||||
|
|
@ -2172,6 +2213,53 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
|
|||
|
||||
}
|
||||
|
||||
void M2Renderer::prepareRender(uint32_t frameIndex, const Camera& camera) {
|
||||
if (!initialized_ || instances.empty()) return;
|
||||
(void)camera; // reserved for future frustum-based culling
|
||||
|
||||
// Pre-allocate bone SSBOs + descriptor sets on main thread (pool ops not thread-safe).
|
||||
// Only iterate animated instances — static doodads don't need bone buffers.
|
||||
for (size_t idx : animatedInstanceIndices_) {
|
||||
if (idx >= instances.size()) continue;
|
||||
auto& instance = instances[idx];
|
||||
|
||||
if (instance.boneMatrices.empty()) continue;
|
||||
|
||||
if (!instance.boneBuffer[frameIndex]) {
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = 128 * sizeof(glm::mat4);
|
||||
bci.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci,
|
||||
&instance.boneBuffer[frameIndex], &instance.boneAlloc[frameIndex], &allocInfo);
|
||||
instance.boneMapped[frameIndex] = allocInfo.pMappedData;
|
||||
|
||||
// Force dirty so current boneMatrices get copied into this
|
||||
// newly-allocated buffer during render (prevents garbage/zero
|
||||
// bones when the other frame index already cleared bonesDirty).
|
||||
instance.bonesDirty[frameIndex] = true;
|
||||
|
||||
instance.boneSet[frameIndex] = allocateBoneSet();
|
||||
if (instance.boneSet[frameIndex]) {
|
||||
VkDescriptorBufferInfo bufInfo{};
|
||||
bufInfo.buffer = instance.boneBuffer[frameIndex];
|
||||
bufInfo.offset = 0;
|
||||
bufInfo.range = bci.size;
|
||||
VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
|
||||
write.dstSet = instance.boneSet[frameIndex];
|
||||
write.dstBinding = 0;
|
||||
write.descriptorCount = 1;
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
write.pBufferInfo = &bufInfo;
|
||||
vkUpdateDescriptorSets(vkCtx_->getDevice(), 1, &write, 0, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
|
||||
if (instances.empty() || !opaquePipeline_) {
|
||||
return;
|
||||
|
|
@ -2254,8 +2342,8 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
}
|
||||
|
||||
// Sort by modelId to minimize vertex/index buffer rebinds
|
||||
std::stable_sort(sortedVisible_.begin(), sortedVisible_.end(),
|
||||
[](const VisibleEntry& a, const VisibleEntry& b) { return a.modelId < b.modelId; });
|
||||
std::sort(sortedVisible_.begin(), sortedVisible_.end(),
|
||||
[](const VisibleEntry& a, const VisibleEntry& b) { return a.modelId < b.modelId; });
|
||||
|
||||
uint32_t currentModelId = UINT32_MAX;
|
||||
const M2ModelGPU* currentModel = nullptr;
|
||||
|
|
@ -2330,44 +2418,26 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
}
|
||||
}
|
||||
|
||||
// Upload bone matrices to SSBO if model has skeletal animation
|
||||
bool useBones = model.hasAnimation && !model.disableAnimation && !instance.boneMatrices.empty();
|
||||
// Upload bone matrices to SSBO if model has skeletal animation.
|
||||
// Skip animated instances entirely until bones are computed + buffers allocated
|
||||
// to prevent bind-pose/T-pose flash on first appearance.
|
||||
bool modelNeedsAnimation = model.hasAnimation && !model.disableAnimation;
|
||||
if (modelNeedsAnimation && instance.boneMatrices.empty()) {
|
||||
continue; // Bones not yet computed — skip to avoid bind-pose flash
|
||||
}
|
||||
bool needsBones = modelNeedsAnimation && !instance.boneMatrices.empty();
|
||||
if (needsBones && (!instance.boneBuffer[frameIndex] || !instance.boneSet[frameIndex])) {
|
||||
continue; // Bone buffers not yet allocated — skip to avoid bind-pose flash
|
||||
}
|
||||
bool useBones = needsBones;
|
||||
if (useBones) {
|
||||
// Lazy-allocate bone SSBO on first use
|
||||
if (!instance.boneBuffer[frameIndex]) {
|
||||
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
|
||||
bci.size = 128 * sizeof(glm::mat4); // max 128 bones
|
||||
bci.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
VmaAllocationCreateInfo aci{};
|
||||
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
||||
aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
||||
VmaAllocationInfo allocInfo{};
|
||||
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci,
|
||||
&instance.boneBuffer[frameIndex], &instance.boneAlloc[frameIndex], &allocInfo);
|
||||
instance.boneMapped[frameIndex] = allocInfo.pMappedData;
|
||||
|
||||
// Allocate descriptor set for bone SSBO
|
||||
instance.boneSet[frameIndex] = allocateBoneSet();
|
||||
if (instance.boneSet[frameIndex]) {
|
||||
VkDescriptorBufferInfo bufInfo{};
|
||||
bufInfo.buffer = instance.boneBuffer[frameIndex];
|
||||
bufInfo.offset = 0;
|
||||
bufInfo.range = bci.size;
|
||||
VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
|
||||
write.dstSet = instance.boneSet[frameIndex];
|
||||
write.dstBinding = 0;
|
||||
write.descriptorCount = 1;
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
write.pBufferInfo = &bufInfo;
|
||||
vkUpdateDescriptorSets(vkCtx_->getDevice(), 1, &write, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Upload bone matrices
|
||||
if (instance.boneMapped[frameIndex]) {
|
||||
// Upload bone matrices only when recomputed (per-frame-index tracking
|
||||
// ensures both double-buffered SSBOs get the latest bone data)
|
||||
if (instance.bonesDirty[frameIndex] && instance.boneMapped[frameIndex]) {
|
||||
int numBones = std::min(static_cast<int>(instance.boneMatrices.size()), 128);
|
||||
memcpy(instance.boneMapped[frameIndex], instance.boneMatrices.data(),
|
||||
numBones * sizeof(glm::mat4));
|
||||
instance.bonesDirty[frameIndex] = false;
|
||||
}
|
||||
|
||||
// Bind bone descriptor set (set 2)
|
||||
|
|
@ -2384,12 +2454,8 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
else if (entry.distSq > 40.0f * 40.0f) desiredLOD = 1;
|
||||
|
||||
uint16_t targetLOD = desiredLOD;
|
||||
if (desiredLOD > 0) {
|
||||
bool hasDesiredLOD = false;
|
||||
for (const auto& b : model.batches) {
|
||||
if (b.submeshLevel == desiredLOD) { hasDesiredLOD = true; break; }
|
||||
}
|
||||
if (!hasDesiredLOD) targetLOD = 0;
|
||||
if (desiredLOD > 0 && !(model.availableLODs & (1u << desiredLOD))) {
|
||||
targetLOD = 0;
|
||||
}
|
||||
|
||||
const bool foliageLikeModel = model.isFoliageLike;
|
||||
|
|
@ -3597,7 +3663,7 @@ void M2Renderer::rebuildSpatialIndex() {
|
|||
void M2Renderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& queryMax,
|
||||
std::vector<size_t>& outIndices) const {
|
||||
outIndices.clear();
|
||||
candidateIdScratch.clear();
|
||||
tl_m2_candidateIdScratch.clear();
|
||||
|
||||
GridCell minCell = toCell(queryMin);
|
||||
GridCell maxCell = toCell(queryMax);
|
||||
|
|
@ -3607,7 +3673,7 @@ void M2Renderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& qu
|
|||
auto it = spatialGrid.find(GridCell{x, y, z});
|
||||
if (it == spatialGrid.end()) continue;
|
||||
for (uint32_t id : it->second) {
|
||||
if (!candidateIdScratch.insert(id).second) continue;
|
||||
if (!tl_m2_candidateIdScratch.insert(id).second) continue;
|
||||
auto idxIt = instanceIndexById.find(id);
|
||||
if (idxIt != instanceIndexById.end()) {
|
||||
outIndices.push_back(idxIt->second);
|
||||
|
|
@ -3780,9 +3846,9 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ,
|
|||
|
||||
glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 6.0f);
|
||||
glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 8.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_m2_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_m2_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3804,14 +3870,14 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ,
|
|||
model.collision.getFloorTrisInRange(
|
||||
localPos.x - 1.0f, localPos.y - 1.0f,
|
||||
localPos.x + 1.0f, localPos.y + 1.0f,
|
||||
collisionTriScratch_);
|
||||
tl_m2_collisionTriScratch);
|
||||
|
||||
glm::vec3 rayOrigin(localPos.x, localPos.y, localPos.z + 5.0f);
|
||||
glm::vec3 rayDir(0.0f, 0.0f, -1.0f);
|
||||
float bestHitZ = -std::numeric_limits<float>::max();
|
||||
bool hitAny = false;
|
||||
|
||||
for (uint32_t ti : collisionTriScratch_) {
|
||||
for (uint32_t ti : tl_m2_collisionTriScratch) {
|
||||
if (ti >= model.collision.triCount) continue;
|
||||
if (model.collision.triBounds[ti].maxZ < localPos.z - 10.0f ||
|
||||
model.collision.triBounds[ti].minZ > localPos.z + 5.0f) continue;
|
||||
|
|
@ -3926,10 +3992,10 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
|
||||
glm::vec3 queryMin = glm::min(from, to) - glm::vec3(7.0f, 7.0f, 5.0f);
|
||||
glm::vec3 queryMax = glm::max(from, to) + glm::vec3(7.0f, 7.0f, 5.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_m2_candidateScratch);
|
||||
|
||||
// Check against all M2 instances in local space (rotation-aware).
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_m2_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3962,14 +4028,14 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
std::min(localFrom.y, localPos.y) - localRadius - 1.0f,
|
||||
std::max(localFrom.x, localPos.x) + localRadius + 1.0f,
|
||||
std::max(localFrom.y, localPos.y) + localRadius + 1.0f,
|
||||
collisionTriScratch_);
|
||||
tl_m2_collisionTriScratch);
|
||||
|
||||
constexpr float PLAYER_HEIGHT = 2.0f;
|
||||
constexpr float MAX_TOTAL_PUSH = 0.02f; // Cap total push per instance
|
||||
bool pushed = false;
|
||||
float totalPushX = 0.0f, totalPushY = 0.0f;
|
||||
|
||||
for (uint32_t ti : collisionTriScratch_) {
|
||||
for (uint32_t ti : tl_m2_collisionTriScratch) {
|
||||
if (ti >= model.collision.triCount) continue;
|
||||
if (localPos.z + PLAYER_HEIGHT < model.collision.triBounds[ti].minZ ||
|
||||
localPos.z > model.collision.triBounds[ti].maxZ) continue;
|
||||
|
|
@ -4167,9 +4233,9 @@ float M2Renderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3&
|
|||
glm::vec3 rayEnd = origin + direction * maxDistance;
|
||||
glm::vec3 queryMin = glm::min(origin, rayEnd) - glm::vec3(1.0f);
|
||||
glm::vec3 queryMax = glm::max(origin, rayEnd) + glm::vec3(1.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_m2_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_m2_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
#include "rendering/performance_hud.hpp"
|
||||
#include "rendering/renderer.hpp"
|
||||
#include "rendering/vk_context.hpp"
|
||||
#include "rendering/terrain_renderer.hpp"
|
||||
#include "rendering/terrain_manager.hpp"
|
||||
#include "rendering/water_renderer.hpp"
|
||||
|
|
@ -187,6 +188,19 @@ void PerformanceHUD::render(const Renderer* renderer, const Camera* camera) {
|
|||
0, nullptr, 0.0f, 33.33f, ImVec2(200, 40));
|
||||
}
|
||||
|
||||
// FSR info
|
||||
if (renderer->isFSREnabled()) {
|
||||
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "FSR 1.0: ON");
|
||||
auto* ctx = renderer->getVkContext();
|
||||
if (ctx) {
|
||||
auto ext = ctx->getSwapchainExtent();
|
||||
float sf = renderer->getFSRScaleFactor();
|
||||
uint32_t iw = static_cast<uint32_t>(ext.width * sf) & ~1u;
|
||||
uint32_t ih = static_cast<uint32_t>(ext.height * sf) & ~1u;
|
||||
ImGui::Text(" %ux%u -> %ux%u (%.0f%%)", iw, ih, ext.width, ext.height, sf * 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
}
|
||||
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -199,13 +199,29 @@ void TerrainManager::update(const Camera& camera, float deltaTime) {
|
|||
currentTile = newTile;
|
||||
}
|
||||
|
||||
// Stream tiles if we've moved significantly or initial load
|
||||
// Stream tiles when player crosses a tile boundary
|
||||
if (newTile.x != lastStreamTile.x || newTile.y != lastStreamTile.y) {
|
||||
LOG_DEBUG("Streaming: cam=(", camPos.x, ",", camPos.y, ",", camPos.z,
|
||||
") tile=[", newTile.x, ",", newTile.y,
|
||||
"] loaded=", loadedTiles.size());
|
||||
streamTiles();
|
||||
lastStreamTile = newTile;
|
||||
} else {
|
||||
// Proactive loading: when workers are idle, periodically re-check for
|
||||
// unloaded tiles within range. Throttled to avoid hitching right after
|
||||
// world load when many tiles finalize simultaneously.
|
||||
proactiveStreamTimer_ += deltaTime;
|
||||
if (proactiveStreamTimer_ >= 2.0f) {
|
||||
proactiveStreamTimer_ = 0.0f;
|
||||
bool workersIdle;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
workersIdle = loadQueue.empty();
|
||||
}
|
||||
if (workersIdle) {
|
||||
streamTiles();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -800,7 +816,7 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
|
|||
}
|
||||
bool allDone = terrainRenderer->loadTerrainIncremental(
|
||||
pending->mesh, pending->terrain.textures, x, y,
|
||||
ft.terrainChunkNext, 32);
|
||||
ft.terrainChunkNext, 16);
|
||||
if (!allDone) {
|
||||
return false; // More chunks remain — yield to time budget
|
||||
}
|
||||
|
|
@ -830,11 +846,19 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
|
|||
}
|
||||
|
||||
case FinalizationPhase::M2_MODELS: {
|
||||
// Upload multiple M2 models per call (batched GPU uploads)
|
||||
// Upload multiple M2 models per call (batched GPU uploads).
|
||||
// When no more tiles are queued for background parsing, increase the
|
||||
// per-frame budget so idle workers don't waste time waiting for the
|
||||
// main thread to trickle-upload models.
|
||||
if (m2Renderer && ft.m2ModelIndex < pending->m2Models.size()) {
|
||||
// Set pre-decoded BLP cache so loadTexture() skips main-thread BLP decode
|
||||
m2Renderer->setPredecodedBLPCache(&pending->preloadedM2Textures);
|
||||
constexpr size_t kModelsPerStep = 4;
|
||||
bool workersIdle;
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(queueMutex);
|
||||
workersIdle = loadQueue.empty() && readyQueue.empty();
|
||||
}
|
||||
const size_t kModelsPerStep = workersIdle ? 6 : 4;
|
||||
size_t uploaded = 0;
|
||||
while (ft.m2ModelIndex < pending->m2Models.size() && uploaded < kModelsPerStep) {
|
||||
auto& m2Ready = pending->m2Models[ft.m2ModelIndex];
|
||||
|
|
@ -896,7 +920,12 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
|
|||
wmoRenderer->setPredecodedBLPCache(&pending->preloadedWMOTextures);
|
||||
wmoRenderer->setDeferNormalMaps(true);
|
||||
|
||||
constexpr size_t kWmosPerStep = 1;
|
||||
bool wmoWorkersIdle;
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(queueMutex);
|
||||
wmoWorkersIdle = loadQueue.empty() && readyQueue.empty();
|
||||
}
|
||||
const size_t kWmosPerStep = wmoWorkersIdle ? 2 : 1;
|
||||
size_t uploaded = 0;
|
||||
while (ft.wmoModelIndex < pending->wmoModels.size() && uploaded < kWmosPerStep) {
|
||||
auto& wmoReady = pending->wmoModels[ft.wmoModelIndex];
|
||||
|
|
@ -911,6 +940,8 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
|
|||
wmoRenderer->setDeferNormalMaps(false);
|
||||
wmoRenderer->setPredecodedBLPCache(nullptr);
|
||||
if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
|
||||
// All WMO models loaded — backfill normal/height maps that were skipped during streaming
|
||||
wmoRenderer->backfillNormalMaps();
|
||||
}
|
||||
ft.phase = FinalizationPhase::WMO_INSTANCES;
|
||||
return false;
|
||||
|
|
@ -1176,7 +1207,7 @@ void TerrainManager::processReadyTiles() {
|
|||
// Async upload batch: record GPU copies into a command buffer, submit with
|
||||
// a fence, but DON'T wait. The fence is polled on subsequent frames.
|
||||
// This eliminates the main-thread stall from vkWaitForFences entirely.
|
||||
const int maxSteps = taxiStreamingMode_ ? 8 : 2;
|
||||
const int maxSteps = taxiStreamingMode_ ? 4 : 1;
|
||||
int steps = 0;
|
||||
|
||||
if (vkCtx) vkCtx->beginUploadBatch();
|
||||
|
|
|
|||
|
|
@ -252,14 +252,22 @@ bool VkContext::createAllocator() {
|
|||
bool VkContext::createSwapchain(int width, int height) {
|
||||
vkb::SwapchainBuilder swapchainBuilder{physicalDevice, device, surface};
|
||||
|
||||
auto swapRet = swapchainBuilder
|
||||
auto& builder = swapchainBuilder
|
||||
.set_desired_format({VK_FORMAT_B8G8R8A8_UNORM, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
|
||||
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR) // VSync
|
||||
.set_desired_extent(static_cast<uint32_t>(width), static_cast<uint32_t>(height))
|
||||
.set_image_usage_flags(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT)
|
||||
.set_desired_min_image_count(2)
|
||||
.set_old_swapchain(swapchain) // For recreation
|
||||
.build();
|
||||
.set_old_swapchain(swapchain);
|
||||
|
||||
if (vsync_) {
|
||||
builder.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR);
|
||||
} else {
|
||||
builder.set_desired_present_mode(VK_PRESENT_MODE_IMMEDIATE_KHR);
|
||||
builder.add_fallback_present_mode(VK_PRESENT_MODE_MAILBOX_KHR);
|
||||
builder.add_fallback_present_mode(VK_PRESENT_MODE_FIFO_RELAXED_KHR);
|
||||
}
|
||||
|
||||
auto swapRet = builder.build();
|
||||
|
||||
if (!swapRet) {
|
||||
LOG_ERROR("Failed to create Vulkan swapchain: ", swapRet.error().message());
|
||||
|
|
@ -1026,14 +1034,22 @@ bool VkContext::recreateSwapchain(int width, int height) {
|
|||
VkSwapchainKHR oldSwapchain = swapchain;
|
||||
|
||||
vkb::SwapchainBuilder swapchainBuilder{physicalDevice, device, surface};
|
||||
auto swapRet = swapchainBuilder
|
||||
auto& builder = swapchainBuilder
|
||||
.set_desired_format({VK_FORMAT_B8G8R8A8_UNORM, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR})
|
||||
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR)
|
||||
.set_desired_extent(static_cast<uint32_t>(width), static_cast<uint32_t>(height))
|
||||
.set_image_usage_flags(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT)
|
||||
.set_desired_min_image_count(2)
|
||||
.set_old_swapchain(oldSwapchain)
|
||||
.build();
|
||||
.set_old_swapchain(oldSwapchain);
|
||||
|
||||
if (vsync_) {
|
||||
builder.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR);
|
||||
} else {
|
||||
builder.set_desired_present_mode(VK_PRESENT_MODE_IMMEDIATE_KHR);
|
||||
builder.add_fallback_present_mode(VK_PRESENT_MODE_MAILBOX_KHR);
|
||||
builder.add_fallback_present_mode(VK_PRESENT_MODE_FIFO_RELAXED_KHR);
|
||||
}
|
||||
|
||||
auto swapRet = builder.build();
|
||||
|
||||
if (oldSwapchain) {
|
||||
vkDestroySwapchainKHR(device, oldSwapchain, nullptr);
|
||||
|
|
|
|||
|
|
@ -48,6 +48,11 @@ size_t envSizeOrDefault(const char* name, size_t defValue) {
|
|||
}
|
||||
} // namespace
|
||||
|
||||
// Thread-local scratch buffers for collision queries (allows concurrent getFloorHeight/checkWallCollision calls)
|
||||
static thread_local std::vector<size_t> tl_candidateScratch;
|
||||
static thread_local std::vector<uint32_t> tl_triScratch;
|
||||
static thread_local std::unordered_set<uint32_t> tl_candidateIdScratch;
|
||||
|
||||
static void transformAABB(const glm::mat4& modelMatrix,
|
||||
const glm::vec3& localMin,
|
||||
const glm::vec3& localMax,
|
||||
|
|
@ -787,8 +792,8 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
|
|||
}
|
||||
|
||||
// Build doodad's local transform (WoW coordinates)
|
||||
// WMO doodads use quaternion rotation (X/Y swapped for correct orientation)
|
||||
glm::quat fixedRotation(doodad.rotation.w, doodad.rotation.y, doodad.rotation.x, doodad.rotation.z);
|
||||
// WMO doodads use quaternion rotation
|
||||
glm::quat fixedRotation(doodad.rotation.w, doodad.rotation.x, doodad.rotation.y, doodad.rotation.z);
|
||||
|
||||
glm::mat4 localTransform(1.0f);
|
||||
localTransform = glm::translate(localTransform, doodad.position);
|
||||
|
|
@ -1288,7 +1293,7 @@ void WMORenderer::rebuildSpatialIndex() {
|
|||
void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& queryMax,
|
||||
std::vector<size_t>& outIndices) const {
|
||||
outIndices.clear();
|
||||
candidateIdScratch.clear();
|
||||
tl_candidateIdScratch.clear();
|
||||
|
||||
GridCell minCell = toCell(queryMin);
|
||||
GridCell maxCell = toCell(queryMax);
|
||||
|
|
@ -1298,7 +1303,7 @@ void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& q
|
|||
auto it = spatialGrid.find(GridCell{x, y, z});
|
||||
if (it == spatialGrid.end()) continue;
|
||||
for (uint32_t id : it->second) {
|
||||
if (!candidateIdScratch.insert(id).second) continue;
|
||||
if (!tl_candidateIdScratch.insert(id).second) continue;
|
||||
auto idxIt = instanceIndexById.find(id);
|
||||
if (idxIt != instanceIndexById.end()) {
|
||||
outIndices.push_back(idxIt->second);
|
||||
|
|
@ -1318,15 +1323,10 @@ void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& q
|
|||
}
|
||||
}
|
||||
|
||||
void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
|
||||
void WMORenderer::prepareRender() {
|
||||
++currentFrameId;
|
||||
|
||||
if (!opaquePipeline_ || instances.empty()) {
|
||||
lastDrawCalls = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update material UBOs if settings changed
|
||||
// Update material UBOs if settings changed (mapped memory writes — main thread only)
|
||||
if (materialSettingsDirty_) {
|
||||
materialSettingsDirty_ = false;
|
||||
static const int pomSampleTable[] = { 16, 32, 64 };
|
||||
|
|
@ -1335,7 +1335,6 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
for (auto& group : model.groups) {
|
||||
for (auto& mb : group.mergedBatches) {
|
||||
if (!mb.materialUBO) continue;
|
||||
// Read existing UBO data, update normal/POM fields
|
||||
VmaAllocationInfo allocInfo{};
|
||||
vmaGetAllocationInfo(vkCtx_->getAllocator(), mb.materialUBOAlloc, &allocInfo);
|
||||
if (allocInfo.pMappedData) {
|
||||
|
|
@ -1351,6 +1350,13 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
|
||||
if (!opaquePipeline_ || instances.empty()) {
|
||||
lastDrawCalls = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
lastDrawCalls = 0;
|
||||
|
||||
|
|
@ -1362,43 +1368,45 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
lastPortalCulledGroups = 0;
|
||||
lastDistanceCulledGroups = 0;
|
||||
|
||||
// ── Phase 1: Parallel visibility culling ──────────────────────────
|
||||
std::vector<size_t> visibleInstances;
|
||||
visibleInstances.reserve(instances.size());
|
||||
// ── Phase 1: Visibility culling ──────────────────────────
|
||||
visibleInstances_.clear();
|
||||
for (size_t i = 0; i < instances.size(); ++i) {
|
||||
const auto& instance = instances[i];
|
||||
if (loadedModels.find(instance.modelId) == loadedModels.end())
|
||||
continue;
|
||||
visibleInstances.push_back(i);
|
||||
if (loadedModels.count(instances[i].modelId))
|
||||
visibleInstances_.push_back(i);
|
||||
}
|
||||
|
||||
glm::vec3 camPos = camera.getPosition();
|
||||
bool doPortalCull = portalCulling;
|
||||
bool doFrustumCull = false; // Temporarily disabled: can over-cull world WMOs
|
||||
bool doDistanceCull = distanceCulling;
|
||||
|
||||
auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
|
||||
if (instIdx >= instances.size()) return InstanceDrawList{};
|
||||
auto cullInstance = [&](size_t instIdx, InstanceDrawList& result) {
|
||||
if (instIdx >= instances.size()) return;
|
||||
const auto& instance = instances[instIdx];
|
||||
auto mdlIt = loadedModels.find(instance.modelId);
|
||||
if (mdlIt == loadedModels.end()) return InstanceDrawList{};
|
||||
if (mdlIt == loadedModels.end()) return;
|
||||
const ModelData& model = mdlIt->second;
|
||||
|
||||
InstanceDrawList result;
|
||||
result.instanceIndex = instIdx;
|
||||
result.visibleGroups.clear();
|
||||
result.portalCulled = 0;
|
||||
result.distanceCulled = 0;
|
||||
|
||||
// Portal-based visibility
|
||||
std::unordered_set<uint32_t> portalVisibleGroups;
|
||||
// Portal-based visibility — use a flat sorted vector instead of unordered_set
|
||||
std::vector<uint32_t> portalVisibleGroups;
|
||||
bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
|
||||
if (usePortalCulling) {
|
||||
std::unordered_set<uint32_t> pvgSet;
|
||||
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camPos, 1.0f);
|
||||
getVisibleGroupsViaPortals(model, glm::vec3(localCamPos), frustum,
|
||||
instance.modelMatrix, portalVisibleGroups);
|
||||
instance.modelMatrix, pvgSet);
|
||||
portalVisibleGroups.assign(pvgSet.begin(), pvgSet.end());
|
||||
std::sort(portalVisibleGroups.begin(), portalVisibleGroups.end());
|
||||
}
|
||||
|
||||
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
|
||||
if (usePortalCulling &&
|
||||
portalVisibleGroups.find(static_cast<uint32_t>(gi)) == portalVisibleGroups.end()) {
|
||||
!std::binary_search(portalVisibleGroups.begin(), portalVisibleGroups.end(),
|
||||
static_cast<uint32_t>(gi))) {
|
||||
result.portalCulled++;
|
||||
continue;
|
||||
}
|
||||
|
|
@ -1414,62 +1422,18 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (doFrustumCull && !frustum.intersectsAABB(gMin, gMax))
|
||||
continue;
|
||||
}
|
||||
|
||||
result.visibleGroups.push_back(static_cast<uint32_t>(gi));
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
// Dispatch culling — parallel when enough instances, sequential otherwise.
|
||||
std::vector<InstanceDrawList> drawLists;
|
||||
drawLists.reserve(visibleInstances.size());
|
||||
// Resize drawLists to match (reuses previous capacity)
|
||||
drawLists_.resize(visibleInstances_.size());
|
||||
|
||||
static const size_t minParallelCullInstances = std::max<size_t>(
|
||||
4, envSizeOrDefault("WOWEE_WMO_CULL_MT_MIN", 128));
|
||||
if (visibleInstances.size() >= minParallelCullInstances && numCullThreads_ > 1) {
|
||||
static const size_t minCullWorkPerThread = std::max<size_t>(
|
||||
16, envSizeOrDefault("WOWEE_WMO_CULL_WORK_PER_THREAD", 64));
|
||||
const size_t maxUsefulThreads = std::max<size_t>(
|
||||
1, (visibleInstances.size() + minCullWorkPerThread - 1) / minCullWorkPerThread);
|
||||
const size_t numThreads = std::min(static_cast<size_t>(numCullThreads_), maxUsefulThreads);
|
||||
if (numThreads <= 1) {
|
||||
for (size_t idx : visibleInstances) {
|
||||
drawLists.push_back(cullInstance(idx));
|
||||
}
|
||||
} else {
|
||||
const size_t chunkSize = visibleInstances.size() / numThreads;
|
||||
const size_t remainder = visibleInstances.size() % numThreads;
|
||||
|
||||
drawLists.resize(visibleInstances.size());
|
||||
|
||||
cullFutures_.clear();
|
||||
if (cullFutures_.capacity() < numThreads) {
|
||||
cullFutures_.reserve(numThreads);
|
||||
}
|
||||
|
||||
size_t start = 0;
|
||||
for (size_t t = 0; t < numThreads; ++t) {
|
||||
const size_t end = start + chunkSize + (t < remainder ? 1 : 0);
|
||||
cullFutures_.push_back(std::async(std::launch::async,
|
||||
[&, start, end]() {
|
||||
for (size_t j = start; j < end; ++j) {
|
||||
drawLists[j] = cullInstance(visibleInstances[j]);
|
||||
}
|
||||
}));
|
||||
start = end;
|
||||
}
|
||||
|
||||
for (auto& f : cullFutures_) {
|
||||
f.get();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (size_t idx : visibleInstances)
|
||||
drawLists.push_back(cullInstance(idx));
|
||||
// Sequential culling (parallel dispatch overhead > savings for typical instance counts)
|
||||
for (size_t j = 0; j < visibleInstances_.size(); ++j) {
|
||||
cullInstance(visibleInstances_[j], drawLists_[j]);
|
||||
}
|
||||
|
||||
// ── Phase 2: Vulkan draw ────────────────────────────────
|
||||
|
|
@ -1484,7 +1448,7 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
// Track which pipeline is currently bound: 0=opaque, 1=transparent, 2=glass
|
||||
int currentPipelineKind = 0;
|
||||
|
||||
for (const auto& dl : drawLists) {
|
||||
for (const auto& dl : drawLists_) {
|
||||
if (dl.instanceIndex >= instances.size()) continue;
|
||||
const auto& instance = instances[dl.instanceIndex];
|
||||
auto modelIt = loadedModels.find(instance.modelId);
|
||||
|
|
@ -2412,6 +2376,69 @@ VkTexture* WMORenderer::loadTexture(const std::string& path) {
|
|||
return rawPtr;
|
||||
}
|
||||
|
||||
void WMORenderer::backfillNormalMaps() {
|
||||
if (!normalMappingEnabled_ && !pomEnabled_) return;
|
||||
|
||||
if (!assetManager) return;
|
||||
|
||||
int generated = 0;
|
||||
for (auto& [key, entry] : textureCache) {
|
||||
if (entry.normalHeightMap) continue; // already has one
|
||||
if (!entry.texture) continue;
|
||||
|
||||
// Re-load the BLP from MPQ to get pixel data for normal map generation
|
||||
pipeline::BLPImage blp = assetManager->loadTexture(key);
|
||||
if (!blp.isValid() || blp.width == 0 || blp.height == 0) continue;
|
||||
|
||||
float variance = 0.0f;
|
||||
auto nhMap = generateNormalHeightMap(blp.data.data(), blp.width, blp.height, variance);
|
||||
if (nhMap) {
|
||||
entry.normalHeightMap = std::move(nhMap);
|
||||
entry.heightMapVariance = variance;
|
||||
generated++;
|
||||
}
|
||||
}
|
||||
|
||||
if (generated > 0) {
|
||||
VkDevice device = vkCtx_->getDevice();
|
||||
int rebound = 0;
|
||||
// Update merged batches: assign normal map pointer and rebind descriptor set
|
||||
for (auto& [modelId, model] : loadedModels) {
|
||||
for (auto& group : model.groups) {
|
||||
for (auto& mb : group.mergedBatches) {
|
||||
if (mb.normalHeightMap) continue; // already set
|
||||
if (!mb.texture) continue;
|
||||
// Find this texture in the cache
|
||||
for (const auto& [cacheKey, cacheEntry] : textureCache) {
|
||||
if (cacheEntry.texture.get() == mb.texture) {
|
||||
if (cacheEntry.normalHeightMap) {
|
||||
mb.normalHeightMap = cacheEntry.normalHeightMap.get();
|
||||
mb.heightMapVariance = cacheEntry.heightMapVariance;
|
||||
// Rebind descriptor set binding 2 to the real normal/height map
|
||||
if (mb.materialSet) {
|
||||
VkDescriptorImageInfo nhImgInfo = mb.normalHeightMap->descriptorInfo();
|
||||
VkWriteDescriptorSet write{};
|
||||
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
write.dstSet = mb.materialSet;
|
||||
write.dstBinding = 2;
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
write.descriptorCount = 1;
|
||||
write.pImageInfo = &nhImgInfo;
|
||||
vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
|
||||
rebound++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
materialSettingsDirty_ = true;
|
||||
LOG_INFO("Backfilled ", generated, " normal/height maps (", rebound, " descriptor sets rebound) for deferred WMO textures");
|
||||
}
|
||||
}
|
||||
|
||||
// Ray-AABB intersection (slab method)
|
||||
// Returns true if the ray intersects the axis-aligned bounding box
|
||||
static bool rayIntersectsAABB(const glm::vec3& origin, const glm::vec3& dir,
|
||||
|
|
@ -2808,9 +2835,9 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
|
|||
group.getTrianglesInRange(
|
||||
localOrigin.x - 1.0f, localOrigin.y - 1.0f,
|
||||
localOrigin.x + 1.0f, localOrigin.y + 1.0f,
|
||||
triScratch_);
|
||||
tl_triScratch);
|
||||
|
||||
for (uint32_t triStart : triScratch_) {
|
||||
for (uint32_t triStart : tl_triScratch) {
|
||||
const glm::vec3& v0 = verts[indices[triStart]];
|
||||
const glm::vec3& v1 = verts[indices[triStart + 1]];
|
||||
const glm::vec3& v2 = verts[indices[triStart + 2]];
|
||||
|
|
@ -2884,9 +2911,9 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
|
|||
// early-returned because overlapping WMO instances need full coverage).
|
||||
glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 8.0f);
|
||||
glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 10.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3059,9 +3086,9 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
|
||||
glm::vec3 queryMin = glm::min(from, to) - glm::vec3(8.0f, 8.0f, 5.0f);
|
||||
glm::vec3 queryMax = glm::max(from, to) + glm::vec3(8.0f, 8.0f, 5.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3127,9 +3154,9 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
float rangeMinY = std::min(localFrom.y, localTo.y) - PLAYER_RADIUS - 1.5f;
|
||||
float rangeMaxX = std::max(localFrom.x, localTo.x) + PLAYER_RADIUS + 1.5f;
|
||||
float rangeMaxY = std::max(localFrom.y, localTo.y) + PLAYER_RADIUS + 1.5f;
|
||||
group.getTrianglesInRange(rangeMinX, rangeMinY, rangeMaxX, rangeMaxY, triScratch_);
|
||||
group.getTrianglesInRange(rangeMinX, rangeMinY, rangeMaxX, rangeMaxY, tl_triScratch);
|
||||
|
||||
for (uint32_t triStart : triScratch_) {
|
||||
for (uint32_t triStart : tl_triScratch) {
|
||||
// Use pre-computed Z bounds for fast vertical reject
|
||||
const auto& tb = group.triBounds[triStart / 3];
|
||||
|
||||
|
|
@ -3145,18 +3172,13 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
if (triHeight < 1.0f && tb.maxZ <= localFeetZ + 1.2f) continue;
|
||||
|
||||
// Use MOPY flags to filter wall collision.
|
||||
// Collidable triangles (flag 0x01) block the player — including
|
||||
// invisible collision walls (0x01 without 0x20) used in tunnels.
|
||||
// Skip detail/decorative geometry (0x04) and render-only surfaces.
|
||||
// Collide with triangles that have the collision flag (0x08) or no flags at all.
|
||||
// Skip detail/decorative (0x04) and render-only (0x20 without 0x08) surfaces.
|
||||
uint32_t triIdx = triStart / 3;
|
||||
if (!group.triMopyFlags.empty() && triIdx < group.triMopyFlags.size()) {
|
||||
uint8_t mopy = group.triMopyFlags[triIdx];
|
||||
if (mopy != 0) {
|
||||
bool collidable = (mopy & 0x01) != 0;
|
||||
bool detail = (mopy & 0x04) != 0;
|
||||
if (!collidable || detail) {
|
||||
continue;
|
||||
}
|
||||
if ((mopy & 0x04) || !(mopy & 0x08)) continue;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3217,8 +3239,8 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
|
|||
if (absNz >= 0.35f) continue;
|
||||
|
||||
const float SKIN = 0.005f; // small separation so we don't re-collide immediately
|
||||
// Stronger push when inside WMO for more responsive indoor collision
|
||||
const float MAX_PUSH = insideWMO ? 0.35f : 0.15f;
|
||||
// Push must cover full penetration to prevent gradual clip-through
|
||||
const float MAX_PUSH = PLAYER_RADIUS;
|
||||
float penetration = (PLAYER_RADIUS - horizDist);
|
||||
float pushDist = glm::clamp(penetration + SKIN, 0.0f, MAX_PUSH);
|
||||
glm::vec2 pushDir2;
|
||||
|
|
@ -3302,9 +3324,9 @@ void WMORenderer::updateActiveGroup(float glX, float glY, float glZ) {
|
|||
|
||||
glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f);
|
||||
glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
|
||||
glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
|
||||
|
|
@ -3348,9 +3370,9 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
|
|||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||||
glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f);
|
||||
glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3397,9 +3419,9 @@ bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outMode
|
|||
bool WMORenderer::isInsideInteriorWMO(float glX, float glY, float glZ) const {
|
||||
glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f);
|
||||
glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3453,9 +3475,9 @@ float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3
|
|||
glm::vec3 rayEnd = origin + direction * maxDistance;
|
||||
glm::vec3 queryMin = glm::min(origin, rayEnd) - glm::vec3(1.0f);
|
||||
glm::vec3 queryMax = glm::max(origin, rayEnd) + glm::vec3(1.0f);
|
||||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||||
gatherCandidates(queryMin, queryMax, tl_candidateScratch);
|
||||
|
||||
for (size_t idx : candidateScratch) {
|
||||
for (size_t idx : tl_candidateScratch) {
|
||||
const auto& instance = instances[idx];
|
||||
if (collisionFocusEnabled &&
|
||||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||||
|
|
@ -3509,9 +3531,9 @@ float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3
|
|||
float rMinY = std::min(localOrigin.y, localEnd.y) - 1.0f;
|
||||
float rMaxX = std::max(localOrigin.x, localEnd.x) + 1.0f;
|
||||
float rMaxY = std::max(localOrigin.y, localEnd.y) + 1.0f;
|
||||
group.getWallTrianglesInRange(rMinX, rMinY, rMaxX, rMaxY, triScratch_);
|
||||
group.getWallTrianglesInRange(rMinX, rMinY, rMaxX, rMaxY, tl_triScratch);
|
||||
|
||||
for (uint32_t triStart : triScratch_) {
|
||||
for (uint32_t triStart : tl_triScratch) {
|
||||
const glm::vec3& v0 = verts[indices[triStart]];
|
||||
const glm::vec3& v1 = verts[indices[triStart + 1]];
|
||||
const glm::vec3& v2 = verts[indices[triStart + 2]];
|
||||
|
|
|
|||
|
|
@ -317,6 +317,20 @@ void GameScreen::render(game::GameHandler& gameHandler) {
|
|||
}
|
||||
}
|
||||
|
||||
// Apply saved FSR setting once when renderer is available
|
||||
if (!fsrSettingsApplied_ && pendingFSR) {
|
||||
auto* renderer = core::Application::getInstance().getRenderer();
|
||||
if (renderer) {
|
||||
static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 0.50f };
|
||||
renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
|
||||
renderer->setFSRSharpness(pendingFSRSharpness);
|
||||
renderer->setFSREnabled(true);
|
||||
fsrSettingsApplied_ = true;
|
||||
}
|
||||
} else {
|
||||
fsrSettingsApplied_ = true;
|
||||
}
|
||||
|
||||
// Apply auto-loot setting to GameHandler every frame (cheap bool sync)
|
||||
gameHandler.setAutoLoot(pendingAutoLoot);
|
||||
|
||||
|
|
@ -2687,6 +2701,12 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
|
|||
chatInputBuffer[0] = '\0';
|
||||
return;
|
||||
}
|
||||
// /unstuckhearth command — teleport to hearthstone bind point
|
||||
if (cmdLower == "unstuckhearth") {
|
||||
gameHandler.unstuckHearth();
|
||||
chatInputBuffer[0] = '\0';
|
||||
return;
|
||||
}
|
||||
|
||||
// /transport board — board test transport
|
||||
if (cmdLower == "transport board") {
|
||||
|
|
@ -6250,7 +6270,7 @@ void GameScreen::renderSettingsWindow() {
|
|||
if (pendingShadows) {
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(150.0f);
|
||||
if (ImGui::SliderFloat("Distance##shadow", &pendingShadowDistance, 40.0f, 200.0f, "%.0f")) {
|
||||
if (ImGui::SliderFloat("Distance##shadow", &pendingShadowDistance, 40.0f, 500.0f, "%.0f")) {
|
||||
if (renderer) renderer->setShadowDistance(pendingShadowDistance);
|
||||
saveSettings();
|
||||
}
|
||||
|
|
@ -6261,7 +6281,13 @@ void GameScreen::renderSettingsWindow() {
|
|||
}
|
||||
{
|
||||
const char* aaLabels[] = { "Off", "2x MSAA", "4x MSAA", "8x MSAA" };
|
||||
if (ImGui::Combo("Anti-Aliasing", &pendingAntiAliasing, aaLabels, 4)) {
|
||||
bool fsr2Active = renderer && renderer->isFSR2Enabled();
|
||||
if (fsr2Active) {
|
||||
ImGui::BeginDisabled();
|
||||
int disabled = 0;
|
||||
ImGui::Combo("Anti-Aliasing (FSR2)", &disabled, "Off (FSR2 active)\0", 1);
|
||||
ImGui::EndDisabled();
|
||||
} else if (ImGui::Combo("Anti-Aliasing", &pendingAntiAliasing, aaLabels, 4)) {
|
||||
static const VkSampleCountFlagBits aaSamples[] = {
|
||||
VK_SAMPLE_COUNT_1_BIT, VK_SAMPLE_COUNT_2_BIT,
|
||||
VK_SAMPLE_COUNT_4_BIT, VK_SAMPLE_COUNT_8_BIT
|
||||
|
|
@ -6270,6 +6296,33 @@ void GameScreen::renderSettingsWindow() {
|
|||
saveSettings();
|
||||
}
|
||||
}
|
||||
// FSR Upscaling
|
||||
{
|
||||
// FSR mode selection: Off, FSR 1.0 (Spatial), FSR 2.2 (Temporal)
|
||||
const char* fsrModeLabels[] = { "Off", "FSR 1.0 (Spatial)", "FSR 2.2 (Temporal)" };
|
||||
int fsrMode = pendingFSR ? 1 : 0;
|
||||
if (renderer && renderer->isFSR2Enabled()) fsrMode = 2;
|
||||
if (ImGui::Combo("Upscaling", &fsrMode, fsrModeLabels, 3)) {
|
||||
pendingFSR = (fsrMode == 1);
|
||||
if (renderer) {
|
||||
renderer->setFSREnabled(fsrMode == 1);
|
||||
renderer->setFSR2Enabled(fsrMode == 2);
|
||||
}
|
||||
saveSettings();
|
||||
}
|
||||
if (fsrMode > 0) {
|
||||
const char* fsrQualityLabels[] = { "Ultra Quality (77%)", "Quality (67%)", "Balanced (59%)", "Performance (50%)" };
|
||||
static const float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 0.50f };
|
||||
if (ImGui::Combo("FSR Quality", &pendingFSRQuality, fsrQualityLabels, 4)) {
|
||||
if (renderer) renderer->setFSRQuality(fsrScaleFactors[pendingFSRQuality]);
|
||||
saveSettings();
|
||||
}
|
||||
if (ImGui::SliderFloat("FSR Sharpness", &pendingFSRSharpness, 0.0f, 2.0f, "%.1f")) {
|
||||
if (renderer) renderer->setFSRSharpness(pendingFSRSharpness);
|
||||
saveSettings();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (ImGui::SliderInt("Ground Clutter Density", &pendingGroundClutterDensity, 0, 150, "%d%%")) {
|
||||
if (renderer) {
|
||||
if (auto* tm = renderer->getTerrainManager()) {
|
||||
|
|
@ -6348,7 +6401,7 @@ void GameScreen::renderSettingsWindow() {
|
|||
pendingFullscreen = kDefaultFullscreen;
|
||||
pendingVsync = kDefaultVsync;
|
||||
pendingShadows = kDefaultShadows;
|
||||
pendingShadowDistance = 72.0f;
|
||||
pendingShadowDistance = 300.0f;
|
||||
pendingGroundClutterDensity = kDefaultGroundClutterDensity;
|
||||
pendingAntiAliasing = 0;
|
||||
pendingNormalMapping = true;
|
||||
|
|
@ -7384,6 +7437,9 @@ void GameScreen::saveSettings() {
|
|||
out << "normal_map_strength=" << pendingNormalMapStrength << "\n";
|
||||
out << "pom=" << (pendingPOM ? 1 : 0) << "\n";
|
||||
out << "pom_quality=" << pendingPOMQuality << "\n";
|
||||
out << "fsr=" << (pendingFSR ? 1 : 0) << "\n";
|
||||
out << "fsr_quality=" << pendingFSRQuality << "\n";
|
||||
out << "fsr_sharpness=" << pendingFSRSharpness << "\n";
|
||||
|
||||
// Controls
|
||||
out << "mouse_sensitivity=" << pendingMouseSensitivity << "\n";
|
||||
|
|
@ -7463,13 +7519,16 @@ void GameScreen::loadSettings() {
|
|||
else if (key == "auto_loot") pendingAutoLoot = (std::stoi(val) != 0);
|
||||
else if (key == "ground_clutter_density") pendingGroundClutterDensity = std::clamp(std::stoi(val), 0, 150);
|
||||
else if (key == "shadows") pendingShadows = (std::stoi(val) != 0);
|
||||
else if (key == "shadow_distance") pendingShadowDistance = std::clamp(std::stof(val), 40.0f, 200.0f);
|
||||
else if (key == "shadow_distance") pendingShadowDistance = std::clamp(std::stof(val), 40.0f, 500.0f);
|
||||
else if (key == "water_refraction") pendingWaterRefraction = (std::stoi(val) != 0);
|
||||
else if (key == "antialiasing") pendingAntiAliasing = std::clamp(std::stoi(val), 0, 3);
|
||||
else if (key == "normal_mapping") pendingNormalMapping = (std::stoi(val) != 0);
|
||||
else if (key == "normal_map_strength") pendingNormalMapStrength = std::clamp(std::stof(val), 0.0f, 2.0f);
|
||||
else if (key == "pom") pendingPOM = (std::stoi(val) != 0);
|
||||
else if (key == "pom_quality") pendingPOMQuality = std::clamp(std::stoi(val), 0, 2);
|
||||
else if (key == "fsr") pendingFSR = (std::stoi(val) != 0);
|
||||
else if (key == "fsr_quality") pendingFSRQuality = std::clamp(std::stoi(val), 0, 3);
|
||||
else if (key == "fsr_sharpness") pendingFSRSharpness = std::clamp(std::stof(val), 0.0f, 2.0f);
|
||||
// Controls
|
||||
else if (key == "mouse_sensitivity") pendingMouseSensitivity = std::clamp(std::stof(val), 0.05f, 1.0f);
|
||||
else if (key == "invert_mouse") pendingInvertMouse = (std::stoi(val) != 0);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue