#include "rendering/renderer.hpp" #include "rendering/camera.hpp" #include "rendering/camera_controller.hpp" #include "rendering/scene.hpp" #include "rendering/terrain_renderer.hpp" #include "rendering/terrain_manager.hpp" #include "rendering/performance_hud.hpp" #include "rendering/water_renderer.hpp" #include "rendering/skybox.hpp" #include "rendering/celestial.hpp" #include "rendering/starfield.hpp" #include "rendering/clouds.hpp" #include "rendering/lens_flare.hpp" #include "rendering/weather.hpp" #include "rendering/lighting_manager.hpp" #include "rendering/sky_system.hpp" #include "rendering/swim_effects.hpp" #include "rendering/mount_dust.hpp" #include "rendering/charge_effect.hpp" #include "rendering/levelup_effect.hpp" #include "rendering/character_renderer.hpp" #include "rendering/wmo_renderer.hpp" #include "rendering/m2_renderer.hpp" #include "rendering/minimap.hpp" #include "rendering/quest_marker_renderer.hpp" #include "rendering/shader.hpp" #include "game/game_handler.hpp" #include "pipeline/m2_loader.hpp" #include #include "pipeline/asset_manager.hpp" #include "pipeline/dbc_loader.hpp" #include "pipeline/dbc_layout.hpp" #include "pipeline/m2_loader.hpp" #include "pipeline/wmo_loader.hpp" #include "pipeline/adt_loader.hpp" #include "pipeline/terrain_mesh.hpp" #include "core/application.hpp" #include "core/window.hpp" #include "core/logger.hpp" #include "game/world.hpp" #include "game/zone_manager.hpp" #include "audio/audio_engine.hpp" #include "audio/music_manager.hpp" #include "audio/footstep_manager.hpp" #include "audio/activity_sound_manager.hpp" #include "audio/mount_sound_manager.hpp" #include "audio/npc_voice_manager.hpp" #include "audio/ambient_sound_manager.hpp" #include "audio/ui_sound_manager.hpp" #include "audio/combat_sound_manager.hpp" #include "audio/spell_sound_manager.hpp" #include "audio/movement_sound_manager.hpp" #include #include #include #include #include #include #include #include #include #include #include namespace wowee { namespace rendering { struct EmoteInfo { uint32_t animId = 0; uint32_t dbcId = 0; // EmotesText.dbc record ID (for CMSG_TEXT_EMOTE) bool loop = false; std::string textNoTarget; // sender sees, no target: "You dance." std::string textTarget; // sender sees, with target: "You dance with %s." std::string othersNoTarget; // others see, no target: "%s dances." std::string othersTarget; // others see, with target: "%s dances with %s." std::string command; }; static std::unordered_map EMOTE_TABLE; static std::unordered_map EMOTE_BY_DBCID; // reverse lookup: dbcId → EmoteInfo* static bool emoteTableLoaded = false; static std::vector parseEmoteCommands(const std::string& raw) { std::vector out; std::string cur; for (char c : raw) { if (std::isalnum(static_cast(c)) || c == '_') { cur.push_back(static_cast(std::tolower(static_cast(c)))); } else if (!cur.empty()) { out.push_back(cur); cur.clear(); } } if (!cur.empty()) out.push_back(cur); return out; } static bool isLoopingEmote(const std::string& command) { static const std::unordered_set kLooping = { "dance", "train", }; return kLooping.find(command) != kLooping.end(); } static void loadFallbackEmotes() { if (!EMOTE_TABLE.empty()) return; EMOTE_TABLE = { {"wave", {67, 0, false, "You wave.", "You wave at %s.", "%s waves.", "%s waves at %s.", "wave"}}, {"bow", {66, 0, false, "You bow down graciously.", "You bow down before %s.", "%s bows down graciously.", "%s bows down before %s.", "bow"}}, {"laugh", {70, 0, false, "You laugh.", "You laugh at %s.", "%s laughs.", "%s laughs at %s.", "laugh"}}, {"point", {84, 0, false, "You point over yonder.", "You point at %s.", "%s points over yonder.", "%s points at %s.", "point"}}, {"cheer", {68, 0, false, "You cheer!", "You cheer at %s.", "%s cheers!", "%s cheers at %s.", "cheer"}}, {"dance", {69, 0, true, "You burst into dance.", "You dance with %s.", "%s bursts into dance.", "%s dances with %s.", "dance"}}, {"kneel", {75, 0, false, "You kneel down.", "You kneel before %s.", "%s kneels down.", "%s kneels before %s.", "kneel"}}, {"applaud", {80, 0, false, "You applaud. Bravo!", "You applaud at %s. Bravo!", "%s applauds. Bravo!", "%s applauds at %s. Bravo!", "applaud"}}, {"shout", {81, 0, false, "You shout.", "You shout at %s.", "%s shouts.", "%s shouts at %s.", "shout"}}, {"chicken", {78, 0, false, "With arms flapping, you strut around. Cluck, Cluck, Chicken!", "With arms flapping, you strut around %s. Cluck, Cluck, Chicken!", "%s struts around. Cluck, Cluck, Chicken!", "%s struts around %s. Cluck, Cluck, Chicken!", "chicken"}}, {"cry", {77, 0, false, "You cry.", "You cry on %s's shoulder.", "%s cries.", "%s cries on %s's shoulder.", "cry"}}, {"kiss", {76, 0, false, "You blow a kiss into the wind.", "You blow a kiss to %s.", "%s blows a kiss into the wind.", "%s blows a kiss to %s.", "kiss"}}, {"roar", {74, 0, false, "You roar with bestial vigor. So fierce!", "You roar with bestial vigor at %s. So fierce!", "%s roars with bestial vigor. So fierce!", "%s roars with bestial vigor at %s. So fierce!", "roar"}}, {"salute", {113, 0, false, "You salute.", "You salute %s with respect.", "%s salutes.", "%s salutes %s with respect.", "salute"}}, {"rude", {73, 0, false, "You make a rude gesture.", "You make a rude gesture at %s.", "%s makes a rude gesture.", "%s makes a rude gesture at %s.", "rude"}}, {"flex", {82, 0, false, "You flex your muscles. Oooooh so strong!", "You flex at %s. Oooooh so strong!", "%s flexes. Oooooh so strong!", "%s flexes at %s. Oooooh so strong!", "flex"}}, {"shy", {83, 0, false, "You smile shyly.", "You smile shyly at %s.", "%s smiles shyly.", "%s smiles shyly at %s.", "shy"}}, {"beg", {79, 0, false, "You beg everyone around you. How pathetic.", "You beg %s. How pathetic.", "%s begs everyone around. How pathetic.", "%s begs %s. How pathetic.", "beg"}}, {"eat", {61, 0, false, "You begin to eat.", "You begin to eat in front of %s.", "%s begins to eat.", "%s begins to eat in front of %s.", "eat"}}, }; } static std::string replacePlaceholders(const std::string& text, const std::string* targetName) { if (text.empty()) return text; std::string out; out.reserve(text.size() + 16); for (size_t i = 0; i < text.size(); ++i) { if (text[i] == '%' && i + 1 < text.size() && text[i + 1] == 's') { if (targetName && !targetName->empty()) out += *targetName; i++; } else { out.push_back(text[i]); } } return out; } static void loadEmotesFromDbc() { if (emoteTableLoaded) return; emoteTableLoaded = true; auto* assetManager = core::Application::getInstance().getAssetManager(); if (!assetManager) { LOG_WARNING("Emotes: no AssetManager"); loadFallbackEmotes(); return; } auto emotesTextDbc = assetManager->loadDBC("EmotesText.dbc"); auto emotesTextDataDbc = assetManager->loadDBC("EmotesTextData.dbc"); if (!emotesTextDbc || !emotesTextDataDbc || !emotesTextDbc->isLoaded() || !emotesTextDataDbc->isLoaded()) { LOG_WARNING("Emotes: DBCs not available (EmotesText/EmotesTextData)"); loadFallbackEmotes(); return; } const auto* activeLayout = pipeline::getActiveDBCLayout(); const auto* etdL = activeLayout ? activeLayout->getLayout("EmotesTextData") : nullptr; const auto* emL = activeLayout ? activeLayout->getLayout("Emotes") : nullptr; const auto* etL = activeLayout ? activeLayout->getLayout("EmotesText") : nullptr; std::unordered_map textData; textData.reserve(emotesTextDataDbc->getRecordCount()); for (uint32_t r = 0; r < emotesTextDataDbc->getRecordCount(); ++r) { uint32_t id = emotesTextDataDbc->getUInt32(r, etdL ? (*etdL)["ID"] : 0); std::string text = emotesTextDataDbc->getString(r, etdL ? (*etdL)["Text"] : 1); if (!text.empty()) textData.emplace(id, std::move(text)); } std::unordered_map emoteIdToAnim; if (auto emotesDbc = assetManager->loadDBC("Emotes.dbc"); emotesDbc && emotesDbc->isLoaded()) { emoteIdToAnim.reserve(emotesDbc->getRecordCount()); for (uint32_t r = 0; r < emotesDbc->getRecordCount(); ++r) { uint32_t emoteId = emotesDbc->getUInt32(r, emL ? (*emL)["ID"] : 0); uint32_t animId = emotesDbc->getUInt32(r, emL ? (*emL)["AnimID"] : 2); if (animId != 0) emoteIdToAnim[emoteId] = animId; } } EMOTE_TABLE.clear(); EMOTE_TABLE.reserve(emotesTextDbc->getRecordCount()); for (uint32_t r = 0; r < emotesTextDbc->getRecordCount(); ++r) { uint32_t recordId = emotesTextDbc->getUInt32(r, etL ? (*etL)["ID"] : 0); std::string cmdRaw = emotesTextDbc->getString(r, etL ? (*etL)["Command"] : 1); if (cmdRaw.empty()) continue; uint32_t emoteRef = emotesTextDbc->getUInt32(r, etL ? (*etL)["EmoteRef"] : 2); uint32_t animId = 0; auto animIt = emoteIdToAnim.find(emoteRef); if (animIt != emoteIdToAnim.end()) { animId = animIt->second; } else { animId = emoteRef; // fallback if EmotesText stores animation id directly } uint32_t senderTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderTargetTextID"] : 5); uint32_t senderNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderNoTargetTextID"] : 9); uint32_t othersTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersTargetTextID"] : 3); uint32_t othersNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersNoTargetTextID"] : 7); std::string textTarget, textNoTarget, oTarget, oNoTarget; if (auto it = textData.find(senderTargetTextId); it != textData.end()) textTarget = it->second; if (auto it = textData.find(senderNoTargetTextId); it != textData.end()) textNoTarget = it->second; if (auto it = textData.find(othersTargetTextId); it != textData.end()) oTarget = it->second; if (auto it = textData.find(othersNoTargetTextId); it != textData.end()) oNoTarget = it->second; for (const std::string& cmd : parseEmoteCommands(cmdRaw)) { if (cmd.empty()) continue; EmoteInfo info; info.animId = animId; info.dbcId = recordId; info.loop = isLoopingEmote(cmd); info.textNoTarget = textNoTarget; info.textTarget = textTarget; info.othersNoTarget = oNoTarget; info.othersTarget = oTarget; info.command = cmd; EMOTE_TABLE.emplace(cmd, std::move(info)); } } if (EMOTE_TABLE.empty()) { LOG_WARNING("Emotes: DBC loaded but no commands parsed, using fallback list"); loadFallbackEmotes(); } else { LOG_INFO("Emotes: loaded ", EMOTE_TABLE.size(), " commands from DBC"); } // Build reverse lookup by dbcId (only first command per emote needed) EMOTE_BY_DBCID.clear(); for (auto& [cmd, info] : EMOTE_TABLE) { if (info.dbcId != 0) { EMOTE_BY_DBCID.emplace(info.dbcId, &info); } } } Renderer::Renderer() = default; Renderer::~Renderer() = default; bool Renderer::initialize(core::Window* win) { window = win; LOG_INFO("Initializing renderer"); // Create camera (in front of Stormwind gate, looking north) camera = std::make_unique(); camera->setPosition(glm::vec3(-8900.0f, -170.0f, 150.0f)); camera->setRotation(0.0f, -5.0f); camera->setAspectRatio(window->getAspectRatio()); camera->setFov(60.0f); // Create camera controller cameraController = std::make_unique(camera.get()); cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed cameraController->setMouseSensitivity(0.15f); // Create scene scene = std::make_unique(); // Create performance HUD performanceHUD = std::make_unique(); performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT); // Create water renderer waterRenderer = std::make_unique(); if (!waterRenderer->initialize()) { LOG_WARNING("Failed to initialize water renderer"); waterRenderer.reset(); } // Create skybox skybox = std::make_unique(); if (!skybox->initialize()) { LOG_WARNING("Failed to initialize skybox"); skybox.reset(); } else { skybox->setTimeOfDay(12.0f); // Start at noon } // Create celestial renderer (sun and moon) celestial = std::make_unique(); if (!celestial->initialize()) { LOG_WARNING("Failed to initialize celestial renderer"); celestial.reset(); } // Create star field starField = std::make_unique(); if (!starField->initialize()) { LOG_WARNING("Failed to initialize star field"); starField.reset(); } // Create clouds clouds = std::make_unique(); if (!clouds->initialize()) { LOG_WARNING("Failed to initialize clouds"); clouds.reset(); } else { clouds->setDensity(0.5f); // Medium cloud coverage } // Create lens flare lensFlare = std::make_unique(); if (!lensFlare->initialize()) { LOG_WARNING("Failed to initialize lens flare"); lensFlare.reset(); } // Create sky system (coordinator for sky rendering) skySystem = std::make_unique(); if (!skySystem->initialize()) { LOG_WARNING("Failed to initialize sky system"); skySystem.reset(); } else { // Note: SkySystem manages its own components internally // Keep existing components for backwards compatibility (PerformanceHUD access) LOG_INFO("Sky system initialized successfully (coordinator active)"); } // Create weather system weather = std::make_unique(); if (!weather->initialize()) { LOG_WARNING("Failed to initialize weather"); weather.reset(); } // Create lighting system lightingManager = std::make_unique(); auto* assetManager = core::Application::getInstance().getAssetManager(); if (assetManager && !lightingManager->initialize(assetManager)) { LOG_WARNING("Failed to initialize lighting manager"); lightingManager.reset(); } // Create swim effects swimEffects = std::make_unique(); if (!swimEffects->initialize()) { LOG_WARNING("Failed to initialize swim effects"); swimEffects.reset(); } // Create mount dust effects mountDust = std::make_unique(); if (!mountDust->initialize()) { LOG_WARNING("Failed to initialize mount dust effects"); mountDust.reset(); } // Create level-up effect (model loaded later via loadLevelUpEffect) levelUpEffect = std::make_unique(); // Create charge effect (point-sprite particles + optional M2 models) chargeEffect = std::make_unique(); if (!chargeEffect->initialize()) { LOG_WARNING("Failed to initialize charge effect"); chargeEffect.reset(); } // Create character renderer characterRenderer = std::make_unique(); if (!characterRenderer->initialize()) { LOG_WARNING("Failed to initialize character renderer"); characterRenderer.reset(); } // Create WMO renderer wmoRenderer = std::make_unique(); if (!wmoRenderer->initialize(assetManager)) { LOG_WARNING("Failed to initialize WMO renderer"); wmoRenderer.reset(); } // Create minimap minimap = std::make_unique(); if (!minimap->initialize(200)) { LOG_WARNING("Failed to initialize minimap"); minimap.reset(); } // Create quest marker renderer (initialized later with AssetManager) questMarkerRenderer = std::make_unique(); // Create M2 renderer (for doodads) m2Renderer = std::make_unique(); // Note: M2 renderer needs asset manager, will be initialized when terrain loads // Create zone manager zoneManager = std::make_unique(); zoneManager->initialize(); // Initialize AudioEngine (singleton) if (!audio::AudioEngine::instance().initialize()) { LOG_WARNING("Failed to initialize AudioEngine - audio will be disabled"); } // Create music manager (initialized later with asset manager) musicManager = std::make_unique(); footstepManager = std::make_unique(); activitySoundManager = std::make_unique(); mountSoundManager = std::make_unique(); npcVoiceManager = std::make_unique(); ambientSoundManager = std::make_unique(); uiSoundManager = std::make_unique(); combatSoundManager = std::make_unique(); spellSoundManager = std::make_unique(); movementSoundManager = std::make_unique(); // Underwater full-screen tint overlay (applies to all world geometry). underwaterOverlayShader = std::make_unique(); const char* overlayVS = R"( #version 330 core layout (location = 0) in vec2 aPos; void main() { gl_Position = vec4(aPos, 0.0, 1.0); } )"; const char* overlayFS = R"( #version 330 core uniform vec4 uTint; out vec4 FragColor; void main() { FragColor = uTint; } )"; if (!underwaterOverlayShader->loadFromSource(overlayVS, overlayFS)) { LOG_WARNING("Failed to initialize underwater overlay shader"); underwaterOverlayShader.reset(); } else { const float quadVerts[] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f }; glGenVertexArrays(1, &underwaterOverlayVAO); glGenBuffers(1, &underwaterOverlayVBO); glBindVertexArray(underwaterOverlayVAO); glBindBuffer(GL_ARRAY_BUFFER, underwaterOverlayVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); } // Initialize post-process FBO pipeline initPostProcess(window->getWidth(), window->getHeight()); // Initialize shadow map initShadowMap(); LOG_INFO("Renderer initialized"); return true; } void Renderer::shutdown() { if (terrainManager) { terrainManager->unloadAll(); terrainManager.reset(); } if (terrainRenderer) { terrainRenderer->shutdown(); terrainRenderer.reset(); } if (waterRenderer) { waterRenderer->shutdown(); waterRenderer.reset(); } if (skybox) { skybox->shutdown(); skybox.reset(); } if (celestial) { celestial->shutdown(); celestial.reset(); } if (starField) { starField->shutdown(); starField.reset(); } if (clouds) { clouds.reset(); } if (lensFlare) { lensFlare.reset(); } if (weather) { weather.reset(); } if (swimEffects) { swimEffects->shutdown(); swimEffects.reset(); } if (characterRenderer) { characterRenderer->shutdown(); characterRenderer.reset(); } if (wmoRenderer) { wmoRenderer->shutdown(); wmoRenderer.reset(); } if (m2Renderer) { m2Renderer->shutdown(); m2Renderer.reset(); } if (musicManager) { musicManager->shutdown(); musicManager.reset(); } if (footstepManager) { footstepManager->shutdown(); footstepManager.reset(); } if (activitySoundManager) { activitySoundManager->shutdown(); activitySoundManager.reset(); } // Shutdown AudioEngine singleton audio::AudioEngine::instance().shutdown(); if (underwaterOverlayVAO) { glDeleteVertexArrays(1, &underwaterOverlayVAO); underwaterOverlayVAO = 0; } if (underwaterOverlayVBO) { glDeleteBuffers(1, &underwaterOverlayVBO); underwaterOverlayVBO = 0; } underwaterOverlayShader.reset(); // Cleanup shadow map resources if (shadowFBO) { glDeleteFramebuffers(1, &shadowFBO); shadowFBO = 0; } if (shadowDepthTex) { glDeleteTextures(1, &shadowDepthTex); shadowDepthTex = 0; } if (shadowShaderProgram) { glDeleteProgram(shadowShaderProgram); shadowShaderProgram = 0; } shutdownPostProcess(); zoneManager.reset(); performanceHUD.reset(); scene.reset(); cameraController.reset(); camera.reset(); LOG_INFO("Renderer shutdown"); } void Renderer::beginFrame() { // Resize post-process FBO if window size changed int w = window->getWidth(); int h = window->getHeight(); if (w != fbWidth || h != fbHeight) { resizePostProcess(w, h); } // Clear default framebuffer (login screen renders here directly) glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void Renderer::endFrame() { // Nothing needed here for now } void Renderer::setCharacterFollow(uint32_t instanceId) { characterInstanceId = instanceId; if (cameraController && instanceId > 0) { cameraController->setFollowTarget(&characterPosition); } } void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath) { mountInstanceId_ = mountInstId; mountHeightOffset_ = heightOffset; mountSeatAttachmentId_ = -1; smoothedMountSeatPos_ = characterPosition; mountSeatSmoothingInit_ = false; mountAction_ = MountAction::None; // Clear mount action state mountActionPhase_ = 0; charAnimState = CharAnimState::MOUNT; if (cameraController) { cameraController->setMounted(true); cameraController->setMountHeightOffset(heightOffset); } // Debug: dump available mount animations if (characterRenderer && mountInstId > 0) { characterRenderer->dumpAnimations(mountInstId); } // Discover mount animation capabilities (property-based, not hardcoded IDs) LOG_DEBUG("=== Mount Animation Dump (Display ID ", mountDisplayId, ") ==="); characterRenderer->dumpAnimations(mountInstId); // Get all sequences for property-based analysis std::vector sequences; if (!characterRenderer->getAnimationSequences(mountInstId, sequences)) { LOG_WARNING("Failed to get animation sequences for mount, using fallback IDs"); sequences.clear(); } // Helper: ID-based fallback finder auto findFirst = [&](std::initializer_list candidates) -> uint32_t { for (uint32_t id : candidates) { if (characterRenderer->hasAnimation(mountInstId, id)) { return id; } } return 0; }; // Property-based jump animation discovery with chain-based scoring auto discoverJumpSet = [&]() { // Debug: log all sequences for analysis LOG_DEBUG("=== Full sequence table for mount ==="); for (const auto& seq : sequences) { LOG_DEBUG("SEQ id=", seq.id, " dur=", seq.duration, " flags=0x", std::hex, seq.flags, std::dec, " moveSpd=", seq.movingSpeed, " blend=", seq.blendTime, " next=", seq.nextAnimation, " alias=", seq.aliasNext); } LOG_DEBUG("=== End sequence table ==="); // Known combat/bad animation IDs to avoid std::set forbiddenIds = {53, 54, 16}; // jumpkick, attack auto scoreNear = [](int a, int b) -> int { int d = std::abs(a - b); return (d <= 8) ? (20 - d) : 0; // within 8 IDs gets points }; auto isForbidden = [&](uint32_t id) { return forbiddenIds.count(id) != 0; }; auto findSeqById = [&](uint32_t id) -> const pipeline::M2Sequence* { for (const auto& s : sequences) { if (s.id == id) return &s; } return nullptr; }; uint32_t runId = findFirst({5, 4}); uint32_t standId = findFirst({0}); // Step A: Find loop candidates std::vector loops; for (const auto& seq : sequences) { if (isForbidden(seq.id)) continue; // Bit 0x01 NOT set = loops (0x20, 0x60), bit 0x01 set = non-looping (0x21, 0x61) bool isLoop = (seq.flags & 0x01) == 0; if (isLoop && seq.duration >= 350 && seq.duration <= 1000 && seq.id != runId && seq.id != standId) { loops.push_back(seq.id); } } // Choose loop: prefer one near known classic IDs (38), else best duration uint32_t loop = 0; if (!loops.empty()) { uint32_t best = loops[0]; int bestScore = -999; for (uint32_t id : loops) { int sc = 0; sc += scoreNear((int)id, 38); // classic hint const auto* s = findSeqById(id); if (s) sc += (s->duration >= 500 && s->duration <= 800) ? 5 : 0; if (sc > bestScore) { bestScore = sc; best = id; } } loop = best; } // Step B: Score start/end candidates uint32_t start = 0, end = 0; int bestStart = -999, bestEnd = -999; for (const auto& seq : sequences) { if (isForbidden(seq.id)) continue; // Only consider non-looping animations for start/end bool isLoop = (seq.flags & 0x01) == 0; if (isLoop) continue; // Start window if (seq.duration >= 450 && seq.duration <= 1100) { int sc = 0; if (loop) sc += scoreNear((int)seq.id, (int)loop); // Chain bonus: if this start points at loop or near it if (loop && (seq.nextAnimation == (int16_t)loop || seq.aliasNext == loop)) sc += 30; if (loop && scoreNear(seq.nextAnimation, (int)loop) > 0) sc += 10; // Penalize "stop/brake-ish": very long blendTime can be a stop transition if (seq.blendTime > 400) sc -= 5; if (sc > bestStart) { bestStart = sc; start = seq.id; } } // End window if (seq.duration >= 650 && seq.duration <= 1600) { int sc = 0; if (loop) sc += scoreNear((int)seq.id, (int)loop); // Chain bonus: end often points to run/stand or has no next if (seq.nextAnimation == (int16_t)runId || seq.nextAnimation == (int16_t)standId) sc += 10; if (seq.nextAnimation < 0) sc += 5; // no chain sometimes = terminal if (sc > bestEnd) { bestEnd = sc; end = seq.id; } } } LOG_DEBUG("Property-based jump discovery: start=", start, " loop=", loop, " end=", end, " scores: start=", bestStart, " end=", bestEnd); return std::make_tuple(start, loop, end); }; auto [discoveredStart, discoveredLoop, discoveredEnd] = discoverJumpSet(); // Use discovered animations, fallback to known IDs if discovery fails mountAnims_.jumpStart = discoveredStart > 0 ? discoveredStart : findFirst({40, 37}); mountAnims_.jumpLoop = discoveredLoop > 0 ? discoveredLoop : findFirst({38}); mountAnims_.jumpEnd = discoveredEnd > 0 ? discoveredEnd : findFirst({39}); mountAnims_.rearUp = findFirst({94, 92, 40}); // RearUp/Special mountAnims_.run = findFirst({5, 4}); // Run/Walk mountAnims_.stand = findFirst({0}); // Stand (almost always 0) // Discover idle fidget animations using proper WoW M2 metadata (frequency, replay timers) mountAnims_.fidgets.clear(); core::Logger::getInstance().debug("Scanning for fidget animations in ", sequences.size(), " sequences"); // DEBUG: Log ALL non-looping, short, stationary animations to identify stamps/tosses core::Logger::getInstance().debug("=== ALL potential fidgets (no metadata filter) ==="); for (const auto& seq : sequences) { bool isLoop = (seq.flags & 0x01) == 0; bool isStationary = std::abs(seq.movingSpeed) < 0.05f; bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500; if (!isLoop && reasonableDuration && isStationary) { core::Logger::getInstance().debug(" ALL: id=", seq.id, " dur=", seq.duration, "ms", " freq=", seq.frequency, " replay=", seq.replayMin, "-", seq.replayMax, " flags=0x", std::hex, seq.flags, std::dec, " next=", seq.nextAnimation); } } // Proper fidget discovery: frequency > 0 + replay timers indicate random idle animations for (const auto& seq : sequences) { bool isLoop = (seq.flags & 0x01) == 0; bool hasFrequency = seq.frequency > 0; bool hasReplay = seq.replayMax > 0; bool isStationary = std::abs(seq.movingSpeed) < 0.05f; bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500; // Log candidates with metadata if (!isLoop && reasonableDuration && isStationary && (hasFrequency || hasReplay)) { core::Logger::getInstance().debug(" Candidate: id=", seq.id, " dur=", seq.duration, "ms", " freq=", seq.frequency, " replay=", seq.replayMin, "-", seq.replayMax, " next=", seq.nextAnimation, " speed=", seq.movingSpeed); } // Exclude known problematic animations: death (5-6), wounds (7-9), combat (16-21), attacks (11-15) bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9); bool isAttackOrCombat = (seq.id >= 11 && seq.id <= 21); bool isSpecial = (seq.id == 2 || seq.id == 3); // Often aggressive specials // Select fidgets: (frequency OR replay) + exclude problematic ID ranges // Relaxed back to OR since some mounts may only have one metadata marker if (!isLoop && (hasFrequency || hasReplay) && isStationary && reasonableDuration && !isDeathOrWound && !isAttackOrCombat && !isSpecial) { // Bonus: chains back to stand (indicates idle behavior) bool chainsToStand = (seq.nextAnimation == (int16_t)mountAnims_.stand) || (seq.aliasNext == mountAnims_.stand) || (seq.nextAnimation == -1); mountAnims_.fidgets.push_back(seq.id); core::Logger::getInstance().debug(" >> Selected fidget: id=", seq.id, (chainsToStand ? " (chains to stand)" : "")); } } // Ensure we have fallbacks for movement if (mountAnims_.stand == 0) mountAnims_.stand = 0; // Force 0 even if not found if (mountAnims_.run == 0) mountAnims_.run = mountAnims_.stand; // Fallback to stand if no run core::Logger::getInstance().debug("Mount animation set: jumpStart=", mountAnims_.jumpStart, " jumpLoop=", mountAnims_.jumpLoop, " jumpEnd=", mountAnims_.jumpEnd, " rearUp=", mountAnims_.rearUp, " run=", mountAnims_.run, " stand=", mountAnims_.stand, " fidgets=", mountAnims_.fidgets.size()); // Notify mount sound manager if (mountSoundManager) { bool isFlying = taxiFlight_; // Taxi flights are flying mounts mountSoundManager->onMount(mountDisplayId, isFlying, modelPath); } } void Renderer::clearMount() { mountInstanceId_ = 0; mountHeightOffset_ = 0.0f; mountPitch_ = 0.0f; mountRoll_ = 0.0f; mountSeatAttachmentId_ = -1; smoothedMountSeatPos_ = glm::vec3(0.0f); mountSeatSmoothingInit_ = false; mountAction_ = MountAction::None; mountActionPhase_ = 0; charAnimState = CharAnimState::IDLE; if (cameraController) { cameraController->setMounted(false); cameraController->setMountHeightOffset(0.0f); } // Notify mount sound manager if (mountSoundManager) { mountSoundManager->onDismount(); } } uint32_t Renderer::resolveMeleeAnimId() { if (!characterRenderer || characterInstanceId == 0) { meleeAnimId = 0; meleeAnimDurationMs = 0.0f; return 0; } if (meleeAnimId != 0 && characterRenderer->hasAnimation(characterInstanceId, meleeAnimId)) { return meleeAnimId; } std::vector sequences; if (!characterRenderer->getAnimationSequences(characterInstanceId, sequences)) { meleeAnimId = 0; meleeAnimDurationMs = 0.0f; return 0; } auto findDuration = [&](uint32_t id) -> float { for (const auto& seq : sequences) { if (seq.id == id && seq.duration > 0) { return static_cast(seq.duration); } } return 0.0f; }; // Select animation priority based on equipped weapon type // WoW inventory types: 17 = 2H weapon, 13/21 = 1H, 0 = unarmed // WoW anim IDs: 16 = unarmed, 17 = 1H attack, 18 = 2H attack const uint32_t* attackCandidates; size_t candidateCount; static const uint32_t candidates2H[] = {18, 17, 16, 19, 20, 21}; static const uint32_t candidates1H[] = {17, 18, 16, 19, 20, 21}; static const uint32_t candidatesUnarmed[] = {16, 17, 18, 19, 20, 21}; if (equippedWeaponInvType_ == 17) { // INVTYPE_2HWEAPON attackCandidates = candidates2H; candidateCount = 6; } else if (equippedWeaponInvType_ == 0) { attackCandidates = candidatesUnarmed; candidateCount = 6; } else { attackCandidates = candidates1H; candidateCount = 6; } for (size_t ci = 0; ci < candidateCount; ci++) { uint32_t id = attackCandidates[ci]; if (characterRenderer->hasAnimation(characterInstanceId, id)) { meleeAnimId = id; meleeAnimDurationMs = findDuration(id); return meleeAnimId; } } const uint32_t avoidIds[] = {0, 1, 4, 5, 11, 12, 13, 37, 38, 39, 41, 42, 97}; auto isAvoid = [&](uint32_t id) -> bool { for (uint32_t avoid : avoidIds) { if (id == avoid) return true; } return false; }; uint32_t bestId = 0; uint32_t bestDuration = 0; for (const auto& seq : sequences) { if (seq.duration == 0) continue; if (isAvoid(seq.id)) continue; if (seq.movingSpeed > 0.1f) continue; if (seq.duration < 150 || seq.duration > 2000) continue; if (bestId == 0 || seq.duration < bestDuration) { bestId = seq.id; bestDuration = seq.duration; } } if (bestId == 0) { for (const auto& seq : sequences) { if (seq.duration == 0) continue; if (isAvoid(seq.id)) continue; if (bestId == 0 || seq.duration < bestDuration) { bestId = seq.id; bestDuration = seq.duration; } } } meleeAnimId = bestId; meleeAnimDurationMs = static_cast(bestDuration); return meleeAnimId; } void Renderer::updateCharacterAnimation() { // WoW WotLK AnimationData.dbc IDs constexpr uint32_t ANIM_STAND = 0; constexpr uint32_t ANIM_WALK = 4; constexpr uint32_t ANIM_RUN = 5; // Candidate locomotion clips by common WotLK IDs. constexpr uint32_t ANIM_STRAFE_RUN_RIGHT = 92; constexpr uint32_t ANIM_STRAFE_RUN_LEFT = 93; constexpr uint32_t ANIM_STRAFE_WALK_LEFT = 11; constexpr uint32_t ANIM_STRAFE_WALK_RIGHT = 12; constexpr uint32_t ANIM_BACKPEDAL = 13; constexpr uint32_t ANIM_JUMP_START = 37; constexpr uint32_t ANIM_JUMP_MID = 38; constexpr uint32_t ANIM_JUMP_END = 39; constexpr uint32_t ANIM_SIT_DOWN = 97; // SitGround — transition to sitting constexpr uint32_t ANIM_SITTING = 97; // Hold on same animation (no separate idle) constexpr uint32_t ANIM_SWIM_IDLE = 41; // Treading water (SwimIdle) constexpr uint32_t ANIM_SWIM = 42; // Swimming forward (Swim) constexpr uint32_t ANIM_MOUNT = 91; // Seated on mount // Canonical player ready stances (AnimationData.dbc) constexpr uint32_t ANIM_READY_UNARMED = 22; // ReadyUnarmed constexpr uint32_t ANIM_READY_1H = 23; // Ready1H constexpr uint32_t ANIM_READY_2H = 24; // Ready2H constexpr uint32_t ANIM_READY_2H_L = 25; // Ready2HL (some 2H left-handed rigs) constexpr uint32_t ANIM_FLY_IDLE = 158; // Flying mount idle/hover constexpr uint32_t ANIM_FLY_FORWARD = 159; // Flying mount forward CharAnimState newState = charAnimState; bool moving = cameraController->isMoving(); bool movingForward = cameraController->isMovingForward(); bool movingBackward = cameraController->isMovingBackward(); bool autoRunning = cameraController->isAutoRunning(); bool strafeLeft = cameraController->isStrafingLeft(); bool strafeRight = cameraController->isStrafingRight(); // Strafe animation only plays during *pure* strafing (no forward/backward/autorun). // When forward+strafe are both held, the walk/run animation plays — same as the real client. bool pureStrafe = !movingForward && !movingBackward && !autoRunning; bool anyStrafeLeft = strafeLeft && !strafeRight && pureStrafe; bool anyStrafeRight = strafeRight && !strafeLeft && pureStrafe; bool grounded = cameraController->isGrounded(); bool jumping = cameraController->isJumping(); bool sprinting = cameraController->isSprinting(); bool sitting = cameraController->isSitting(); bool swim = cameraController->isSwimming(); bool forceMelee = meleeSwingTimer > 0.0f && grounded && !swim; // When mounted, force MOUNT state and skip normal transitions if (isMounted()) { newState = CharAnimState::MOUNT; charAnimState = newState; // Play seated animation on player uint32_t currentAnimId = 0; float currentAnimTimeMs = 0.0f, currentAnimDurationMs = 0.0f; bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs); if (!haveState || currentAnimId != ANIM_MOUNT) { characterRenderer->playAnimation(characterInstanceId, ANIM_MOUNT, true); } // Sync mount instance position and rotation float mountBob = 0.0f; float mountYawRad = glm::radians(characterYaw); if (mountInstanceId_ > 0) { characterRenderer->setInstancePosition(mountInstanceId_, characterPosition); // Procedural lean into turns (ground mounts only, optional enhancement) if (!taxiFlight_ && moving && lastDeltaTime_ > 0.0f) { float currentYawDeg = characterYaw; float turnRate = (currentYawDeg - prevMountYaw_) / lastDeltaTime_; // Normalize to [-180, 180] for wrap-around while (turnRate > 180.0f) turnRate -= 360.0f; while (turnRate < -180.0f) turnRate += 360.0f; float targetLean = glm::clamp(turnRate * 0.15f, -0.25f, 0.25f); mountRoll_ = glm::mix(mountRoll_, targetLean, lastDeltaTime_ * 6.0f); prevMountYaw_ = currentYawDeg; } else { // Return to upright when not turning mountRoll_ = glm::mix(mountRoll_, 0.0f, lastDeltaTime_ * 8.0f); } // Apply pitch (up/down), roll (banking), and yaw for realistic flight characterRenderer->setInstanceRotation(mountInstanceId_, glm::vec3(mountPitch_, mountRoll_, mountYawRad)); // Drive mount model animation: idle when still, run when moving auto pickMountAnim = [&](std::initializer_list candidates, uint32_t fallback) -> uint32_t { for (uint32_t id : candidates) { if (characterRenderer->hasAnimation(mountInstanceId_, id)) { return id; } } return fallback; }; uint32_t mountAnimId = ANIM_STAND; // Get current mount animation state (used throughout) uint32_t curMountAnim = 0; float curMountTime = 0, curMountDur = 0; bool haveMountState = characterRenderer->getAnimationState(mountInstanceId_, curMountAnim, curMountTime, curMountDur); // Taxi flight: use flying animations instead of ground movement if (taxiFlight_) { // Log available animations once when taxi starts if (!taxiAnimsLogged_) { taxiAnimsLogged_ = true; LOG_INFO("Taxi flight active: mountInstanceId_=", mountInstanceId_, " curMountAnim=", curMountAnim, " haveMountState=", haveMountState); std::vector seqs; if (characterRenderer->getAnimationSequences(mountInstanceId_, seqs)) { std::string animList; for (const auto& s : seqs) { if (!animList.empty()) animList += ", "; animList += std::to_string(s.id); } LOG_INFO("Taxi mount available animations: [", animList, "]"); } } // Try multiple flying animation IDs in priority order: // 159=FlyForward, 158=FlyIdle (WotLK flying mounts) // 234=FlyRun, 229=FlyStand (Vanilla creature fly anims) // 233=FlyWalk, 141=FlyMounted, 369=FlyRun (alternate IDs) // 6=Fly (classic creature fly) // Fallback: Run, then Stand (hover) uint32_t flyAnims[] = {ANIM_FLY_FORWARD, ANIM_FLY_IDLE, 234, 229, 233, 141, 369, 6, ANIM_RUN}; mountAnimId = ANIM_STAND; // ultimate fallback: hover/idle for (uint32_t fa : flyAnims) { if (characterRenderer->hasAnimation(mountInstanceId_, fa)) { mountAnimId = fa; break; } } if (!haveMountState || curMountAnim != mountAnimId) { LOG_INFO("Taxi mount: playing animation ", mountAnimId); characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true); } // Skip all ground mount logic (jumps, fidgets, etc.) goto taxi_mount_done; } else { taxiAnimsLogged_ = false; } // Check for jump trigger - use cached per-mount animation IDs if (cameraController->isJumpKeyPressed() && grounded && mountAction_ == MountAction::None) { if (moving && mountAnims_.jumpLoop > 0) { // Moving: skip JumpStart (looks like stopping), go straight to airborne loop LOG_DEBUG("Mount jump triggered while moving: using jumpLoop anim ", mountAnims_.jumpLoop); characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true); mountAction_ = MountAction::Jump; mountActionPhase_ = 1; // Start in airborne phase mountAnimId = mountAnims_.jumpLoop; if (mountSoundManager) { mountSoundManager->playJumpSound(); } if (cameraController) { cameraController->triggerMountJump(); } } else if (!moving && mountAnims_.rearUp > 0) { // Standing still: rear-up flourish LOG_DEBUG("Mount rear-up triggered: playing rearUp anim ", mountAnims_.rearUp); characterRenderer->playAnimation(mountInstanceId_, mountAnims_.rearUp, false); mountAction_ = MountAction::RearUp; mountActionPhase_ = 0; mountAnimId = mountAnims_.rearUp; // Trigger semantic rear-up sound if (mountSoundManager) { mountSoundManager->playRearUpSound(); } } } // Handle active mount actions (jump chaining or rear-up) if (mountAction_ != MountAction::None) { bool animFinished = haveMountState && curMountDur > 0.1f && (curMountTime >= curMountDur - 0.05f); if (mountAction_ == MountAction::Jump) { // Jump sequence: start → loop → end (physics-driven) if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop > 0) { // JumpStart finished, go to JumpLoop (airborne) LOG_DEBUG("Mount jump: phase 0→1 (JumpStart→JumpLoop anim ", mountAnims_.jumpLoop, ")"); characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true); mountActionPhase_ = 1; mountAnimId = mountAnims_.jumpLoop; } else if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop == 0) { // No JumpLoop, go straight to airborne phase 1 (hold JumpStart pose) LOG_DEBUG("Mount jump: phase 0→1 (no JumpLoop, holding JumpStart)"); mountActionPhase_ = 1; } else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd > 0) { // Landed after airborne phase! Go to JumpEnd (grounded-triggered) LOG_DEBUG("Mount jump: phase 1→2 (landed, JumpEnd anim ", mountAnims_.jumpEnd, ")"); characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpEnd, false); mountActionPhase_ = 2; mountAnimId = mountAnims_.jumpEnd; // Trigger semantic landing sound if (mountSoundManager) { mountSoundManager->playLandSound(); } } else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd == 0) { // No JumpEnd animation, return directly to movement after landing LOG_DEBUG("Mount jump: phase 1→done (landed, no JumpEnd, returning to ", moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")"); mountAction_ = MountAction::None; mountAnimId = moving ? mountAnims_.run : mountAnims_.stand; characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true); } else if (mountActionPhase_ == 2 && animFinished) { // JumpEnd finished, return to movement LOG_DEBUG("Mount jump: phase 2→done (JumpEnd finished, returning to ", moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")"); mountAction_ = MountAction::None; mountAnimId = moving ? mountAnims_.run : mountAnims_.stand; characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true); } else { mountAnimId = curMountAnim; // Keep current jump animation } } else if (mountAction_ == MountAction::RearUp) { // Rear-up: single animation, return to stand when done if (animFinished) { LOG_DEBUG("Mount rear-up: finished, returning to ", moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand)); mountAction_ = MountAction::None; mountAnimId = moving ? mountAnims_.run : mountAnims_.stand; characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true); } else { mountAnimId = curMountAnim; // Keep current rear-up animation } } } else if (moving) { // Normal movement animations if (anyStrafeLeft) { mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_LEFT, ANIM_STRAFE_WALK_LEFT, ANIM_RUN}, ANIM_RUN); } else if (anyStrafeRight) { mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_RIGHT, ANIM_STRAFE_WALK_RIGHT, ANIM_RUN}, ANIM_RUN); } else if (movingBackward) { mountAnimId = pickMountAnim({ANIM_BACKPEDAL}, ANIM_RUN); } else { mountAnimId = ANIM_RUN; } } // Cancel active fidget immediately if movement starts if (moving && mountActiveFidget_ != 0) { mountActiveFidget_ = 0; // Force play run animation to stop fidget immediately characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true); } // Check if active fidget has completed (only when not moving) if (!moving && mountActiveFidget_ != 0) { uint32_t curAnim = 0; float curTime = 0.0f, curDur = 0.0f; if (characterRenderer->getAnimationState(mountInstanceId_, curAnim, curTime, curDur)) { // If animation changed or completed, clear active fidget if (curAnim != mountActiveFidget_ || curTime >= curDur * 0.95f) { mountActiveFidget_ = 0; LOG_DEBUG("Mount fidget completed"); } } } // Idle fidgets: random one-shot animations when standing still if (!moving && mountAction_ == MountAction::None && mountActiveFidget_ == 0 && !mountAnims_.fidgets.empty()) { mountIdleFidgetTimer_ += lastDeltaTime_; static float nextFidgetTime = 6.0f + (rand() % 7); // 6-12 seconds if (mountIdleFidgetTimer_ >= nextFidgetTime) { // Trigger random fidget animation static std::mt19937 rng(std::random_device{}()); std::uniform_int_distribution dist(0, mountAnims_.fidgets.size() - 1); uint32_t fidgetAnim = mountAnims_.fidgets[dist(rng)]; characterRenderer->playAnimation(mountInstanceId_, fidgetAnim, false); mountActiveFidget_ = fidgetAnim; // Track active fidget mountIdleFidgetTimer_ = 0.0f; nextFidgetTime = 6.0f + (rand() % 7); // Randomize next fidget time LOG_DEBUG("Mount idle fidget: playing anim ", fidgetAnim); } } if (moving) { mountIdleFidgetTimer_ = 0.0f; // Reset timer when moving } // Idle ambient sounds: snorts and whinnies only, infrequent if (!moving && mountSoundManager) { mountIdleSoundTimer_ += lastDeltaTime_; static float nextIdleSoundTime = 45.0f + (rand() % 46); // 45-90 seconds if (mountIdleSoundTimer_ >= nextIdleSoundTime) { mountSoundManager->playIdleSound(); mountIdleSoundTimer_ = 0.0f; nextIdleSoundTime = 45.0f + (rand() % 46); // Randomize next sound time } } else if (moving) { mountIdleSoundTimer_ = 0.0f; // Reset timer when moving } // Only update animation if it changed and we're not in an action sequence or playing a fidget if (mountAction_ == MountAction::None && mountActiveFidget_ == 0 && (!haveMountState || curMountAnim != mountAnimId)) { bool loop = true; // Normal movement animations loop characterRenderer->playAnimation(mountInstanceId_, mountAnimId, loop); } taxi_mount_done: // Rider bob: sinusoidal motion synced to mount's run animation (only used in fallback positioning) mountBob = 0.0f; if (moving && haveMountState && curMountDur > 1.0f) { float norm = std::fmod(curMountTime, curMountDur) / curMountDur; // One bounce per stride cycle float bobSpeed = taxiFlight_ ? 2.0f : 1.0f; mountBob = std::sin(norm * 2.0f * 3.14159f * bobSpeed) * 0.12f; } } // Use mount's attachment point for proper bone-driven rider positioning. if (taxiFlight_) { glm::mat4 mountSeatTransform(1.0f); bool haveSeat = false; static constexpr uint32_t kTaxiSeatAttachmentId = 0; // deterministic rider seat if (mountSeatAttachmentId_ == -1) { mountSeatAttachmentId_ = static_cast(kTaxiSeatAttachmentId); } if (mountSeatAttachmentId_ >= 0) { haveSeat = characterRenderer->getAttachmentTransform( mountInstanceId_, static_cast(mountSeatAttachmentId_), mountSeatTransform); } if (!haveSeat) { mountSeatAttachmentId_ = -2; } if (haveSeat) { glm::vec3 targetRiderPos = glm::vec3(mountSeatTransform[3]) + glm::vec3(0.0f, 0.0f, 0.02f); // Taxi passengers should be rigidly parented to mount attachment transforms. // Smoothing here introduces visible seat lag/drift on turns. mountSeatSmoothingInit_ = false; smoothedMountSeatPos_ = targetRiderPos; characterRenderer->setInstancePosition(characterInstanceId, targetRiderPos); } else { mountSeatSmoothingInit_ = false; glm::vec3 playerPos = characterPosition + glm::vec3(0.0f, 0.0f, mountHeightOffset_ + 0.10f); characterRenderer->setInstancePosition(characterInstanceId, playerPos); } float riderPitch = mountPitch_ * 0.35f; float riderRoll = mountRoll_ * 0.35f; characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, mountYawRad)); return; } // Ground mounts: try a seat attachment first. glm::mat4 mountSeatTransform; bool haveSeat = false; if (mountSeatAttachmentId_ >= 0) { haveSeat = characterRenderer->getAttachmentTransform( mountInstanceId_, static_cast(mountSeatAttachmentId_), mountSeatTransform); } else if (mountSeatAttachmentId_ == -1) { // Probe common rider seat attachment IDs once per mount. static constexpr uint32_t kSeatAttachments[] = {0, 5, 6, 7, 8}; for (uint32_t attId : kSeatAttachments) { if (characterRenderer->getAttachmentTransform(mountInstanceId_, attId, mountSeatTransform)) { mountSeatAttachmentId_ = static_cast(attId); haveSeat = true; break; } } if (!haveSeat) { mountSeatAttachmentId_ = -2; } } if (haveSeat) { // Extract position from mount seat transform (attachment point already includes proper seat height) glm::vec3 mountSeatPos = glm::vec3(mountSeatTransform[3]); // Keep seat offset minimal; large offsets amplify visible bobble. glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, taxiFlight_ ? 0.04f : 0.08f); glm::vec3 targetRiderPos = mountSeatPos + seatOffset; // When moving, smoothing the seat position produces visible lag that looks like // the rider sliding toward the rump. Anchor rigidly while moving. if (moving) { mountSeatSmoothingInit_ = false; smoothedMountSeatPos_ = targetRiderPos; } else if (!mountSeatSmoothingInit_) { smoothedMountSeatPos_ = targetRiderPos; mountSeatSmoothingInit_ = true; } else { float smoothHz = taxiFlight_ ? 10.0f : 14.0f; float alpha = 1.0f - std::exp(-smoothHz * std::max(lastDeltaTime_, 0.001f)); smoothedMountSeatPos_ = glm::mix(smoothedMountSeatPos_, targetRiderPos, alpha); } // Position rider at mount seat characterRenderer->setInstancePosition(characterInstanceId, smoothedMountSeatPos_); // Rider uses character facing yaw, not mount bone rotation // (rider faces character direction, seat bone only provides position) float yawRad = glm::radians(characterYaw); float riderPitch = taxiFlight_ ? mountPitch_ * 0.35f : 0.0f; float riderRoll = taxiFlight_ ? mountRoll_ * 0.35f : 0.0f; characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, yawRad)); } else { // Fallback to old manual positioning if attachment not found mountSeatSmoothingInit_ = false; float yawRad = glm::radians(characterYaw); glm::mat4 mountRotation = glm::mat4(1.0f); mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f)); mountRotation = glm::rotate(mountRotation, mountRoll_, glm::vec3(1.0f, 0.0f, 0.0f)); mountRotation = glm::rotate(mountRotation, mountPitch_, glm::vec3(0.0f, 1.0f, 0.0f)); glm::vec3 localOffset(0.0f, 0.0f, mountHeightOffset_ + mountBob); glm::vec3 worldOffset = glm::vec3(mountRotation * glm::vec4(localOffset, 0.0f)); glm::vec3 playerPos = characterPosition + worldOffset; characterRenderer->setInstancePosition(characterInstanceId, playerPos); characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(mountPitch_, mountRoll_, yawRad)); } return; } if (!forceMelee) switch (charAnimState) { case CharAnimState::IDLE: if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (sitting && grounded) { newState = CharAnimState::SIT_DOWN; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (moving && sprinting) { newState = CharAnimState::RUN; } else if (moving) { newState = CharAnimState::WALK; } else if (inCombat_ && grounded) { newState = CharAnimState::COMBAT_IDLE; } break; case CharAnimState::WALK: if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (!moving) { newState = CharAnimState::IDLE; } else if (sprinting) { newState = CharAnimState::RUN; } break; case CharAnimState::RUN: if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (!moving) { newState = CharAnimState::IDLE; } else if (!sprinting) { newState = CharAnimState::WALK; } break; case CharAnimState::JUMP_START: if (swim) { newState = CharAnimState::SWIM_IDLE; } else if (grounded) { newState = CharAnimState::JUMP_END; } else { newState = CharAnimState::JUMP_MID; } break; case CharAnimState::JUMP_MID: if (swim) { newState = CharAnimState::SWIM_IDLE; } else if (grounded) { newState = CharAnimState::JUMP_END; } break; case CharAnimState::JUMP_END: if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (moving && sprinting) { newState = CharAnimState::RUN; } else if (moving) { newState = CharAnimState::WALK; } else { newState = CharAnimState::IDLE; } break; case CharAnimState::SIT_DOWN: if (swim) { newState = CharAnimState::SWIM_IDLE; } else if (!sitting) { newState = CharAnimState::IDLE; } break; case CharAnimState::SITTING: if (swim) { newState = CharAnimState::SWIM_IDLE; } else if (!sitting) { newState = CharAnimState::IDLE; } break; case CharAnimState::EMOTE: if (swim) { cancelEmote(); newState = CharAnimState::SWIM_IDLE; } else if (jumping || !grounded) { cancelEmote(); newState = CharAnimState::JUMP_START; } else if (moving) { cancelEmote(); newState = sprinting ? CharAnimState::RUN : CharAnimState::WALK; } else if (sitting) { cancelEmote(); newState = CharAnimState::SIT_DOWN; } break; case CharAnimState::SWIM_IDLE: if (!swim) { newState = moving ? CharAnimState::WALK : CharAnimState::IDLE; } else if (moving) { newState = CharAnimState::SWIM; } break; case CharAnimState::SWIM: if (!swim) { newState = moving ? CharAnimState::WALK : CharAnimState::IDLE; } else if (!moving) { newState = CharAnimState::SWIM_IDLE; } break; case CharAnimState::MELEE_SWING: if (swim) { newState = CharAnimState::SWIM_IDLE; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (moving && sprinting) { newState = CharAnimState::RUN; } else if (moving) { newState = CharAnimState::WALK; } else if (sitting) { newState = CharAnimState::SIT_DOWN; } else if (inCombat_) { newState = CharAnimState::COMBAT_IDLE; } else { newState = CharAnimState::IDLE; } break; case CharAnimState::MOUNT: // If we got here, the mount state was cleared externally but the // animation state hasn't been reset yet. Fall back to normal logic. if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (sitting && grounded) { newState = CharAnimState::SIT_DOWN; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (moving && sprinting) { newState = CharAnimState::RUN; } else if (moving) { newState = CharAnimState::WALK; } else { newState = CharAnimState::IDLE; } break; case CharAnimState::COMBAT_IDLE: if (swim) { newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE; } else if (!grounded && jumping) { newState = CharAnimState::JUMP_START; } else if (!grounded) { newState = CharAnimState::JUMP_MID; } else if (moving && sprinting) { newState = CharAnimState::RUN; } else if (moving) { newState = CharAnimState::WALK; } else if (!inCombat_) { newState = CharAnimState::IDLE; } break; case CharAnimState::CHARGE: // Stay in CHARGE until charging_ is cleared break; } if (forceMelee) { newState = CharAnimState::MELEE_SWING; } if (charging_) { newState = CharAnimState::CHARGE; } if (newState != charAnimState) { charAnimState = newState; } auto pickFirstAvailable = [&](std::initializer_list candidates, uint32_t fallback) -> uint32_t { for (uint32_t id : candidates) { if (characterRenderer->hasAnimation(characterInstanceId, id)) { return id; } } return fallback; }; uint32_t animId = ANIM_STAND; bool loop = true; switch (charAnimState) { case CharAnimState::IDLE: animId = ANIM_STAND; loop = true; break; case CharAnimState::WALK: if (movingBackward) { animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK); } else if (anyStrafeLeft) { animId = pickFirstAvailable({ANIM_STRAFE_WALK_LEFT, ANIM_STRAFE_RUN_LEFT}, ANIM_WALK); } else if (anyStrafeRight) { animId = pickFirstAvailable({ANIM_STRAFE_WALK_RIGHT, ANIM_STRAFE_RUN_RIGHT}, ANIM_WALK); } else { animId = pickFirstAvailable({ANIM_WALK, ANIM_RUN}, ANIM_STAND); } loop = true; break; case CharAnimState::RUN: if (movingBackward) { animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK); } else if (anyStrafeLeft) { animId = pickFirstAvailable({ANIM_STRAFE_RUN_LEFT}, ANIM_RUN); } else if (anyStrafeRight) { animId = pickFirstAvailable({ANIM_STRAFE_RUN_RIGHT}, ANIM_RUN); } else { animId = pickFirstAvailable({ANIM_RUN, ANIM_WALK}, ANIM_STAND); } loop = true; break; case CharAnimState::JUMP_START: animId = ANIM_JUMP_START; loop = false; break; case CharAnimState::JUMP_MID: animId = ANIM_JUMP_MID; loop = false; break; case CharAnimState::JUMP_END: animId = ANIM_JUMP_END; loop = false; break; case CharAnimState::SIT_DOWN: animId = ANIM_SIT_DOWN; loop = false; break; case CharAnimState::SITTING: animId = ANIM_SITTING; loop = true; break; case CharAnimState::EMOTE: animId = emoteAnimId; loop = emoteLoop; break; case CharAnimState::SWIM_IDLE: animId = ANIM_SWIM_IDLE; loop = true; break; case CharAnimState::SWIM: animId = ANIM_SWIM; loop = true; break; case CharAnimState::MELEE_SWING: animId = resolveMeleeAnimId(); if (animId == 0) { animId = ANIM_STAND; } loop = false; break; case CharAnimState::MOUNT: animId = ANIM_MOUNT; loop = true; break; case CharAnimState::COMBAT_IDLE: animId = pickFirstAvailable( {ANIM_READY_1H, ANIM_READY_2H, ANIM_READY_2H_L, ANIM_READY_UNARMED}, ANIM_STAND); loop = true; break; case CharAnimState::CHARGE: animId = ANIM_RUN; loop = true; break; } uint32_t currentAnimId = 0; float currentAnimTimeMs = 0.0f; float currentAnimDurationMs = 0.0f; bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs); if (!haveState || currentAnimId != animId) { characterRenderer->playAnimation(characterInstanceId, animId, loop); } } void Renderer::playEmote(const std::string& emoteName) { loadEmotesFromDbc(); auto it = EMOTE_TABLE.find(emoteName); if (it == EMOTE_TABLE.end()) return; const auto& info = it->second; if (info.animId == 0) return; emoteActive = true; emoteAnimId = info.animId; emoteLoop = info.loop; charAnimState = CharAnimState::EMOTE; if (characterRenderer && characterInstanceId > 0) { characterRenderer->playAnimation(characterInstanceId, emoteAnimId, emoteLoop); } } void Renderer::cancelEmote() { emoteActive = false; emoteAnimId = 0; emoteLoop = false; } void Renderer::triggerLevelUpEffect(const glm::vec3& position) { if (!levelUpEffect) return; // Lazy-load the M2 model on first trigger if (!levelUpEffect->isModelLoaded() && m2Renderer) { if (!cachedAssetManager) { cachedAssetManager = core::Application::getInstance().getAssetManager(); } if (!cachedAssetManager) { LOG_WARNING("LevelUpEffect: no asset manager available"); } else { auto m2Data = cachedAssetManager->readFile("Spells\\LevelUp\\LevelUp.m2"); auto skinData = cachedAssetManager->readFile("Spells\\LevelUp\\LevelUp00.skin"); LOG_INFO("LevelUpEffect: m2Data=", m2Data.size(), " skinData=", skinData.size()); if (!m2Data.empty()) { levelUpEffect->loadModel(m2Renderer.get(), m2Data, skinData); } else { LOG_WARNING("LevelUpEffect: failed to read Spell\\LevelUp\\LevelUp.m2"); } } } levelUpEffect->trigger(position); } void Renderer::startChargeEffect(const glm::vec3& position, const glm::vec3& direction) { if (!chargeEffect) return; // Lazy-load M2 models on first use if (!chargeEffect->isActive() && m2Renderer) { if (!cachedAssetManager) { cachedAssetManager = core::Application::getInstance().getAssetManager(); } if (cachedAssetManager) { chargeEffect->tryLoadM2Models(m2Renderer.get(), cachedAssetManager); } } chargeEffect->start(position, direction); } void Renderer::emitChargeEffect(const glm::vec3& position, const glm::vec3& direction) { if (chargeEffect) { chargeEffect->emit(position, direction); } } void Renderer::stopChargeEffect() { if (chargeEffect) { chargeEffect->stop(); } } void Renderer::triggerMeleeSwing() { if (!characterRenderer || characterInstanceId == 0) return; if (meleeSwingCooldown > 0.0f) return; if (emoteActive) { cancelEmote(); } resolveMeleeAnimId(); meleeSwingCooldown = 0.1f; float durationSec = meleeAnimDurationMs > 0.0f ? meleeAnimDurationMs / 1000.0f : 0.6f; if (durationSec < 0.25f) durationSec = 0.25f; if (durationSec > 1.0f) durationSec = 1.0f; meleeSwingTimer = durationSec; if (activitySoundManager) { activitySoundManager->playMeleeSwing(); } } std::string Renderer::getEmoteText(const std::string& emoteName, const std::string* targetName) { loadEmotesFromDbc(); auto it = EMOTE_TABLE.find(emoteName); if (it != EMOTE_TABLE.end()) { const auto& info = it->second; const std::string& base = (targetName ? info.textTarget : info.textNoTarget); if (!base.empty()) { return replacePlaceholders(base, targetName); } if (targetName && !targetName->empty()) { return "You " + info.command + " at " + *targetName + "."; } return "You " + info.command + "."; } return ""; } uint32_t Renderer::getEmoteDbcId(const std::string& emoteName) { loadEmotesFromDbc(); auto it = EMOTE_TABLE.find(emoteName); if (it != EMOTE_TABLE.end()) { return it->second.dbcId; } return 0; } std::string Renderer::getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName, const std::string* targetName) { loadEmotesFromDbc(); auto it = EMOTE_BY_DBCID.find(dbcId); if (it == EMOTE_BY_DBCID.end()) return ""; const EmoteInfo& info = *it->second; // Use "others see" text templates: "%s dances." / "%s dances with %s." if (targetName && !targetName->empty()) { if (!info.othersTarget.empty()) { // Replace first %s with sender, second %s with target std::string out; out.reserve(info.othersTarget.size() + senderName.size() + targetName->size()); bool firstReplaced = false; for (size_t i = 0; i < info.othersTarget.size(); ++i) { if (info.othersTarget[i] == '%' && i + 1 < info.othersTarget.size() && info.othersTarget[i + 1] == 's') { out += firstReplaced ? *targetName : senderName; firstReplaced = true; ++i; } else { out.push_back(info.othersTarget[i]); } } return out; } return senderName + " " + info.command + "s at " + *targetName + "."; } else { if (!info.othersNoTarget.empty()) { return replacePlaceholders(info.othersNoTarget, &senderName); } return senderName + " " + info.command + "s."; } } uint32_t Renderer::getEmoteAnimByDbcId(uint32_t dbcId) { loadEmotesFromDbc(); auto it = EMOTE_BY_DBCID.find(dbcId); if (it != EMOTE_BY_DBCID.end()) { return it->second->animId; } return 0; } void Renderer::setTargetPosition(const glm::vec3* pos) { targetPosition = pos; } bool Renderer::isMoving() const { return cameraController && cameraController->isMoving(); } bool Renderer::isFootstepAnimationState() const { return charAnimState == CharAnimState::WALK || charAnimState == CharAnimState::RUN; } bool Renderer::shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs) { if (animationDurationMs <= 1.0f) { footstepNormInitialized = false; return false; } float norm = std::fmod(animationTimeMs, animationDurationMs) / animationDurationMs; if (norm < 0.0f) norm += 1.0f; if (animationId != footstepLastAnimationId) { footstepLastAnimationId = animationId; footstepLastNormTime = norm; footstepNormInitialized = true; return false; } if (!footstepNormInitialized) { footstepNormInitialized = true; footstepLastNormTime = norm; return false; } auto crossed = [&](float eventNorm) { if (footstepLastNormTime <= norm) { return footstepLastNormTime < eventNorm && eventNorm <= norm; } return footstepLastNormTime < eventNorm || eventNorm <= norm; }; bool trigger = crossed(0.22f) || crossed(0.72f); footstepLastNormTime = norm; return trigger; } audio::FootstepSurface Renderer::resolveFootstepSurface() const { if (!cameraController || !cameraController->isThirdPerson()) { return audio::FootstepSurface::STONE; } const glm::vec3& p = characterPosition; // Cache footstep surface to avoid expensive queries every step // Only update if moved >1.5 units or timer expired (0.5s) float distSq = glm::dot(p - cachedFootstepPosition, p - cachedFootstepPosition); if (distSq < 2.25f && cachedFootstepUpdateTimer < 0.5f) { return cachedFootstepSurface; } // Update cache cachedFootstepPosition = p; cachedFootstepUpdateTimer = 0.0f; if (cameraController->isSwimming()) { cachedFootstepSurface = audio::FootstepSurface::WATER; return audio::FootstepSurface::WATER; } if (waterRenderer) { auto waterH = waterRenderer->getWaterHeightAt(p.x, p.y); if (waterH && p.z < (*waterH + 0.25f)) { cachedFootstepSurface = audio::FootstepSurface::WATER; return audio::FootstepSurface::WATER; } } if (wmoRenderer) { auto wmoFloor = wmoRenderer->getFloorHeight(p.x, p.y, p.z + 1.5f); auto terrainFloor = terrainManager ? terrainManager->getHeightAt(p.x, p.y) : std::nullopt; if (wmoFloor && (!terrainFloor || *wmoFloor >= *terrainFloor - 0.1f)) { cachedFootstepSurface = audio::FootstepSurface::STONE; return audio::FootstepSurface::STONE; } } // Determine surface type (expensive - only done when cache needs update) audio::FootstepSurface surface = audio::FootstepSurface::STONE; if (terrainManager) { auto texture = terrainManager->getDominantTextureAt(p.x, p.y); if (texture) { std::string t = *texture; for (char& c : t) c = static_cast(std::tolower(static_cast(c))); if (t.find("snow") != std::string::npos || t.find("ice") != std::string::npos) surface = audio::FootstepSurface::SNOW; else if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) surface = audio::FootstepSurface::GRASS; else if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) surface = audio::FootstepSurface::DIRT; else if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) surface = audio::FootstepSurface::WOOD; else if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) surface = audio::FootstepSurface::METAL; else if (t.find("stone") != std::string::npos || t.find("rock") != std::string::npos || t.find("cobble") != std::string::npos || t.find("brick") != std::string::npos) surface = audio::FootstepSurface::STONE; } } cachedFootstepSurface = surface; return surface; } void Renderer::update(float deltaTime) { if (musicSwitchCooldown_ > 0.0f) { musicSwitchCooldown_ = std::max(0.0f, musicSwitchCooldown_ - deltaTime); } auto updateStart = std::chrono::steady_clock::now(); lastDeltaTime_ = deltaTime; // Cache for use in updateCharacterAnimation() // Renderer update profiling static int rendProfileCounter = 0; static float camTime = 0.0f, lightTime = 0.0f, charAnimTime = 0.0f; static float terrainTime = 0.0f, skyTime = 0.0f, charRendTime = 0.0f; static float audioTime = 0.0f, footstepTime = 0.0f, ambientTime = 0.0f; if (wmoRenderer) wmoRenderer->resetQueryStats(); if (m2Renderer) m2Renderer->resetQueryStats(); auto cam1 = std::chrono::high_resolution_clock::now(); if (cameraController) { auto cameraStart = std::chrono::steady_clock::now(); cameraController->update(deltaTime); auto cameraEnd = std::chrono::steady_clock::now(); lastCameraUpdateMs = std::chrono::duration(cameraEnd - cameraStart).count(); // Update 3D audio listener position/orientation to match camera if (camera) { audio::AudioEngine::instance().setListenerPosition(camera->getPosition()); audio::AudioEngine::instance().setListenerOrientation(camera->getForward(), camera->getUp()); } } else { lastCameraUpdateMs = 0.0; } auto cam2 = std::chrono::high_resolution_clock::now(); camTime += std::chrono::duration(cam2 - cam1).count(); // Visibility hardening: ensure player instance cannot stay hidden after // taxi/camera transitions, but preserve first-person self-hide. if (characterRenderer && characterInstanceId > 0 && cameraController) { if ((cameraController->isThirdPerson() && !cameraController->isFirstPersonView()) || taxiFlight_) { characterRenderer->setInstanceVisible(characterInstanceId, true); } } // Update lighting system auto light1 = std::chrono::high_resolution_clock::now(); if (lightingManager) { const auto* gh = core::Application::getInstance().getGameHandler(); uint32_t mapId = gh ? gh->getCurrentMapId() : 0; float gameTime = gh ? gh->getGameTime() : -1.0f; bool isRaining = gh ? gh->isRaining() : false; bool isUnderwater = cameraController ? cameraController->isSwimming() : false; lightingManager->update(characterPosition, mapId, gameTime, isRaining, isUnderwater); // Sync weather visual renderer with game state if (weather && gh) { uint32_t wType = gh->getWeatherType(); float wInt = gh->getWeatherIntensity(); if (wType == 1) weather->setWeatherType(Weather::Type::RAIN); else if (wType == 2) weather->setWeatherType(Weather::Type::SNOW); else weather->setWeatherType(Weather::Type::NONE); weather->setIntensity(wInt); } } auto light2 = std::chrono::high_resolution_clock::now(); lightTime += std::chrono::duration(light2 - light1).count(); // Sync character model position/rotation and animation with follow target auto charAnim1 = std::chrono::high_resolution_clock::now(); if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) { if (meleeSwingCooldown > 0.0f) { meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime); } if (meleeSwingTimer > 0.0f) { meleeSwingTimer = std::max(0.0f, meleeSwingTimer - deltaTime); } characterRenderer->setInstancePosition(characterInstanceId, characterPosition); if (activitySoundManager) { std::string modelName; if (characterRenderer->getInstanceModelName(characterInstanceId, modelName)) { activitySoundManager->setCharacterVoiceProfile(modelName); } } // Movement-facing comes from camera controller and is decoupled from LMB orbit. // During taxi flights, orientation is controlled by the flight path (not player input) if (taxiFlight_) { // Taxi flight: use orientation from flight path characterYaw = cameraController->getFacingYaw(); } else if (cameraController->isMoving() || cameraController->isRightMouseHeld()) { characterYaw = cameraController->getFacingYaw(); } else if (inCombat_ && targetPosition && !emoteActive && !isMounted()) { // Face target when in combat and idle glm::vec3 toTarget = *targetPosition - characterPosition; if (glm::length(glm::vec2(toTarget.x, toTarget.y)) > 0.1f) { float targetYaw = glm::degrees(std::atan2(toTarget.y, toTarget.x)); float diff = targetYaw - characterYaw; while (diff > 180.0f) diff -= 360.0f; while (diff < -180.0f) diff += 360.0f; float rotSpeed = 360.0f * deltaTime; if (std::abs(diff) < rotSpeed) { characterYaw = targetYaw; } else { characterYaw += (diff > 0 ? rotSpeed : -rotSpeed); } } } float yawRad = glm::radians(characterYaw); characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad)); // Update animation based on movement state updateCharacterAnimation(); } auto charAnim2 = std::chrono::high_resolution_clock::now(); charAnimTime += std::chrono::duration(charAnim2 - charAnim1).count(); // Update terrain streaming auto terrain1 = std::chrono::high_resolution_clock::now(); if (terrainManager && camera) { terrainManager->update(*camera, deltaTime); } auto terrain2 = std::chrono::high_resolution_clock::now(); terrainTime += std::chrono::duration(terrain2 - terrain1).count(); // Update skybox time progression auto sky1 = std::chrono::high_resolution_clock::now(); if (skybox) { skybox->update(deltaTime); } // Update star field twinkle if (starField) { starField->update(deltaTime); } // Update clouds animation if (clouds) { clouds->update(deltaTime); } // Update celestial (moon phase cycling) if (celestial) { celestial->update(deltaTime); } // Update weather particles if (weather && camera) { weather->update(*camera, deltaTime); } // Update swim effects if (swimEffects && camera && cameraController && waterRenderer) { swimEffects->update(*camera, *cameraController, *waterRenderer, deltaTime); } // Update mount dust effects if (mountDust) { mountDust->update(deltaTime); // Spawn dust when mounted and moving on ground if (isMounted() && camera && cameraController && !taxiFlight_) { bool isMoving = cameraController->isMoving(); bool onGround = cameraController->isGrounded(); if (isMoving && onGround) { // Calculate velocity from camera direction and speed glm::vec3 forward = camera->getForward(); float speed = cameraController->getMovementSpeed(); glm::vec3 velocity = forward * speed; velocity.z = 0.0f; // Ignore vertical component // Spawn dust at mount's feet (slightly below character position) glm::vec3 dustPos = characterPosition - glm::vec3(0.0f, 0.0f, mountHeightOffset_ * 0.8f); mountDust->spawnDust(dustPos, velocity, isMoving); } } } // Update level-up effect if (levelUpEffect) { levelUpEffect->update(deltaTime); } // Update charge effect if (chargeEffect) { chargeEffect->update(deltaTime); } auto sky2 = std::chrono::high_resolution_clock::now(); skyTime += std::chrono::duration(sky2 - sky1).count(); // Update character animations auto charRend1 = std::chrono::high_resolution_clock::now(); if (characterRenderer && camera) { characterRenderer->update(deltaTime, camera->getPosition()); } auto charRend2 = std::chrono::high_resolution_clock::now(); charRendTime += std::chrono::duration(charRend2 - charRend1).count(); // Update AudioEngine (cleanup finished sounds, etc.) auto audio1 = std::chrono::high_resolution_clock::now(); audio::AudioEngine::instance().update(deltaTime); auto audio2 = std::chrono::high_resolution_clock::now(); audioTime += std::chrono::duration(audio2 - audio1).count(); // Footsteps: animation-event driven + surface query at event time. auto footstep1 = std::chrono::high_resolution_clock::now(); if (footstepManager) { footstepManager->update(deltaTime); cachedFootstepUpdateTimer += deltaTime; // Update surface cache timer bool canPlayFootsteps = characterRenderer && characterInstanceId > 0 && cameraController && cameraController->isThirdPerson() && cameraController->isGrounded() && !cameraController->isSwimming(); if (canPlayFootsteps && isMounted() && mountInstanceId_ > 0 && !taxiFlight_) { // Mount footsteps: use mount's animation for timing uint32_t animId = 0; float animTimeMs = 0.0f, animDurationMs = 0.0f; if (characterRenderer->getAnimationState(mountInstanceId_, animId, animTimeMs, animDurationMs) && animDurationMs > 1.0f && cameraController->isMoving()) { float norm = std::fmod(animTimeMs, animDurationMs) / animDurationMs; if (norm < 0.0f) norm += 1.0f; if (animId != mountFootstepLastAnimId) { mountFootstepLastAnimId = animId; mountFootstepLastNormTime = norm; mountFootstepNormInitialized = true; } else if (!mountFootstepNormInitialized) { mountFootstepNormInitialized = true; mountFootstepLastNormTime = norm; } else { // Mount gait: 2 hoofbeats per cycle (synced with animation) auto crossed = [&](float eventNorm) { if (mountFootstepLastNormTime <= norm) { return mountFootstepLastNormTime < eventNorm && eventNorm <= norm; } return mountFootstepLastNormTime < eventNorm || eventNorm <= norm; }; if (crossed(0.25f) || crossed(0.75f)) { footstepManager->playFootstep(resolveFootstepSurface(), true); } mountFootstepLastNormTime = norm; } } else { mountFootstepNormInitialized = false; } footstepNormInitialized = false; // Reset player footstep tracking } else if (canPlayFootsteps && isFootstepAnimationState()) { uint32_t animId = 0; float animTimeMs = 0.0f; float animDurationMs = 0.0f; if (characterRenderer->getAnimationState(characterInstanceId, animId, animTimeMs, animDurationMs) && shouldTriggerFootstepEvent(animId, animTimeMs, animDurationMs)) { footstepManager->playFootstep(resolveFootstepSurface(), cameraController->isSprinting()); } mountFootstepNormInitialized = false; } else { footstepNormInitialized = false; mountFootstepNormInitialized = false; } } // Activity SFX: animation/state-driven jump, landing, and swim loops/splashes. if (activitySoundManager) { activitySoundManager->update(deltaTime); if (cameraController && cameraController->isThirdPerson()) { bool grounded = cameraController->isGrounded(); bool jumping = cameraController->isJumping(); bool falling = cameraController->isFalling(); bool swimming = cameraController->isSwimming(); bool moving = cameraController->isMoving(); if (!sfxStateInitialized) { sfxPrevGrounded = grounded; sfxPrevJumping = jumping; sfxPrevFalling = falling; sfxPrevSwimming = swimming; sfxStateInitialized = true; } if (jumping && !sfxPrevJumping && !swimming) { activitySoundManager->playJump(); } if (grounded && !sfxPrevGrounded) { bool hardLanding = sfxPrevFalling; activitySoundManager->playLanding(resolveFootstepSurface(), hardLanding); } if (swimming && !sfxPrevSwimming) { activitySoundManager->playWaterEnter(); } else if (!swimming && sfxPrevSwimming) { activitySoundManager->playWaterExit(); } activitySoundManager->setSwimmingState(swimming, moving); // Fade music underwater if (musicManager) { musicManager->setUnderwaterMode(swimming); } sfxPrevGrounded = grounded; sfxPrevJumping = jumping; sfxPrevFalling = falling; sfxPrevSwimming = swimming; } else { activitySoundManager->setSwimmingState(false, false); // Restore music volume when activity sounds disabled if (musicManager) { musicManager->setUnderwaterMode(false); } sfxStateInitialized = false; } } // Mount ambient sounds: wing flaps, breathing, etc. if (mountSoundManager) { mountSoundManager->update(deltaTime); if (cameraController && isMounted()) { bool moving = cameraController->isMoving(); bool flying = taxiFlight_ || !cameraController->isGrounded(); // Flying if taxi or airborne mountSoundManager->setMoving(moving); mountSoundManager->setFlying(flying); } } auto footstep2 = std::chrono::high_resolution_clock::now(); footstepTime += std::chrono::duration(footstep2 - footstep1).count(); // Ambient environmental sounds: fireplaces, water, birds, etc. auto ambient1 = std::chrono::high_resolution_clock::now(); if (ambientSoundManager && camera && wmoRenderer && cameraController) { glm::vec3 camPos = camera->getPosition(); uint32_t wmoId = 0; bool isIndoor = wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &wmoId); bool isSwimming = cameraController->isSwimming(); // Check if inside blacksmith (96048 = Goldshire blacksmith) bool isBlacksmith = (wmoId == 96048); // Sync weather audio with visual weather system if (weather) { auto weatherType = weather->getWeatherType(); float intensity = weather->getIntensity(); audio::AmbientSoundManager::WeatherType audioWeatherType = audio::AmbientSoundManager::WeatherType::NONE; if (weatherType == Weather::Type::RAIN) { if (intensity < 0.33f) { audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_LIGHT; } else if (intensity < 0.66f) { audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_MEDIUM; } else { audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_HEAVY; } } else if (weatherType == Weather::Type::SNOW) { if (intensity < 0.33f) { audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_LIGHT; } else if (intensity < 0.66f) { audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_MEDIUM; } else { audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_HEAVY; } } ambientSoundManager->setWeather(audioWeatherType); } ambientSoundManager->update(deltaTime, camPos, isIndoor, isSwimming, isBlacksmith); } auto ambient2 = std::chrono::high_resolution_clock::now(); ambientTime += std::chrono::duration(ambient2 - ambient1).count(); // Update M2 doodad animations (pass camera for frustum-culling bone computation) static int m2ProfileCounter = 0; static float m2Time = 0.0f; auto m21 = std::chrono::high_resolution_clock::now(); if (m2Renderer && camera) { m2Renderer->update(deltaTime, camera->getPosition(), camera->getProjectionMatrix() * camera->getViewMatrix()); } auto m22 = std::chrono::high_resolution_clock::now(); m2Time += std::chrono::duration(m22 - m21).count(); // Helper: play zone music, dispatching local files (file: prefix) vs MPQ paths auto playZoneMusic = [&](const std::string& music) { if (music.empty()) return; if (music.rfind("file:", 0) == 0) { musicManager->crossfadeToFile(music.substr(5)); } else { musicManager->crossfadeTo(music); } }; // Update zone detection and music if (zoneManager && musicManager && terrainManager && camera) { // First check tile-based zone auto tile = terrainManager->getCurrentTile(); uint32_t zoneId = zoneManager->getZoneId(tile.x, tile.y); bool insideTavern = false; bool insideBlacksmith = false; std::string tavernMusic; // Override with WMO-based detection (e.g., inside Stormwind, taverns, blacksmiths) if (wmoRenderer) { glm::vec3 camPos = camera->getPosition(); uint32_t wmoModelId = 0; if (wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &wmoModelId)) { // Check if inside Stormwind WMO (model ID 10047) if (wmoModelId == 10047) { zoneId = 1519; // Stormwind City } // Detect taverns/inns/blacksmiths by WMO model ID // Log WMO ID for debugging static uint32_t lastLoggedWmoId = 0; if (wmoModelId != lastLoggedWmoId) { LOG_INFO("Inside WMO model ID: ", wmoModelId); lastLoggedWmoId = wmoModelId; } // Blacksmith detection if (wmoModelId == 96048) { // Goldshire blacksmith insideBlacksmith = true; LOG_INFO("Detected blacksmith WMO ", wmoModelId); } // These IDs represent typical Alliance and Horde inn buildings if (wmoModelId == 191 || // Goldshire inn (old ID) wmoModelId == 71414 || // Goldshire inn (actual) wmoModelId == 190 || // Small inn (common) wmoModelId == 220 || // Tavern building wmoModelId == 221 || // Large tavern wmoModelId == 5392 || // Horde inn wmoModelId == 5393) { // Another inn variant insideTavern = true; // WoW tavern music (cozy ambient tracks) - FIXED PATHS static const std::vector tavernTracks = { "Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3", "Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3", "Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3", "Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3", }; static int tavernTrackIndex = 0; tavernMusic = tavernTracks[tavernTrackIndex % tavernTracks.size()]; LOG_INFO("Detected tavern WMO ", wmoModelId, ", playing: ", tavernMusic); } } } // Handle tavern music transitions if (insideTavern) { if (!inTavern_ && !tavernMusic.empty()) { inTavern_ = true; LOG_INFO("Entered tavern"); musicManager->playMusic(tavernMusic, true); // Immediate playback, looping musicSwitchCooldown_ = 6.0f; } } else if (inTavern_) { // Exited tavern - restore zone music with crossfade inTavern_ = false; LOG_INFO("Exited tavern"); auto* info = zoneManager->getZoneInfo(currentZoneId); if (info) { std::string music = zoneManager->getRandomMusic(currentZoneId); if (!music.empty()) { playZoneMusic(music); musicSwitchCooldown_ = 6.0f; } } } // Handle blacksmith music (stop music when entering blacksmith, let ambience play) if (insideBlacksmith) { if (!inBlacksmith_) { inBlacksmith_ = true; LOG_INFO("Entered blacksmith - stopping music"); musicManager->stopMusic(); } } else if (inBlacksmith_) { // Exited blacksmith - restore zone music with crossfade inBlacksmith_ = false; LOG_INFO("Exited blacksmith - restoring music"); auto* info = zoneManager->getZoneInfo(currentZoneId); if (info) { std::string music = zoneManager->getRandomMusic(currentZoneId); if (!music.empty()) { playZoneMusic(music); musicSwitchCooldown_ = 6.0f; } } } // Handle normal zone transitions (only if not in tavern or blacksmith) if (!insideTavern && !insideBlacksmith && zoneId != currentZoneId && zoneId != 0) { currentZoneId = zoneId; auto* info = zoneManager->getZoneInfo(zoneId); if (info) { currentZoneName = info->name; LOG_INFO("Entered zone: ", info->name); if (musicSwitchCooldown_ <= 0.0f) { std::string music = zoneManager->getRandomMusic(zoneId); if (!music.empty()) { playZoneMusic(music); musicSwitchCooldown_ = 6.0f; } } } } musicManager->update(deltaTime); // When a track finishes, pick a new random track from the current zone if (!musicManager->isPlaying() && !inTavern_ && !inBlacksmith_ && currentZoneId != 0 && musicSwitchCooldown_ <= 0.0f) { std::string music = zoneManager->getRandomMusic(currentZoneId); if (!music.empty()) { playZoneMusic(music); musicSwitchCooldown_ = 2.0f; } } } // Update performance HUD if (performanceHUD) { performanceHUD->update(deltaTime); } auto updateEnd = std::chrono::steady_clock::now(); lastUpdateMs = std::chrono::duration(updateEnd - updateStart).count(); // Log renderer profiling every 60 frames if (++rendProfileCounter >= 60) { LOG_DEBUG("RENDERER UPDATE PROFILE (60 frames): camera=", camTime / 60.0f, "ms light=", lightTime / 60.0f, "ms charAnim=", charAnimTime / 60.0f, "ms terrain=", terrainTime / 60.0f, "ms sky=", skyTime / 60.0f, "ms charRend=", charRendTime / 60.0f, "ms audio=", audioTime / 60.0f, "ms footstep=", footstepTime / 60.0f, "ms ambient=", ambientTime / 60.0f, "ms m2Anim=", m2Time / 60.0f, "ms"); rendProfileCounter = 0; camTime = lightTime = charAnimTime = 0.0f; terrainTime = skyTime = charRendTime = 0.0f; audioTime = footstepTime = ambientTime = 0.0f; m2Time = 0.0f; } if (++m2ProfileCounter >= 60) { m2ProfileCounter = 0; } } // ============================================================ // Selection Circle // ============================================================ void Renderer::initSelectionCircle() { if (selCircleVAO) return; // Minimal shader: position + uniform MVP + color const char* vsSrc = R"( #version 330 core layout(location = 0) in vec3 aPos; uniform mat4 uMVP; void main() { gl_Position = uMVP * vec4(aPos, 1.0); } )"; const char* fsSrc = R"( #version 330 core uniform vec3 uColor; out vec4 FragColor; void main() { FragColor = vec4(uColor, 0.6); } )"; auto compile = [](GLenum type, const char* src) -> GLuint { GLuint s = glCreateShader(type); glShaderSource(s, 1, &src, nullptr); glCompileShader(s); return s; }; GLuint vs = compile(GL_VERTEX_SHADER, vsSrc); GLuint fs = compile(GL_FRAGMENT_SHADER, fsSrc); selCircleShader = glCreateProgram(); glAttachShader(selCircleShader, vs); glAttachShader(selCircleShader, fs); glLinkProgram(selCircleShader); glDeleteShader(vs); glDeleteShader(fs); // Build ring vertices (two concentric circles forming a strip) constexpr int SEGMENTS = 48; constexpr float INNER = 0.85f; constexpr float OUTER = 1.0f; std::vector verts; for (int i = 0; i <= SEGMENTS; i++) { float angle = 2.0f * 3.14159265f * static_cast(i) / static_cast(SEGMENTS); float c = std::cos(angle), s = std::sin(angle); // Outer vertex verts.push_back(c * OUTER); verts.push_back(s * OUTER); verts.push_back(0.0f); // Inner vertex verts.push_back(c * INNER); verts.push_back(s * INNER); verts.push_back(0.0f); } selCircleVertCount = static_cast((SEGMENTS + 1) * 2); glGenVertexArrays(1, &selCircleVAO); glGenBuffers(1, &selCircleVBO); glBindVertexArray(selCircleVAO); glBindBuffer(GL_ARRAY_BUFFER, selCircleVBO); glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr); glEnableVertexAttribArray(0); glBindVertexArray(0); } void Renderer::setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color) { selCirclePos = pos; selCircleRadius = radius; selCircleColor = color; selCircleVisible = true; } void Renderer::clearSelectionCircle() { selCircleVisible = false; } void Renderer::renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection) { if (!selCircleVisible) return; initSelectionCircle(); // Small Z offset to prevent clipping under terrain glm::vec3 raisedPos = selCirclePos; raisedPos.z += 0.15f; glm::mat4 model = glm::translate(glm::mat4(1.0f), raisedPos); model = glm::scale(model, glm::vec3(selCircleRadius)); glm::mat4 mvp = projection * view * model; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDepthMask(GL_FALSE); glUseProgram(selCircleShader); glUniformMatrix4fv(glGetUniformLocation(selCircleShader, "uMVP"), 1, GL_FALSE, &mvp[0][0]); glUniform3fv(glGetUniformLocation(selCircleShader, "uColor"), 1, &selCircleColor[0]); glBindVertexArray(selCircleVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, selCircleVertCount); glBindVertexArray(0); glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); } void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) { auto renderStart = std::chrono::steady_clock::now(); lastTerrainRenderMs = 0.0; lastWMORenderMs = 0.0; lastM2RenderMs = 0.0; // Shadow pass (before main scene) — throttled to every 2 frames (depth buffer persists) if (shadowsEnabled && shadowFBO && shadowShaderProgram && terrainLoaded) { if (shadowFrameCounter_++ % 2 == 0) { renderShadowPass(); } } else { // Clear shadow maps when disabled if (terrainRenderer) terrainRenderer->clearShadowMap(); if (wmoRenderer) wmoRenderer->clearShadowMap(); if (m2Renderer) m2Renderer->clearShadowMap(); if (characterRenderer) characterRenderer->clearShadowMap(); } // Bind HDR scene framebuffer for world rendering glBindFramebuffer(GL_FRAMEBUFFER, sceneFBO); glViewport(0, 0, fbWidth, fbHeight); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); (void)world; // Unused for now // Get time of day for sky-related rendering float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f; bool underwater = false; bool canalUnderwater = false; // Render sky system (unified coordinator for skybox, stars, celestial, clouds, lens flare) if (skySystem && camera) { // Populate SkyParams from lighting manager rendering::SkyParams skyParams; skyParams.timeOfDay = timeOfDay; skyParams.gameTime = gameHandler ? gameHandler->getGameTime() : -1.0f; if (lightingManager) { const auto& lighting = lightingManager->getLightingParams(); skyParams.directionalDir = lighting.directionalDir; skyParams.sunColor = lighting.diffuseColor; skyParams.skyTopColor = lighting.skyTopColor; skyParams.skyMiddleColor = lighting.skyMiddleColor; skyParams.skyBand1Color = lighting.skyBand1Color; skyParams.skyBand2Color = lighting.skyBand2Color; skyParams.cloudDensity = lighting.cloudDensity; skyParams.fogDensity = lighting.fogDensity; skyParams.horizonGlow = lighting.horizonGlow; } // TODO: Set skyboxModelId from LightSkybox.dbc (future) skyParams.skyboxModelId = 0; skyParams.skyboxHasStars = false; // Gradient skybox has no baked stars skySystem->render(*camera, skyParams); } else { // Fallback: render individual components (backwards compatibility) if (skybox && camera) { skybox->render(*camera, timeOfDay); } // Get lighting parameters for celestial rendering const glm::vec3* sunDir = nullptr; const glm::vec3* sunColor = nullptr; float cloudDensity = 0.0f; float fogDensity = 0.0f; if (lightingManager) { const auto& lighting = lightingManager->getLightingParams(); sunDir = &lighting.directionalDir; sunColor = &lighting.diffuseColor; cloudDensity = lighting.cloudDensity; fogDensity = lighting.fogDensity; } if (starField && camera) { starField->render(*camera, timeOfDay, cloudDensity, fogDensity); } if (celestial && camera) { celestial->render(*camera, timeOfDay, sunDir, sunColor); } if (clouds && camera) { clouds->render(*camera, timeOfDay); } if (lensFlare && camera && celestial) { glm::vec3 sunPosition; if (sunDir) { const float sunDistance = 800.0f; sunPosition = -*sunDir * sunDistance; } else { sunPosition = celestial->getSunPosition(timeOfDay); } lensFlare->render(*camera, sunPosition, timeOfDay); } } // Apply lighting and fog to all renderers if (lightingManager) { const auto& lighting = lightingManager->getLightingParams(); float lightDir[3] = {lighting.directionalDir.x, lighting.directionalDir.y, lighting.directionalDir.z}; float lightColor[3] = {lighting.diffuseColor.r, lighting.diffuseColor.g, lighting.diffuseColor.b}; float ambientColor[3] = {lighting.ambientColor.r, lighting.ambientColor.g, lighting.ambientColor.b}; float fogColorArray[3] = {lighting.fogColor.r, lighting.fogColor.g, lighting.fogColor.b}; if (wmoRenderer) { wmoRenderer->setLighting(lightDir, lightColor, ambientColor); wmoRenderer->setFog(glm::vec3(fogColorArray[0], fogColorArray[1], fogColorArray[2]), lighting.fogStart, lighting.fogEnd); } if (m2Renderer) { m2Renderer->setLighting(lightDir, lightColor, ambientColor); m2Renderer->setFog(glm::vec3(fogColorArray[0], fogColorArray[1], fogColorArray[2]), lighting.fogStart, lighting.fogEnd); } if (characterRenderer) { characterRenderer->setLighting(lightDir, lightColor, ambientColor); characterRenderer->setFog(glm::vec3(fogColorArray[0], fogColorArray[1], fogColorArray[2]), lighting.fogStart, lighting.fogEnd); } } else if (skybox) { // Fallback to skybox-based fog if no lighting manager glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay); if (wmoRenderer) wmoRenderer->setFog(horizonColor, 100.0f, 600.0f); if (m2Renderer) m2Renderer->setFog(horizonColor, 100.0f, 600.0f); if (characterRenderer) characterRenderer->setFog(horizonColor, 100.0f, 600.0f); } // Render terrain if loaded and enabled if (terrainEnabled && terrainLoaded && terrainRenderer && camera) { // Check if camera/character is underwater for fog override if (cameraController && cameraController->isSwimming() && waterRenderer && camera) { glm::vec3 camPos = camera->getPosition(); auto waterH = waterRenderer->getWaterHeightAt(camPos.x, camPos.y); constexpr float MAX_UNDERWATER_DEPTH = 12.0f; // Require camera to be meaningfully below the surface before // underwater fog/tint kicks in (avoids "wrong plane" near surface). constexpr float UNDERWATER_ENTER_EPS = 1.10f; if (waterH && camPos.z < (*waterH - UNDERWATER_ENTER_EPS) && (*waterH - camPos.z) <= MAX_UNDERWATER_DEPTH) { underwater = true; } } if (underwater) { glm::vec3 camPos = camera->getPosition(); std::optional liquidType = waterRenderer ? waterRenderer->getWaterTypeAt(camPos.x, camPos.y) : std::nullopt; if (!liquidType && cameraController) { const glm::vec3* followTarget = cameraController->getFollowTarget(); if (followTarget && waterRenderer) { liquidType = waterRenderer->getWaterTypeAt(followTarget->x, followTarget->y); } } canalUnderwater = liquidType && (*liquidType == 5 || *liquidType == 13 || *liquidType == 17); } // Apply lighting from lighting manager if (lightingManager) { const auto& lighting = lightingManager->getLightingParams(); // Set lighting (direction, color, ambient) float lightDir[3] = {lighting.directionalDir.x, lighting.directionalDir.y, lighting.directionalDir.z}; float lightColor[3] = {lighting.diffuseColor.r, lighting.diffuseColor.g, lighting.diffuseColor.b}; float ambientColor[3] = {lighting.ambientColor.r, lighting.ambientColor.g, lighting.ambientColor.b}; terrainRenderer->setLighting(lightDir, lightColor, ambientColor); // Set fog float fogColor[3] = {lighting.fogColor.r, lighting.fogColor.g, lighting.fogColor.b}; terrainRenderer->setFog(fogColor, lighting.fogStart, lighting.fogEnd); } else if (skybox) { // Fallback to skybox-based fog if no lighting manager glm::vec3 horizonColor = skybox->getHorizonColor(timeOfDay); float fogColorArray[3] = {horizonColor.r, horizonColor.g, horizonColor.b}; terrainRenderer->setFog(fogColorArray, 400.0f, 1200.0f); } auto terrainStart = std::chrono::steady_clock::now(); terrainRenderer->render(*camera); auto terrainEnd = std::chrono::steady_clock::now(); lastTerrainRenderMs = std::chrono::duration(terrainEnd - terrainStart).count(); } // Render weather particles (after terrain/water, before characters) if (weather && camera) { weather->render(*camera); } // Render swim effects (ripples and bubbles) if (swimEffects && camera) { swimEffects->render(*camera); } // Render mount dust effects if (mountDust && camera) { mountDust->render(*camera); } // Render charge effect (red haze + dust) if (chargeEffect && camera) { chargeEffect->render(*camera); } // Compute view/projection once for all sub-renderers const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f); const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f); // Render characters (after weather) if (characterRenderer && camera) { characterRenderer->render(*camera, view, projection); } // Render selection circle under targeted creature renderSelectionCircle(view, projection); // Render WMO buildings (after characters, before UI) if (wmoRenderer && camera) { auto wmoStart = std::chrono::steady_clock::now(); wmoRenderer->render(*camera, view, projection); auto wmoEnd = std::chrono::steady_clock::now(); lastWMORenderMs = std::chrono::duration(wmoEnd - wmoStart).count(); } // Render M2 doodads (trees, rocks, etc.) if (m2Renderer && camera) { // Dim M2 lighting when player is inside a WMO if (cameraController) { m2Renderer->setInsideInterior(cameraController->isInsideWMO()); m2Renderer->setOnTaxi(cameraController->isOnTaxi()); } auto m2Start = std::chrono::steady_clock::now(); m2Renderer->render(*camera, view, projection); m2Renderer->renderSmokeParticles(*camera, view, projection); m2Renderer->renderM2Particles(view, projection); auto m2End = std::chrono::steady_clock::now(); lastM2RenderMs = std::chrono::duration(m2End - m2Start).count(); } // Render water after opaque terrain/WMO/M2 so transparent surfaces remain visible. if (waterRenderer && camera) { static float time = 0.0f; time += 0.016f; // Approximate frame time waterRenderer->render(*camera, time); } // Render quest markers (billboards above NPCs) if (questMarkerRenderer && camera) { questMarkerRenderer->render(*camera); } // Full-screen underwater tint so WMO/M2/characters also feel submerged. if (false && underwater && underwaterOverlayShader && underwaterOverlayVAO) { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); underwaterOverlayShader->use(); if (canalUnderwater) { underwaterOverlayShader->setUniform("uTint", glm::vec4(0.01f, 0.05f, 0.11f, 0.50f)); } else { underwaterOverlayShader->setUniform("uTint", glm::vec4(0.02f, 0.08f, 0.15f, 0.30f)); } glBindVertexArray(underwaterOverlayVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } // --- Resolve MSAA → non-MSAA texture --- glBindFramebuffer(GL_READ_FRAMEBUFFER, sceneFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO); glBlitFramebuffer(0, 0, fbWidth, fbHeight, 0, 0, fbWidth, fbHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); // --- Post-process: tonemap via fullscreen quad --- glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, window->getWidth(), window->getHeight()); glDisable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT); if (postProcessShader && screenQuadVAO) { postProcessShader->use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, resolveColorTex); postProcessShader->setUniform("uScene", 0); glBindVertexArray(screenQuadVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); postProcessShader->unuse(); } // Render minimap overlay (after post-process so it's not overwritten) if (minimap && camera && window) { glm::vec3 minimapCenter = camera->getPosition(); if (cameraController && cameraController->isThirdPerson()) { minimapCenter = characterPosition; } minimap->render(*camera, minimapCenter, window->getWidth(), window->getHeight()); } glEnable(GL_DEPTH_TEST); auto renderEnd = std::chrono::steady_clock::now(); lastRenderMs = std::chrono::duration(renderEnd - renderStart).count(); } // ────────────────────────────────────────────────────── // Post-process FBO helpers // ────────────────────────────────────────────────────── void Renderer::initPostProcess(int w, int h) { fbWidth = w; fbHeight = h; constexpr int SAMPLES = 4; // --- MSAA FBO (render target) --- glGenRenderbuffers(1, &sceneColorRBO); glBindRenderbuffer(GL_RENDERBUFFER, sceneColorRBO); glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_RGBA16F, w, h); glGenRenderbuffers(1, &sceneDepthRBO); glBindRenderbuffer(GL_RENDERBUFFER, sceneDepthRBO); glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_DEPTH_COMPONENT24, w, h); glGenFramebuffers(1, &sceneFBO); glBindFramebuffer(GL_FRAMEBUFFER, sceneFBO); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, sceneColorRBO); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, sceneDepthRBO); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_ERROR("MSAA scene FBO incomplete!"); } // --- Resolve FBO (non-MSAA, for post-process sampling) --- glGenTextures(1, &resolveColorTex); glBindTexture(GL_TEXTURE_2D, resolveColorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glGenTextures(1, &resolveDepthTex); glBindTexture(GL_TEXTURE_2D, resolveDepthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glGenFramebuffers(1, &resolveFBO); glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveColorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, resolveDepthTex, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_ERROR("Resolve FBO incomplete!"); } glBindFramebuffer(GL_FRAMEBUFFER, 0); // --- Fullscreen quad (triangle strip, pos + UV) --- const float quadVerts[] = { // pos (x,y) uv (u,v) -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, }; glGenVertexArrays(1, &screenQuadVAO); glGenBuffers(1, &screenQuadVBO); glBindVertexArray(screenQuadVAO); glBindBuffer(GL_ARRAY_BUFFER, screenQuadVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); glBindVertexArray(0); // --- Post-process shader (Reinhard tonemap + gamma 2.2) --- const char* ppVS = R"( #version 330 core layout (location = 0) in vec2 aPos; layout (location = 1) in vec2 aUV; out vec2 vUV; void main() { vUV = aUV; gl_Position = vec4(aPos, 0.0, 1.0); } )"; const char* ppFS = R"( #version 330 core in vec2 vUV; uniform sampler2D uScene; out vec4 FragColor; void main() { vec3 color = texture(uScene, vUV).rgb; // Shoulder tonemap: identity below 0.9, soft rolloff above vec3 excess = max(color - 0.9, 0.0); vec3 mapped = min(color, vec3(0.9)) + 0.1 * excess / (excess + 0.1); FragColor = vec4(mapped, 1.0); } )"; postProcessShader = std::make_unique(); if (!postProcessShader->loadFromSource(ppVS, ppFS)) { LOG_ERROR("Failed to compile post-process shader"); postProcessShader.reset(); } LOG_INFO("Post-process FBO initialized (", w, "x", h, ")"); } void Renderer::resizePostProcess(int w, int h) { if (w <= 0 || h <= 0) return; fbWidth = w; fbHeight = h; constexpr int SAMPLES = 4; // Resize MSAA renderbuffers glBindRenderbuffer(GL_RENDERBUFFER, sceneColorRBO); glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_RGBA16F, w, h); glBindRenderbuffer(GL_RENDERBUFFER, sceneDepthRBO); glRenderbufferStorageMultisample(GL_RENDERBUFFER, SAMPLES, GL_DEPTH_COMPONENT24, w, h); // Resize resolve textures glBindTexture(GL_TEXTURE_2D, resolveColorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, nullptr); glBindTexture(GL_TEXTURE_2D, resolveDepthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); LOG_INFO("Post-process FBO resized (", w, "x", h, ")"); } void Renderer::shutdownPostProcess() { if (sceneFBO) { glDeleteFramebuffers(1, &sceneFBO); sceneFBO = 0; } if (sceneColorRBO) { glDeleteRenderbuffers(1, &sceneColorRBO); sceneColorRBO = 0; } if (sceneDepthRBO) { glDeleteRenderbuffers(1, &sceneDepthRBO); sceneDepthRBO = 0; } if (resolveFBO) { glDeleteFramebuffers(1, &resolveFBO); resolveFBO = 0; } if (resolveColorTex) { glDeleteTextures(1, &resolveColorTex); resolveColorTex = 0; } if (resolveDepthTex) { glDeleteTextures(1, &resolveDepthTex); resolveDepthTex = 0; } if (screenQuadVAO) { glDeleteVertexArrays(1, &screenQuadVAO); screenQuadVAO = 0; } if (screenQuadVBO) { glDeleteBuffers(1, &screenQuadVBO); screenQuadVBO = 0; } postProcessShader.reset(); } bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath) { if (!assetManager) { LOG_ERROR("Asset manager is null"); return false; } LOG_INFO("Loading test terrain: ", adtPath); // Create terrain renderer if not already created if (!terrainRenderer) { terrainRenderer = std::make_unique(); if (!terrainRenderer->initialize(assetManager)) { LOG_ERROR("Failed to initialize terrain renderer"); terrainRenderer.reset(); return false; } } // Create and initialize terrain manager if (!terrainManager) { terrainManager = std::make_unique(); if (!terrainManager->initialize(assetManager, terrainRenderer.get())) { LOG_ERROR("Failed to initialize terrain manager"); terrainManager.reset(); return false; } // Set water renderer for terrain streaming if (waterRenderer) { terrainManager->setWaterRenderer(waterRenderer.get()); } // Set M2 renderer for doodad loading during streaming if (m2Renderer) { terrainManager->setM2Renderer(m2Renderer.get()); } // Set WMO renderer for building loading during streaming if (wmoRenderer) { terrainManager->setWMORenderer(wmoRenderer.get()); } // Set ambient sound manager for environmental audio emitters if (ambientSoundManager) { terrainManager->setAmbientSoundManager(ambientSoundManager.get()); } // Pass asset manager to character renderer for texture loading if (characterRenderer) { characterRenderer->setAssetManager(assetManager); } // Wire asset manager to minimap for tile texture loading if (minimap) { minimap->setAssetManager(assetManager); } // Wire terrain manager, WMO renderer, and water renderer to camera controller if (cameraController) { cameraController->setTerrainManager(terrainManager.get()); if (wmoRenderer) { cameraController->setWMORenderer(wmoRenderer.get()); } if (m2Renderer) { cameraController->setM2Renderer(m2Renderer.get()); } if (waterRenderer) { cameraController->setWaterRenderer(waterRenderer.get()); } } } // Parse tile coordinates from ADT path // Format: World\Maps\{MapName}\{MapName}_{X}_{Y}.adt int tileX = 32, tileY = 49; // defaults { // Find last path separator size_t lastSep = adtPath.find_last_of("\\/"); if (lastSep != std::string::npos) { std::string filename = adtPath.substr(lastSep + 1); // Find first underscore after map name size_t firstUnderscore = filename.find('_'); if (firstUnderscore != std::string::npos) { size_t secondUnderscore = filename.find('_', firstUnderscore + 1); if (secondUnderscore != std::string::npos) { size_t dot = filename.find('.', secondUnderscore); if (dot != std::string::npos) { tileX = std::stoi(filename.substr(firstUnderscore + 1, secondUnderscore - firstUnderscore - 1)); tileY = std::stoi(filename.substr(secondUnderscore + 1, dot - secondUnderscore - 1)); } } } // Extract map name std::string mapName = filename.substr(0, firstUnderscore != std::string::npos ? firstUnderscore : filename.size()); terrainManager->setMapName(mapName); if (minimap) { minimap->setMapName(mapName); } } } LOG_INFO("Enqueuing initial tile [", tileX, ",", tileY, "] via terrain manager"); // Enqueue the initial tile for async loading (avoids long sync stalls) if (!terrainManager->enqueueTile(tileX, tileY)) { LOG_ERROR("Failed to enqueue initial tile [", tileX, ",", tileY, "]"); return false; } terrainLoaded = true; // Initialize music manager with asset manager if (musicManager && assetManager && !cachedAssetManager) { audio::AudioEngine::instance().setAssetManager(assetManager); musicManager->initialize(assetManager); if (footstepManager) { footstepManager->initialize(assetManager); } if (activitySoundManager) { activitySoundManager->initialize(assetManager); } if (mountSoundManager) { mountSoundManager->initialize(assetManager); } if (npcVoiceManager) { npcVoiceManager->initialize(assetManager); } if (ambientSoundManager) { ambientSoundManager->initialize(assetManager); } if (uiSoundManager) { uiSoundManager->initialize(assetManager); } if (combatSoundManager) { combatSoundManager->initialize(assetManager); } if (spellSoundManager) { spellSoundManager->initialize(assetManager); } if (movementSoundManager) { movementSoundManager->initialize(assetManager); } if (questMarkerRenderer) { questMarkerRenderer->initialize(assetManager); } // Prewarm frequently used zone/tavern music so zone transitions don't stall on MPQ I/O. if (zoneManager) { for (const auto& musicPath : zoneManager->getAllMusicPaths()) { musicManager->preloadMusic(musicPath); } } static const std::vector tavernTracks = { "Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3", "Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3", "Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3", "Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3", }; for (const auto& musicPath : tavernTracks) { musicManager->preloadMusic(musicPath); } cachedAssetManager = assetManager; } // Snap camera to ground now that terrain is loaded if (cameraController) { cameraController->reset(); } LOG_INFO("Test terrain loaded successfully!"); LOG_INFO(" Chunks: ", terrainRenderer->getChunkCount()); LOG_INFO(" Triangles: ", terrainRenderer->getTriangleCount()); return true; } void Renderer::setWireframeMode(bool enabled) { if (terrainRenderer) { terrainRenderer->setWireframe(enabled); } } bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius) { // Create terrain renderer if not already created if (!terrainRenderer) { LOG_ERROR("Terrain renderer not initialized"); return false; } // Create terrain manager if not already created if (!terrainManager) { terrainManager = std::make_unique(); // Wire terrain manager to camera controller for grounding if (cameraController) { cameraController->setTerrainManager(terrainManager.get()); } } LOG_INFO("Loading terrain area: ", mapName, " [", centerX, ",", centerY, "] radius=", radius); terrainManager->setMapName(mapName); terrainManager->setLoadRadius(radius); terrainManager->setUnloadRadius(radius + 1); // Load tiles in radius for (int dy = -radius; dy <= radius; dy++) { for (int dx = -radius; dx <= radius; dx++) { int tileX = centerX + dx; int tileY = centerY + dy; if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) { terrainManager->loadTile(tileX, tileY); } } } terrainLoaded = true; // Get asset manager from Application if not cached yet if (!cachedAssetManager) { cachedAssetManager = core::Application::getInstance().getAssetManager(); } // Initialize music manager with asset manager if (musicManager && cachedAssetManager) { if (!musicManager->isInitialized()) { musicManager->initialize(cachedAssetManager); } } if (footstepManager && cachedAssetManager) { if (!footstepManager->isInitialized()) { footstepManager->initialize(cachedAssetManager); } } if (activitySoundManager && cachedAssetManager) { if (!activitySoundManager->isInitialized()) { activitySoundManager->initialize(cachedAssetManager); } } if (mountSoundManager && cachedAssetManager) { mountSoundManager->initialize(cachedAssetManager); } if (npcVoiceManager && cachedAssetManager) { npcVoiceManager->initialize(cachedAssetManager); } if (ambientSoundManager && cachedAssetManager) { ambientSoundManager->initialize(cachedAssetManager); } if (uiSoundManager && cachedAssetManager) { uiSoundManager->initialize(cachedAssetManager); } if (combatSoundManager && cachedAssetManager) { combatSoundManager->initialize(cachedAssetManager); } if (spellSoundManager && cachedAssetManager) { spellSoundManager->initialize(cachedAssetManager); } if (movementSoundManager && cachedAssetManager) { movementSoundManager->initialize(cachedAssetManager); } if (questMarkerRenderer && cachedAssetManager) { questMarkerRenderer->initialize(cachedAssetManager); } // Wire ambient sound manager to terrain manager for emitter registration if (terrainManager && ambientSoundManager) { terrainManager->setAmbientSoundManager(ambientSoundManager.get()); } // Wire WMO, M2, and water renderer to camera controller if (cameraController && wmoRenderer) { cameraController->setWMORenderer(wmoRenderer.get()); } if (cameraController && m2Renderer) { cameraController->setM2Renderer(m2Renderer.get()); } if (cameraController && waterRenderer) { cameraController->setWaterRenderer(waterRenderer.get()); } // Snap camera to ground now that terrain is loaded if (cameraController) { cameraController->reset(); } LOG_INFO("Terrain area loaded: ", terrainManager->getLoadedTileCount(), " tiles"); return true; } void Renderer::setTerrainStreaming(bool enabled) { if (terrainManager) { terrainManager->setStreamingEnabled(enabled); LOG_INFO("Terrain streaming: ", enabled ? "ON" : "OFF"); } } void Renderer::renderHUD() { if (performanceHUD && camera) { performanceHUD->render(this, camera.get()); } } // ────────────────────────────────────────────────────── // Shadow mapping helpers // ────────────────────────────────────────────────────── void Renderer::initShadowMap() { // Compile shadow shader shadowShaderProgram = compileShadowShader(); if (!shadowShaderProgram) { LOG_ERROR("Failed to compile shadow shader"); return; } // Create depth texture glGenTextures(1, &shadowDepthTex); glBindTexture(GL_TEXTURE_2D, shadowDepthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glBindTexture(GL_TEXTURE_2D, 0); // Create depth-only FBO glGenFramebuffers(1, &shadowFBO); glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_ERROR("Shadow FBO incomplete!"); } glBindFramebuffer(GL_FRAMEBUFFER, 0); LOG_INFO("Shadow map initialized (", SHADOW_MAP_SIZE, "x", SHADOW_MAP_SIZE, ")"); } uint32_t Renderer::compileShadowShader() { const char* vertSrc = R"( #version 330 core uniform mat4 uLightSpaceMatrix; uniform mat4 uModel; layout(location = 0) in vec3 aPos; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in vec4 aBoneWeights; layout(location = 4) in vec4 aBoneIndicesF; uniform bool uUseBones; uniform mat4 uBones[200]; out vec2 vTexCoord; void main() { vec3 pos = aPos; if (uUseBones) { ivec4 bi = ivec4(aBoneIndicesF); mat4 boneTransform = uBones[bi.x] * aBoneWeights.x + uBones[bi.y] * aBoneWeights.y + uBones[bi.z] * aBoneWeights.z + uBones[bi.w] * aBoneWeights.w; pos = vec3(boneTransform * vec4(aPos, 1.0)); } vTexCoord = aTexCoord; gl_Position = uLightSpaceMatrix * uModel * vec4(pos, 1.0); } )"; const char* fragSrc = R"( #version 330 core in vec2 vTexCoord; uniform bool uUseTexture; uniform sampler2D uTexture; uniform bool uAlphaTest; uniform float uShadowOpacity; float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } void main() { float opacity = clamp(uShadowOpacity, 0.0, 1.0); if (uUseTexture) { vec4 tex = texture(uTexture, vTexCoord); if (uAlphaTest && tex.a < 0.5) discard; opacity *= tex.a; } // Stochastic alpha for soft/translucent shadow casters (foliage). // Use UV-space hash so pattern stays stable with camera movement. if (opacity < 0.999) { float d = hash12(floor(vTexCoord * 4096.0)); if (d > opacity) discard; } } )"; GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vertSrc, nullptr); glCompileShader(vs); GLint success; glGetShaderiv(vs, GL_COMPILE_STATUS, &success); if (!success) { char log[512]; glGetShaderInfoLog(vs, 512, nullptr, log); LOG_ERROR("Shadow vertex shader error: ", log); glDeleteShader(vs); return 0; } GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fragSrc, nullptr); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &success); if (!success) { char log[512]; glGetShaderInfoLog(fs, 512, nullptr, log); LOG_ERROR("Shadow fragment shader error: ", log); glDeleteShader(vs); glDeleteShader(fs); return 0; } GLuint program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &success); if (!success) { char log[512]; glGetProgramInfoLog(program, 512, nullptr, log); LOG_ERROR("Shadow shader link error: ", log); glDeleteProgram(program); program = 0; } glDeleteShader(vs); glDeleteShader(fs); return program; } glm::mat4 Renderer::computeLightSpaceMatrix() { constexpr float kShadowHalfExtent = 180.0f; constexpr float kShadowLightDistance = 280.0f; constexpr float kShadowNearPlane = 1.0f; constexpr float kShadowFarPlane = 600.0f; // Sun direction matching WMO light dir glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f)); // Keep a stable shadow focus center and only recentre occasionally. glm::vec3 desiredCenter = characterPosition; if (!shadowCenterInitialized) { shadowCenter = desiredCenter; shadowCenterInitialized = true; } else { constexpr float recenterThreshold = 30.0f; // world units if (std::abs(desiredCenter.x - shadowCenter.x) > recenterThreshold || std::abs(desiredCenter.y - shadowCenter.y) > recenterThreshold) { shadowCenter.x = desiredCenter.x; shadowCenter.y = desiredCenter.y; } // Avoid vertical jitter from tiny terrain/camera height changes. if (std::abs(desiredCenter.z - shadowCenter.z) > 4.0f) { shadowCenter.z = desiredCenter.z; } } glm::vec3 center = shadowCenter; // Texel snapping: round center to shadow texel boundaries to prevent shimmer float halfExtent = kShadowHalfExtent; float texelWorld = (2.0f * halfExtent) / static_cast(SHADOW_MAP_SIZE); // Build light view to get stable axes glm::vec3 up(0.0f, 0.0f, 1.0f); // If sunDir is nearly parallel to up, pick a different up vector if (std::abs(glm::dot(sunDir, up)) > 0.99f) { up = glm::vec3(0.0f, 1.0f, 0.0f); } glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up); // Snap center in light space to texel grid glm::vec4 centerLS = lightView * glm::vec4(center, 1.0f); centerLS.x = std::round(centerLS.x / texelWorld) * texelWorld; centerLS.y = std::round(centerLS.y / texelWorld) * texelWorld; glm::vec4 snappedCenter = glm::inverse(lightView) * centerLS; center = glm::vec3(snappedCenter); shadowCenter = center; // Rebuild with snapped center lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up); glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent, kShadowNearPlane, kShadowFarPlane); return lightProj * lightView; } void Renderer::renderShadowPass() { constexpr float kShadowHalfExtent = 180.0f; constexpr float kShadowLightDistance = 280.0f; constexpr float kShadowNearPlane = 1.0f; constexpr float kShadowFarPlane = 600.0f; // Compute light space matrix lightSpaceMatrix = computeLightSpaceMatrix(); // Bind shadow FBO glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO); glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE); glClear(GL_DEPTH_BUFFER_BIT); // Caster-side bias: front-face culling + polygon offset glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(2.0f, 4.0f); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); // Use shadow shader glUseProgram(shadowShaderProgram); GLint lsmLoc = glGetUniformLocation(shadowShaderProgram, "uLightSpaceMatrix"); glUniformMatrix4fv(lsmLoc, 1, GL_FALSE, &lightSpaceMatrix[0][0]); GLint useTexLoc = glGetUniformLocation(shadowShaderProgram, "uUseTexture"); GLint texLoc = glGetUniformLocation(shadowShaderProgram, "uTexture"); GLint alphaTestLoc = glGetUniformLocation(shadowShaderProgram, "uAlphaTest"); GLint opacityLoc = glGetUniformLocation(shadowShaderProgram, "uShadowOpacity"); GLint useBonesLoc = glGetUniformLocation(shadowShaderProgram, "uUseBones"); if (useTexLoc >= 0) glUniform1i(useTexLoc, 0); if (alphaTestLoc >= 0) glUniform1i(alphaTestLoc, 0); if (opacityLoc >= 0) glUniform1f(opacityLoc, 1.0f); if (useBonesLoc >= 0) glUniform1i(useBonesLoc, 0); if (texLoc >= 0) glUniform1i(texLoc, 0); // Render terrain into shadow map (only chunks within shadow frustum) if (terrainRenderer) { glm::vec3 shadowCtr = shadowCenterInitialized ? shadowCenter : characterPosition; terrainRenderer->renderShadow(shadowShaderProgram, shadowCtr, kShadowHalfExtent); } // Render WMO into shadow map if (wmoRenderer) { // WMO renderShadow takes separate view/proj matrices and a Shader ref. // We need to decompose our lightSpaceMatrix or use the raw shader program. // Since WMO::renderShadow sets uModel per instance, we use the shadow shader // directly by calling renderShadow with the light view/proj split. // For simplicity, compute the split: glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f)); glm::vec3 center = shadowCenterInitialized ? shadowCenter : characterPosition; float halfExtent = kShadowHalfExtent; glm::vec3 up(0.0f, 0.0f, 1.0f); if (std::abs(glm::dot(sunDir, up)) > 0.99f) up = glm::vec3(0.0f, 1.0f, 0.0f); glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up); glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent, kShadowNearPlane, kShadowFarPlane); // WMO renderShadow needs a Shader reference — but it only uses setUniform("uModel", ...) // We'll create a thin wrapper. Actually, WMO's renderShadow takes a Shader& and calls // shadowShader.setUniform("uModel", ...). We need a Shader object wrapping our program. // Instead, let's use the lower-level approach: WMO renderShadow uses the shader passed in. // We need to temporarily wrap our GL program in a Shader object. Shader shadowShaderWrapper; shadowShaderWrapper.setProgram(shadowShaderProgram); wmoRenderer->renderShadow(lightView, lightProj, shadowShaderWrapper); shadowShaderWrapper.releaseProgram(); // Don't let wrapper delete our program } // Render M2 doodads into shadow map (only instances within shadow frustum) if (m2Renderer) { glm::vec3 shadowCtr = shadowCenterInitialized ? shadowCenter : characterPosition; m2Renderer->renderShadow(shadowShaderProgram, shadowCtr, kShadowHalfExtent); } // Render characters into shadow map if (characterRenderer) { // Character shadows need less caster bias to avoid "floating" away from feet. glDisable(GL_POLYGON_OFFSET_FILL); glCullFace(GL_BACK); characterRenderer->renderShadow(lightSpaceMatrix); glCullFace(GL_FRONT); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(2.0f, 4.0f); } // Restore state glDisable(GL_POLYGON_OFFSET_FILL); glCullFace(GL_BACK); // Restore main viewport glViewport(0, 0, fbWidth, fbHeight); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Distribute shadow map to all receivers if (terrainRenderer) terrainRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix); if (wmoRenderer) wmoRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix); if (m2Renderer) m2Renderer->setShadowMap(shadowDepthTex, lightSpaceMatrix); if (characterRenderer) characterRenderer->setShadowMap(shadowDepthTex, lightSpaceMatrix); } } // namespace rendering } // namespace wowee