#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/swim_effects.hpp" #include "rendering/character_renderer.hpp" #include "rendering/wmo_renderer.hpp" #include "rendering/m2_renderer.hpp" #include "rendering/minimap.hpp" #include "pipeline/asset_manager.hpp" #include "pipeline/m2_loader.hpp" #include "pipeline/wmo_loader.hpp" #include "pipeline/adt_loader.hpp" #include "pipeline/terrain_mesh.hpp" #include "core/window.hpp" #include "core/logger.hpp" #include "game/world.hpp" #include "game/zone_manager.hpp" #include "audio/music_manager.hpp" #include "audio/footstep_manager.hpp" #include #include #include #include #include #include #include #include #include #include namespace wowee { namespace rendering { struct EmoteInfo { uint32_t animId; bool loop; std::string text; }; // AnimationData.dbc IDs for WotLK HumanMale emotes // Reference: https://wowdev.wiki/M2/AnimationList static const std::unordered_map EMOTE_TABLE = { {"wave", {67, false, "waves."}}, {"bow", {66, false, "bows down graciously."}}, {"laugh", {70, false, "laughs."}}, {"point", {84, false, "points over there."}}, {"cheer", {68, false, "cheers!"}}, {"dance", {69, true, "begins to dance."}}, {"kneel", {75, false, "kneels down."}}, {"applaud", {80, false, "applauds."}}, {"shout", {81, false, "shouts."}}, {"chicken", {78, false, "clucks like a chicken."}}, {"cry", {77, false, "cries."}}, {"kiss", {76, false, "blows a kiss."}}, {"roar", {74, false, "roars with bestial vigor."}}, {"salute", {113, false, "salutes."}}, {"rude", {73, false, "makes a rude gesture."}}, {"flex", {82, false, "flexes muscles."}}, {"shy", {83, false, "acts shy."}}, {"beg", {79, false, "begs everyone around."}}, {"eat", {61, false, "begins to eat."}}, }; 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 weather system weather = std::make_unique(); if (!weather->initialize()) { LOG_WARNING("Failed to initialize weather"); weather.reset(); } // Create swim effects swimEffects = std::make_unique(); if (!swimEffects->initialize()) { LOG_WARNING("Failed to initialize swim effects"); swimEffects.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()) { 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 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(); // Create music manager (initialized later with asset manager) musicManager = std::make_unique(); footstepManager = std::make_unique(); 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(); } zoneManager.reset(); performanceHUD.reset(); scene.reset(); cameraController.reset(); camera.reset(); LOG_INFO("Renderer shutdown"); } void Renderer::beginFrame() { // Black background (skybox will render over it) 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::updateCharacterAnimation() { // WoW WotLK AnimationData.dbc IDs constexpr uint32_t ANIM_STAND = 0; constexpr uint32_t ANIM_WALK = 4; constexpr uint32_t ANIM_RUN = 5; 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) CharAnimState newState = charAnimState; bool moving = cameraController->isMoving(); bool grounded = cameraController->isGrounded(); bool jumping = cameraController->isJumping(); bool sprinting = cameraController->isSprinting(); bool sitting = cameraController->isSitting(); bool swim = cameraController->isSwimming(); 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; } 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; } if (newState != charAnimState) { charAnimState = newState; uint32_t animId = ANIM_STAND; bool loop = true; switch (charAnimState) { case CharAnimState::IDLE: animId = ANIM_STAND; loop = true; break; case CharAnimState::WALK: animId = ANIM_WALK; loop = true; break; case CharAnimState::RUN: animId = ANIM_RUN; 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; } characterRenderer->playAnimation(characterInstanceId, animId, loop); } } void Renderer::playEmote(const std::string& emoteName) { auto it = EMOTE_TABLE.find(emoteName); if (it == EMOTE_TABLE.end()) return; const auto& info = it->second; 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; } std::string Renderer::getEmoteText(const std::string& emoteName) { auto it = EMOTE_TABLE.find(emoteName); if (it != EMOTE_TABLE.end()) { return it->second.text; } return ""; } 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; if (cameraController->isSwimming()) { return audio::FootstepSurface::WATER; } if (waterRenderer) { auto waterH = waterRenderer->getWaterHeightAt(p.x, p.y); if (waterH && p.z < (*waterH + 0.25f)) { 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)) { return 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) return audio::FootstepSurface::SNOW; if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) return audio::FootstepSurface::GRASS; if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) return audio::FootstepSurface::DIRT; if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) return audio::FootstepSurface::WOOD; if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) return audio::FootstepSurface::METAL; 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) return audio::FootstepSurface::STONE; } } return audio::FootstepSurface::STONE; } void Renderer::update(float deltaTime) { auto updateStart = std::chrono::steady_clock::now(); if (wmoRenderer) wmoRenderer->resetQueryStats(); if (m2Renderer) m2Renderer->resetQueryStats(); 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(); } else { lastCameraUpdateMs = 0.0; } // Sync character model position/rotation and animation with follow target if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) { characterRenderer->setInstancePosition(characterInstanceId, characterPosition); // Only rotate character to face camera direction when right-click is held // Left-click orbits camera without turning the character if (cameraController->isRightMouseHeld() || cameraController->isMoving()) { characterYaw = cameraController->getYaw(); } else if (targetPosition && !emoteActive && !cameraController->isMoving()) { // Face target when 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)); // Smooth rotation toward target 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(); } // Update terrain streaming if (terrainManager && camera) { terrainManager->update(*camera, deltaTime); } // Update skybox time progression 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 character animations if (characterRenderer) { characterRenderer->update(deltaTime); } // Footsteps: animation-event driven + surface query at event time. if (footstepManager) { footstepManager->update(deltaTime); if (characterRenderer && characterInstanceId > 0 && cameraController && cameraController->isThirdPerson() && isFootstepAnimationState() && cameraController->isGrounded() && !cameraController->isSwimming()) { 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()); } } else { footstepNormInitialized = false; } } // Update M2 doodad animations if (m2Renderer) { m2Renderer->update(deltaTime); } // 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); // Override with WMO-based detection (e.g., inside Stormwind) 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 } } } if (zoneId != currentZoneId && zoneId != 0) { currentZoneId = zoneId; auto* info = zoneManager->getZoneInfo(zoneId); if (info) { currentZoneName = info->name; LOG_INFO("Entered zone: ", info->name); std::string music = zoneManager->getRandomMusic(zoneId); if (!music.empty()) { musicManager->crossfadeTo(music); } } } musicManager->update(deltaTime); } // Update performance HUD if (performanceHUD) { performanceHUD->update(deltaTime); } auto updateEnd = std::chrono::steady_clock::now(); lastUpdateMs = std::chrono::duration(updateEnd - updateStart).count(); } void Renderer::renderWorld(game::World* world) { auto renderStart = std::chrono::steady_clock::now(); lastTerrainRenderMs = 0.0; lastWMORenderMs = 0.0; lastM2RenderMs = 0.0; (void)world; // Unused for now // Get time of day for sky-related rendering float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f; // Render skybox first (furthest back) if (skybox && camera) { skybox->render(*camera, timeOfDay); } // Render stars after skybox if (starField && camera) { starField->render(*camera, timeOfDay); } // Render celestial bodies (sun/moon) after stars if (celestial && camera) { celestial->render(*camera, timeOfDay); } // Render clouds after celestial bodies if (clouds && camera) { clouds->render(*camera, timeOfDay); } // Render lens flare (screen-space effect, render after celestial bodies) if (lensFlare && camera && celestial) { glm::vec3 sunPosition = celestial->getSunPosition(timeOfDay); lensFlare->render(*camera, sunPosition, timeOfDay); } // Render terrain if loaded and enabled if (terrainEnabled && terrainLoaded && terrainRenderer && camera) { // Check if camera is underwater for fog override bool underwater = false; if (waterRenderer && camera) { glm::vec3 camPos = camera->getPosition(); auto waterH = waterRenderer->getWaterHeightAt(camPos.x, camPos.y); if (waterH && camPos.z < *waterH) { underwater = true; } } if (underwater) { float fogColor[3] = {0.05f, 0.15f, 0.25f}; terrainRenderer->setFog(fogColor, 10.0f, 200.0f); glClearColor(0.05f, 0.15f, 0.25f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Re-clear with underwater color } else if (skybox) { // Update terrain fog based on time of day (match sky color) 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 water after terrain (transparency requires back-to-front rendering) if (waterRenderer) { // Use accumulated time for water animation static float time = 0.0f; time += 0.016f; // Approximate frame time waterRenderer->render(*camera, time); } } // 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 characters (after weather) if (characterRenderer && camera) { glm::mat4 view = camera->getViewMatrix(); glm::mat4 projection = camera->getProjectionMatrix(); characterRenderer->render(*camera, view, projection); } // Render WMO buildings (after characters, before UI) if (wmoRenderer && camera) { glm::mat4 view = camera->getViewMatrix(); glm::mat4 projection = camera->getProjectionMatrix(); 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) { glm::mat4 view = camera->getViewMatrix(); glm::mat4 projection = camera->getProjectionMatrix(); auto m2Start = std::chrono::steady_clock::now(); m2Renderer->render(*camera, view, projection); auto m2End = std::chrono::steady_clock::now(); lastM2RenderMs = std::chrono::duration(m2End - m2Start).count(); } // Render minimap overlay if (minimap && camera && window) { minimap->render(*camera, window->getWidth(), window->getHeight()); } auto renderEnd = std::chrono::steady_clock::now(); lastRenderMs = std::chrono::duration(renderEnd - renderStart).count(); } 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()); } // Pass asset manager to character renderer for texture loading if (characterRenderer) { characterRenderer->setAssetManager(assetManager); } // Wire terrain renderer to minimap if (minimap) { minimap->setTerrainRenderer(terrainRenderer.get()); } // 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); } } LOG_INFO("Loading initial tile [", tileX, ",", tileY, "] via terrain manager"); // Load the initial tile through TerrainManager (properly tracked for streaming) if (!terrainManager->loadTile(tileX, tileY)) { LOG_ERROR("Failed to load initial tile [", tileX, ",", tileY, "]"); return false; } terrainLoaded = true; // Initialize music manager with asset manager if (musicManager && assetManager && !cachedAssetManager) { musicManager->initialize(assetManager); if (footstepManager) { footstepManager->initialize(assetManager); } 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; // Initialize music manager with asset manager (if available from loadTestTerrain) if (musicManager && cachedAssetManager) { if (!musicManager->isInitialized()) { musicManager->initialize(cachedAssetManager); } } if (footstepManager && cachedAssetManager) { if (!footstepManager->isInitialized()) { footstepManager->initialize(cachedAssetManager); } } // 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()); } } } // namespace rendering } // namespace wowee