#include "rendering/wmo_renderer.hpp" #include "rendering/texture.hpp" #include "rendering/shader.hpp" #include "rendering/camera.hpp" #include "rendering/frustum.hpp" #include "pipeline/wmo_loader.hpp" #include "pipeline/asset_manager.hpp" #include "core/logger.hpp" #include #include #include #include #include #include #include #include #include #include namespace wowee { namespace rendering { static void transformAABB(const glm::mat4& modelMatrix, const glm::vec3& localMin, const glm::vec3& localMax, glm::vec3& outMin, glm::vec3& outMax); WMORenderer::WMORenderer() { } WMORenderer::~WMORenderer() { shutdown(); } bool WMORenderer::initialize(pipeline::AssetManager* assets) { core::Logger::getInstance().info("Initializing WMO renderer..."); assetManager = assets; // Create WMO shader with texture support const char* vertexSrc = R"( #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoord; layout (location = 3) in vec4 aColor; uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProjection; out vec3 FragPos; out vec3 Normal; out vec2 TexCoord; out vec4 VertexColor; void main() { vec4 worldPos = uModel * vec4(aPos, 1.0); FragPos = worldPos.xyz; // Use mat3(uModel) directly - avoids expensive inverse() per vertex // This works correctly for uniform scale transforms Normal = mat3(uModel) * aNormal; TexCoord = aTexCoord; VertexColor = aColor; gl_Position = uProjection * uView * worldPos; } )"; const char* fragmentSrc = R"( #version 330 core in vec3 FragPos; in vec3 Normal; in vec2 TexCoord; in vec4 VertexColor; uniform vec3 uLightDir; uniform vec3 uLightColor; uniform float uSpecularIntensity; uniform vec3 uViewPos; uniform vec3 uAmbientColor; uniform sampler2D uTexture; uniform bool uHasTexture; uniform bool uAlphaTest; uniform vec3 uFogColor; uniform float uFogStart; uniform float uFogEnd; uniform sampler2DShadow uShadowMap; uniform mat4 uLightSpaceMatrix; uniform bool uShadowEnabled; uniform float uShadowStrength; out vec4 FragColor; void main() { vec3 normal = normalize(Normal); vec3 lightDir = normalize(uLightDir); // Diffuse lighting float diff = max(dot(normal, lightDir), 0.0); vec3 diffuse = diff * vec3(1.0); // Ambient vec3 ambient = uAmbientColor; // Blinn-Phong specular vec3 viewDir = normalize(uViewPos - FragPos); vec3 halfDir = normalize(lightDir + viewDir); float spec = pow(max(dot(normal, halfDir), 0.0), 32.0); vec3 specular = spec * uLightColor * uSpecularIntensity; // Sample texture or use vertex color vec4 texColor; if (uHasTexture) { texColor = texture(uTexture, TexCoord); // Alpha test only for cutout materials (lattice, grating, etc.) if (uAlphaTest && texColor.a < 0.5) discard; } else { // MOCV vertex color alpha is a lighting blend factor, not transparency texColor = vec4(VertexColor.rgb, 1.0); } // Shadow mapping float shadow = 1.0; if (uShadowEnabled) { vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0); vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5; if (proj.z <= 1.0 && proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0) { float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5)); float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist); float bias = max(0.005 * (1.0 - dot(normal, lightDir)), 0.001); shadow = 0.0; vec2 texelSize = vec2(1.0 / 2048.0); for (int sx = -1; sx <= 1; sx++) { for (int sy = -1; sy <= 1; sy++) { shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias)); } } shadow /= 9.0; shadow = mix(1.0, shadow, coverageFade); } } shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0)); // Combine lighting with texture vec3 result = (ambient + (diffuse + specular) * shadow) * texColor.rgb; // Fog float fogDist = length(uViewPos - FragPos); float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0); result = mix(uFogColor, result, fogFactor); FragColor = vec4(result, 1.0); } )"; shader = std::make_unique(); if (!shader->loadFromSource(vertexSrc, fragmentSrc)) { core::Logger::getInstance().error("Failed to create WMO shader"); return false; } // Create default white texture for fallback uint8_t whitePixel[4] = {255, 255, 255, 255}; glGenTextures(1, &whiteTexture); glBindTexture(GL_TEXTURE_2D, whiteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); // Initialize occlusion query resources initOcclusionResources(); core::Logger::getInstance().info("WMO renderer initialized"); return true; } void WMORenderer::shutdown() { core::Logger::getInstance().info("Shutting down WMO renderer..."); // Free all GPU resources for (auto& [id, model] : loadedModels) { for (auto& group : model.groups) { if (group.vao != 0) glDeleteVertexArrays(1, &group.vao); if (group.vbo != 0) glDeleteBuffers(1, &group.vbo); if (group.ebo != 0) glDeleteBuffers(1, &group.ebo); } } // Free cached textures for (auto& [path, texId] : textureCache) { if (texId != 0 && texId != whiteTexture) { glDeleteTextures(1, &texId); } } textureCache.clear(); // Free white texture if (whiteTexture != 0) { glDeleteTextures(1, &whiteTexture); whiteTexture = 0; } loadedModels.clear(); instances.clear(); spatialGrid.clear(); instanceIndexById.clear(); shader.reset(); // Free occlusion query resources for (auto& [key, query] : occlusionQueries) { glDeleteQueries(1, &query); } occlusionQueries.clear(); occlusionResults.clear(); if (bboxVao != 0) { glDeleteVertexArrays(1, &bboxVao); bboxVao = 0; } if (bboxVbo != 0) { glDeleteBuffers(1, &bboxVbo); bboxVbo = 0; } occlusionShader.reset(); } bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) { if (!model.isValid()) { core::Logger::getInstance().error("Cannot load invalid WMO model"); return false; } // Check if already loaded if (loadedModels.find(id) != loadedModels.end()) { core::Logger::getInstance().warning("WMO model ", id, " already loaded"); return true; } core::Logger::getInstance().info("Loading WMO model ", id, " with ", model.groups.size(), " groups, ", model.textures.size(), " textures..."); ModelData modelData; modelData.id = id; modelData.boundingBoxMin = model.boundingBoxMin; modelData.boundingBoxMax = model.boundingBoxMax; core::Logger::getInstance().info(" WMO bounds: min=(", model.boundingBoxMin.x, ", ", model.boundingBoxMin.y, ", ", model.boundingBoxMin.z, ") max=(", model.boundingBoxMax.x, ", ", model.boundingBoxMax.y, ", ", model.boundingBoxMax.z, ")"); // Load textures for this model core::Logger::getInstance().info(" WMO has ", model.textures.size(), " texture paths, ", model.materials.size(), " materials"); if (assetManager && !model.textures.empty()) { for (size_t i = 0; i < model.textures.size(); i++) { const auto& texPath = model.textures[i]; core::Logger::getInstance().debug(" Loading texture ", i, ": ", texPath); GLuint texId = loadTexture(texPath); modelData.textures.push_back(texId); } core::Logger::getInstance().info(" Loaded ", modelData.textures.size(), " textures for WMO"); } // Store material -> texture index mapping // IMPORTANT: mat.texture1 is a byte offset into MOTX, not an array index! // We need to convert it using the textureOffsetToIndex map core::Logger::getInstance().info(" textureOffsetToIndex map has ", model.textureOffsetToIndex.size(), " entries"); static int matLogCount = 0; for (size_t i = 0; i < model.materials.size(); i++) { const auto& mat = model.materials[i]; uint32_t texIndex = 0; // Default to first texture auto it = model.textureOffsetToIndex.find(mat.texture1); if (it != model.textureOffsetToIndex.end()) { texIndex = it->second; if (matLogCount < 20) { core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " -> texture index ", texIndex); matLogCount++; } } else if (mat.texture1 < model.textures.size()) { // Fallback: maybe it IS an index in some files? texIndex = mat.texture1; if (matLogCount < 20) { core::Logger::getInstance().info(" Material ", i, ": using texture1 as direct index: ", texIndex); matLogCount++; } } else { if (matLogCount < 20) { core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " NOT FOUND, using default"); matLogCount++; } } modelData.materialTextureIndices.push_back(texIndex); modelData.materialBlendModes.push_back(mat.blendMode); } // Create GPU resources for each group uint32_t loadedGroups = 0; for (const auto& wmoGroup : model.groups) { // Skip empty groups if (wmoGroup.vertices.empty() || wmoGroup.indices.empty()) { continue; } GroupResources resources; if (createGroupResources(wmoGroup, resources)) { modelData.groups.push_back(resources); loadedGroups++; } } if (loadedGroups == 0) { core::Logger::getInstance().warning("No valid groups loaded for WMO ", id); return false; } // Build pre-merged batches for each group (texture-sorted for efficient rendering) for (auto& groupRes : modelData.groups) { std::unordered_map batchMap; for (const auto& batch : groupRes.batches) { GLuint texId = whiteTexture; bool hasTexture = false; if (batch.materialId < modelData.materialTextureIndices.size()) { uint32_t texIndex = modelData.materialTextureIndices[batch.materialId]; if (texIndex < modelData.textures.size()) { texId = modelData.textures[texIndex]; hasTexture = (texId != 0 && texId != whiteTexture); } } bool alphaTest = false; if (batch.materialId < modelData.materialBlendModes.size()) { alphaTest = (modelData.materialBlendModes[batch.materialId] == 1); } uint64_t key = (static_cast(texId) << 1) | (alphaTest ? 1 : 0); auto& mb = batchMap[key]; if (mb.counts.empty()) { mb.texId = texId; mb.hasTexture = hasTexture; mb.alphaTest = alphaTest; } mb.counts.push_back(static_cast(batch.indexCount)); mb.offsets.push_back(reinterpret_cast(batch.startIndex * sizeof(uint16_t))); } groupRes.mergedBatches.reserve(batchMap.size()); for (auto& [key, mb] : batchMap) { groupRes.mergedBatches.push_back(std::move(mb)); } } // Copy portal data for visibility culling modelData.portalVertices = model.portalVertices; for (const auto& portal : model.portals) { PortalData pd; pd.startVertex = portal.startVertex; pd.vertexCount = portal.vertexCount; // Compute portal plane from vertices if we have them if (portal.vertexCount >= 3 && portal.startVertex + portal.vertexCount <= model.portalVertices.size()) { glm::vec3 v0 = model.portalVertices[portal.startVertex]; glm::vec3 v1 = model.portalVertices[portal.startVertex + 1]; glm::vec3 v2 = model.portalVertices[portal.startVertex + 2]; pd.normal = glm::normalize(glm::cross(v1 - v0, v2 - v0)); pd.distance = glm::dot(pd.normal, v0); } else { pd.normal = glm::vec3(0.0f, 0.0f, 1.0f); pd.distance = 0.0f; } modelData.portals.push_back(pd); } for (const auto& ref : model.portalRefs) { PortalRef pr; pr.portalIndex = ref.portalIndex; pr.groupIndex = ref.groupIndex; pr.side = ref.side; modelData.portalRefs.push_back(pr); } // Build per-group portal ref ranges from WMOGroup data modelData.groupPortalRefs.resize(model.groups.size(), {0, 0}); for (size_t gi = 0; gi < model.groups.size(); gi++) { modelData.groupPortalRefs[gi] = {model.groups[gi].portalStart, model.groups[gi].portalCount}; } if (!modelData.portals.empty()) { core::Logger::getInstance().info("WMO portals: ", modelData.portals.size(), " refs: ", modelData.portalRefs.size()); } loadedModels[id] = std::move(modelData); core::Logger::getInstance().info("WMO model ", id, " loaded successfully (", loadedGroups, " groups)"); return true; } void WMORenderer::unloadModel(uint32_t id) { auto it = loadedModels.find(id); if (it == loadedModels.end()) { return; } // Free GPU resources for (auto& group : it->second.groups) { if (group.vao != 0) glDeleteVertexArrays(1, &group.vao); if (group.vbo != 0) glDeleteBuffers(1, &group.vbo); if (group.ebo != 0) glDeleteBuffers(1, &group.ebo); } loadedModels.erase(it); core::Logger::getInstance().info("WMO model ", id, " unloaded"); } void WMORenderer::cleanupUnusedModels() { // Build set of model IDs that are still referenced by instances std::unordered_set usedModelIds; for (const auto& instance : instances) { usedModelIds.insert(instance.modelId); } // Find and remove models with no instances std::vector toRemove; for (const auto& [id, model] : loadedModels) { if (usedModelIds.find(id) == usedModelIds.end()) { toRemove.push_back(id); } } // Delete GPU resources and remove from map for (uint32_t id : toRemove) { unloadModel(id); } if (!toRemove.empty()) { core::Logger::getInstance().info("WMO cleanup: removed ", toRemove.size(), " unused models, ", loadedModels.size(), " remaining"); } } uint32_t WMORenderer::createInstance(uint32_t modelId, const glm::vec3& position, const glm::vec3& rotation, float scale) { // Check if model is loaded if (loadedModels.find(modelId) == loadedModels.end()) { core::Logger::getInstance().error("Cannot create instance of unloaded WMO model ", modelId); return 0; } WMOInstance instance; instance.id = nextInstanceId++; instance.modelId = modelId; instance.position = position; instance.rotation = rotation; instance.scale = scale; instance.updateModelMatrix(); const ModelData& model = loadedModels[modelId]; transformAABB(instance.modelMatrix, model.boundingBoxMin, model.boundingBoxMax, instance.worldBoundsMin, instance.worldBoundsMax); // Pre-compute world-space group bounds to avoid per-frame transformAABB instance.worldGroupBounds.reserve(model.groups.size()); for (const auto& group : model.groups) { glm::vec3 gMin, gMax; transformAABB(instance.modelMatrix, group.boundingBoxMin, group.boundingBoxMax, gMin, gMax); gMin -= glm::vec3(0.5f); gMax += glm::vec3(0.5f); instance.worldGroupBounds.emplace_back(gMin, gMax); } instances.push_back(instance); size_t idx = instances.size() - 1; instanceIndexById[instance.id] = idx; GridCell minCell = toCell(instance.worldBoundsMin); GridCell maxCell = toCell(instance.worldBoundsMax); for (int z = minCell.z; z <= maxCell.z; z++) { for (int y = minCell.y; y <= maxCell.y; y++) { for (int x = minCell.x; x <= maxCell.x; x++) { spatialGrid[GridCell{x, y, z}].push_back(instance.id); } } } core::Logger::getInstance().info("Created WMO instance ", instance.id, " (model ", modelId, ")"); return instance.id; } void WMORenderer::removeInstance(uint32_t instanceId) { auto it = std::find_if(instances.begin(), instances.end(), [instanceId](const WMOInstance& inst) { return inst.id == instanceId; }); if (it != instances.end()) { instances.erase(it); rebuildSpatialIndex(); core::Logger::getInstance().info("Removed WMO instance ", instanceId); } } void WMORenderer::clearInstances() { instances.clear(); spatialGrid.clear(); instanceIndexById.clear(); precomputedFloorGrid.clear(); // Invalidate floor cache when instances change core::Logger::getInstance().info("Cleared all WMO instances"); } void WMORenderer::setCollisionFocus(const glm::vec3& worldPos, float radius) { collisionFocusEnabled = (radius > 0.0f); collisionFocusPos = worldPos; collisionFocusRadius = std::max(0.0f, radius); collisionFocusRadiusSq = collisionFocusRadius * collisionFocusRadius; } void WMORenderer::clearCollisionFocus() { collisionFocusEnabled = false; } void WMORenderer::resetQueryStats() { queryTimeMs = 0.0; queryCallCount = 0; currentFrameId++; // Note: precomputedFloorGrid is persistent and not cleared per-frame } bool WMORenderer::saveFloorCache(const std::string& filepath) const { // Create directory if needed std::filesystem::path path(filepath); if (path.has_parent_path()) { std::filesystem::create_directories(path.parent_path()); } std::ofstream file(filepath, std::ios::binary); if (!file) { core::Logger::getInstance().error("Failed to open floor cache file for writing: ", filepath); return false; } // Write header: magic + version + count const uint32_t magic = 0x574D4F46; // "WMOF" const uint32_t version = 1; const uint64_t count = precomputedFloorGrid.size(); file.write(reinterpret_cast(&magic), sizeof(magic)); file.write(reinterpret_cast(&version), sizeof(version)); file.write(reinterpret_cast(&count), sizeof(count)); // Write each entry: key (uint64) + height (float) for (const auto& [key, height] : precomputedFloorGrid) { file.write(reinterpret_cast(&key), sizeof(key)); file.write(reinterpret_cast(&height), sizeof(height)); } core::Logger::getInstance().info("Saved WMO floor cache: ", count, " entries to ", filepath); return true; } bool WMORenderer::loadFloorCache(const std::string& filepath) { std::ifstream file(filepath, std::ios::binary); if (!file) { core::Logger::getInstance().info("No existing floor cache file: ", filepath); return false; } // Read and validate header uint32_t magic = 0, version = 0; uint64_t count = 0; file.read(reinterpret_cast(&magic), sizeof(magic)); file.read(reinterpret_cast(&version), sizeof(version)); file.read(reinterpret_cast(&count), sizeof(count)); if (magic != 0x574D4F46 || version != 1) { core::Logger::getInstance().warning("Invalid floor cache file format: ", filepath); return false; } // Read entries precomputedFloorGrid.clear(); precomputedFloorGrid.reserve(count); for (uint64_t i = 0; i < count; i++) { uint64_t key; float height; file.read(reinterpret_cast(&key), sizeof(key)); file.read(reinterpret_cast(&height), sizeof(height)); precomputedFloorGrid[key] = height; } core::Logger::getInstance().info("Loaded WMO floor cache: ", precomputedFloorGrid.size(), " entries from ", filepath); return true; } WMORenderer::GridCell WMORenderer::toCell(const glm::vec3& p) const { return GridCell{ static_cast(std::floor(p.x / SPATIAL_CELL_SIZE)), static_cast(std::floor(p.y / SPATIAL_CELL_SIZE)), static_cast(std::floor(p.z / SPATIAL_CELL_SIZE)) }; } void WMORenderer::rebuildSpatialIndex() { spatialGrid.clear(); instanceIndexById.clear(); instanceIndexById.reserve(instances.size()); for (size_t i = 0; i < instances.size(); i++) { const auto& inst = instances[i]; instanceIndexById[inst.id] = i; GridCell minCell = toCell(inst.worldBoundsMin); GridCell maxCell = toCell(inst.worldBoundsMax); for (int z = minCell.z; z <= maxCell.z; z++) { for (int y = minCell.y; y <= maxCell.y; y++) { for (int x = minCell.x; x <= maxCell.x; x++) { spatialGrid[GridCell{x, y, z}].push_back(inst.id); } } } } } void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& queryMax, std::vector& outIndices) const { outIndices.clear(); candidateIdScratch.clear(); GridCell minCell = toCell(queryMin); GridCell maxCell = toCell(queryMax); for (int z = minCell.z; z <= maxCell.z; z++) { for (int y = minCell.y; y <= maxCell.y; y++) { for (int x = minCell.x; x <= maxCell.x; x++) { auto it = spatialGrid.find(GridCell{x, y, z}); if (it == spatialGrid.end()) continue; for (uint32_t id : it->second) { if (!candidateIdScratch.insert(id).second) continue; auto idxIt = instanceIndexById.find(id); if (idxIt != instanceIndexById.end()) { outIndices.push_back(idxIt->second); } } } } } // Safety fallback: if the grid misses due streaming/index drift, avoid // tunneling by scanning all instances instead of returning no candidates. if (outIndices.empty() && !instances.empty()) { outIndices.reserve(instances.size()); for (size_t i = 0; i < instances.size(); i++) { outIndices.push_back(i); } } } void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection) { if (!shader || instances.empty()) { lastDrawCalls = 0; return; } lastDrawCalls = 0; // Set shader uniforms shader->use(); shader->setUniform("uView", view); shader->setUniform("uProjection", projection); shader->setUniform("uViewPos", camera.getPosition()); shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f)); shader->setUniform("uSpecularIntensity", 0.5f); shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f)); shader->setUniform("uFogColor", fogColor); shader->setUniform("uFogStart", fogStart); shader->setUniform("uFogEnd", fogEnd); shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0); shader->setUniform("uShadowStrength", 0.65f); if (shadowEnabled) { shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, shadowDepthTex); shader->setUniform("uShadowMap", 7); } // Set up texture unit 0 for diffuse textures (set once per frame) glActiveTexture(GL_TEXTURE0); shader->setUniform("uTexture", 0); // Enable wireframe if requested if (wireframeMode) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } // WMOs are opaque — ensure blending is off (alpha test via discard in shader) glDisable(GL_BLEND); // Disable backface culling for WMOs (some faces may have wrong winding) glDisable(GL_CULL_FACE); // Extract frustum planes for proper culling Frustum frustum; frustum.extractFromMatrix(projection * view); lastPortalCulledGroups = 0; lastDistanceCulledGroups = 0; lastOcclusionCulledGroups = 0; // Collect occlusion query results from previous frame (non-blocking) if (occlusionCulling) { for (auto& [queryKey, query] : occlusionQueries) { GLuint available = 0; glGetQueryObjectuiv(query, GL_QUERY_RESULT_AVAILABLE, &available); if (available) { GLuint result = 0; glGetQueryObjectuiv(query, GL_QUERY_RESULT, &result); occlusionResults[queryKey] = (result > 0); } } } // Render all instances with instance-level culling for (const auto& instance : instances) { // NOTE: Disabled hard instance-distance culling for WMOs. // Large city WMOs can have instance origins far from local camera position, // causing whole city sections to disappear unexpectedly. auto modelIt = loadedModels.find(instance.modelId); if (modelIt == loadedModels.end()) { continue; } if (frustumCulling) { glm::vec3 instMin = instance.worldBoundsMin - glm::vec3(0.5f); glm::vec3 instMax = instance.worldBoundsMax + glm::vec3(0.5f); if (!frustum.intersectsAABB(instMin, instMax)) { continue; } } const ModelData& model = modelIt->second; // Run occlusion queries for this instance (pre-pass) if (occlusionCulling && occlusionShader && bboxVao != 0) { runOcclusionQueries(instance, model, view, projection); // Re-bind main shader after occlusion pass shader->use(); } shader->setUniform("uModel", instance.modelMatrix); // Portal-based visibility culling std::unordered_set portalVisibleGroups; bool usePortalCulling = portalCulling && !model.portals.empty() && !model.portalRefs.empty(); if (usePortalCulling) { // Transform camera position to model's local space glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camera.getPosition(), 1.0f); glm::vec3 cameraLocalPos(localCamPos); getVisibleGroupsViaPortals(model, cameraLocalPos, frustum, instance.modelMatrix, portalVisibleGroups); } // Render all groups using cached world-space bounds glm::vec3 camPos = camera.getPosition(); for (size_t gi = 0; gi < model.groups.size(); ++gi) { // Portal culling check if (usePortalCulling && portalVisibleGroups.find(static_cast(gi)) == portalVisibleGroups.end()) { lastPortalCulledGroups++; continue; } // Occlusion culling check first (uses previous frame results) if (occlusionCulling && isGroupOccluded(instance.id, static_cast(gi))) { lastOcclusionCulledGroups++; continue; } if (gi < instance.worldGroupBounds.size()) { const auto& [gMin, gMax] = instance.worldGroupBounds[gi]; // Hard distance cutoff - skip groups entirely if closest point is too far glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax); float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos); if (distSq > 6400.0f) { // Beyond 80 units - hard skip lastDistanceCulledGroups++; continue; } // Frustum culling if (frustumCulling && !frustum.intersectsAABB(gMin, gMax)) { continue; } } renderGroup(model.groups[gi], model, instance.modelMatrix, view, projection); } } // Restore polygon mode if (wireframeMode) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } // Re-enable backface culling glEnable(GL_CULL_FACE); } void WMORenderer::renderShadow(const glm::mat4& lightView, const glm::mat4& lightProj, Shader& shadowShader) { if (instances.empty()) return; Frustum frustum; frustum.extractFromMatrix(lightProj * lightView); for (const auto& instance : instances) { auto modelIt = loadedModels.find(instance.modelId); if (modelIt == loadedModels.end()) continue; if (frustumCulling) { glm::vec3 instMin = instance.worldBoundsMin - glm::vec3(0.5f); glm::vec3 instMax = instance.worldBoundsMax + glm::vec3(0.5f); if (!frustum.intersectsAABB(instMin, instMax)) continue; } const ModelData& model = modelIt->second; shadowShader.setUniform("uModel", instance.modelMatrix); for (const auto& group : model.groups) { glBindVertexArray(group.vao); glDrawElements(GL_TRIANGLES, group.indexCount, GL_UNSIGNED_SHORT, 0); glBindVertexArray(0); } } } uint32_t WMORenderer::getTotalTriangleCount() const { uint32_t total = 0; for (const auto& instance : instances) { auto modelIt = loadedModels.find(instance.modelId); if (modelIt != loadedModels.end()) { total += modelIt->second.getTotalTriangles(); } } return total; } bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources) { if (group.vertices.empty() || group.indices.empty()) { return false; } resources.vertexCount = group.vertices.size(); resources.indexCount = group.indices.size(); resources.boundingBoxMin = group.boundingBoxMin; resources.boundingBoxMax = group.boundingBoxMax; // Create vertex data (position, normal, texcoord, color) struct VertexData { glm::vec3 position; glm::vec3 normal; glm::vec2 texCoord; glm::vec4 color; }; std::vector vertices; vertices.reserve(group.vertices.size()); for (const auto& v : group.vertices) { VertexData vd; vd.position = v.position; vd.normal = v.normal; vd.texCoord = v.texCoord; vd.color = v.color; vertices.push_back(vd); } // Create VAO/VBO/EBO glGenVertexArrays(1, &resources.vao); glGenBuffers(1, &resources.vbo); glGenBuffers(1, &resources.ebo); glBindVertexArray(resources.vao); // Upload vertex data glBindBuffer(GL_ARRAY_BUFFER, resources.vbo); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(VertexData), vertices.data(), GL_STATIC_DRAW); // Upload index data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, resources.ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, group.indices.size() * sizeof(uint16_t), group.indices.data(), GL_STATIC_DRAW); // Vertex attributes // Position glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, position)); // Normal glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, normal)); // TexCoord glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, texCoord)); // Color glEnableVertexAttribArray(3); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, color)); glBindVertexArray(0); // Store collision geometry for floor raycasting resources.collisionVertices.reserve(group.vertices.size()); for (const auto& v : group.vertices) { resources.collisionVertices.push_back(v.position); } resources.collisionIndices = group.indices; // Compute actual bounding box from vertices (WMO header bboxes can be unreliable) if (!resources.collisionVertices.empty()) { resources.boundingBoxMin = resources.collisionVertices[0]; resources.boundingBoxMax = resources.collisionVertices[0]; for (const auto& v : resources.collisionVertices) { resources.boundingBoxMin = glm::min(resources.boundingBoxMin, v); resources.boundingBoxMax = glm::max(resources.boundingBoxMax, v); } } // Create batches if (!group.batches.empty()) { for (const auto& batch : group.batches) { GroupResources::Batch resBatch; resBatch.startIndex = batch.startIndex; resBatch.indexCount = batch.indexCount; resBatch.materialId = batch.materialId; resources.batches.push_back(resBatch); } } else { // No batches defined - render entire group as one batch GroupResources::Batch batch; batch.startIndex = 0; batch.indexCount = resources.indexCount; batch.materialId = 0; resources.batches.push_back(batch); } return true; } void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] const ModelData& model, [[maybe_unused]] const glm::mat4& modelMatrix, [[maybe_unused]] const glm::mat4& view, [[maybe_unused]] const glm::mat4& projection) { glBindVertexArray(group.vao); // Use pre-computed merged batches (built at load time) // Track bound state to avoid redundant GL calls static GLuint lastBoundTex = 0; static bool lastHasTexture = false; static bool lastAlphaTest = false; for (const auto& mb : group.mergedBatches) { if (mb.texId != lastBoundTex) { glBindTexture(GL_TEXTURE_2D, mb.texId); lastBoundTex = mb.texId; } if (mb.hasTexture != lastHasTexture) { shader->setUniform("uHasTexture", mb.hasTexture); lastHasTexture = mb.hasTexture; } if (mb.alphaTest != lastAlphaTest) { shader->setUniform("uAlphaTest", mb.alphaTest); lastAlphaTest = mb.alphaTest; } glMultiDrawElements(GL_TRIANGLES, mb.counts.data(), GL_UNSIGNED_SHORT, mb.offsets.data(), static_cast(mb.counts.size())); lastDrawCalls++; } glBindVertexArray(0); } bool WMORenderer::isGroupVisible(const GroupResources& group, const glm::mat4& modelMatrix, const Camera& camera) const { // Simple frustum culling using bounding box // Transform bounding box corners to world space glm::vec3 corners[8] = { glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMin.z), glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMin.z), glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMin.z), glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMin.z), glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMax.z), glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMax.z), glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMax.z), glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMax.z) }; // Transform corners to world space for (int i = 0; i < 8; i++) { glm::vec4 worldPos = modelMatrix * glm::vec4(corners[i], 1.0f); corners[i] = glm::vec3(worldPos); } // Simple check: if all corners are behind camera, cull // (This is a very basic culling implementation - a full frustum test would be better) glm::vec3 forward = camera.getForward(); glm::vec3 camPos = camera.getPosition(); int behindCount = 0; for (int i = 0; i < 8; i++) { glm::vec3 toCorner = corners[i] - camPos; if (glm::dot(toCorner, forward) < 0.0f) { behindCount++; } } // If all corners are behind camera, cull return behindCount < 8; } int WMORenderer::findContainingGroup(const ModelData& model, const glm::vec3& localPos) const { // Find which group's bounding box contains the position // Prefer interior groups (smaller volume) when multiple match int bestGroup = -1; float bestVolume = std::numeric_limits::max(); for (size_t gi = 0; gi < model.groups.size(); gi++) { const auto& group = model.groups[gi]; if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x && localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y && localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) { glm::vec3 size = group.boundingBoxMax - group.boundingBoxMin; float volume = size.x * size.y * size.z; if (volume < bestVolume) { bestVolume = volume; bestGroup = static_cast(gi); } } } return bestGroup; } bool WMORenderer::isPortalVisible(const ModelData& model, uint16_t portalIndex, [[maybe_unused]] const glm::vec3& cameraLocalPos, const Frustum& frustum, const glm::mat4& modelMatrix) const { if (portalIndex >= model.portals.size()) return false; const auto& portal = model.portals[portalIndex]; if (portal.vertexCount < 3) return false; if (portal.startVertex + portal.vertexCount > model.portalVertices.size()) return false; // Get portal polygon center and bounds for frustum test glm::vec3 center(0.0f); glm::vec3 pMin = model.portalVertices[portal.startVertex]; glm::vec3 pMax = pMin; for (uint16_t i = 0; i < portal.vertexCount; i++) { const auto& v = model.portalVertices[portal.startVertex + i]; center += v; pMin = glm::min(pMin, v); pMax = glm::max(pMax, v); } center /= static_cast(portal.vertexCount); // Transform bounds to world space for frustum test glm::vec4 worldMin = modelMatrix * glm::vec4(pMin, 1.0f); glm::vec4 worldMax = modelMatrix * glm::vec4(pMax, 1.0f); // Check if portal AABB intersects frustum (more robust than point test) return frustum.intersectsAABB(glm::vec3(worldMin), glm::vec3(worldMax)); } void WMORenderer::getVisibleGroupsViaPortals(const ModelData& model, const glm::vec3& cameraLocalPos, const Frustum& frustum, const glm::mat4& modelMatrix, std::unordered_set& outVisibleGroups) const { // Find camera's containing group int cameraGroup = findContainingGroup(model, cameraLocalPos); // If camera is outside all groups, fall back to frustum culling only if (cameraGroup < 0) { // Camera outside WMO - mark all groups as potentially visible // (will still be frustum culled in render) for (size_t gi = 0; gi < model.groups.size(); gi++) { outVisibleGroups.insert(static_cast(gi)); } return; } // BFS through portals from camera's group std::vector visited(model.groups.size(), false); std::vector queue; queue.push_back(static_cast(cameraGroup)); visited[cameraGroup] = true; outVisibleGroups.insert(static_cast(cameraGroup)); size_t queueIdx = 0; while (queueIdx < queue.size()) { uint32_t currentGroup = queue[queueIdx++]; // Get portal refs for this group if (currentGroup >= model.groupPortalRefs.size()) continue; auto [portalStart, portalCount] = model.groupPortalRefs[currentGroup]; for (uint16_t pi = 0; pi < portalCount; pi++) { uint16_t refIdx = portalStart + pi; if (refIdx >= model.portalRefs.size()) continue; const auto& ref = model.portalRefs[refIdx]; uint32_t targetGroup = ref.groupIndex; if (targetGroup >= model.groups.size()) continue; if (visited[targetGroup]) continue; // Check if portal is visible from camera if (isPortalVisible(model, ref.portalIndex, cameraLocalPos, frustum, modelMatrix)) { visited[targetGroup] = true; outVisibleGroups.insert(targetGroup); queue.push_back(targetGroup); } } } } void WMORenderer::WMOInstance::updateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); // Apply MODF placement rotation (WoW-to-GL coordinate transform) // WoW Ry(B)*Rx(A)*Rz(C) becomes GL Rz(B)*Ry(-A)*Rx(-C) // rotation stored as (-C, -A, B) in radians by caller // Apply in Z, Y, X order to get Rz(B) * Ry(-A) * Rx(-C) modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::scale(modelMatrix, glm::vec3(scale)); // Cache inverse for collision detection invModelMatrix = glm::inverse(modelMatrix); } GLuint WMORenderer::loadTexture(const std::string& path) { if (!assetManager) { return whiteTexture; } // Check cache first auto it = textureCache.find(path); if (it != textureCache.end()) { return it->second; } // Load BLP texture pipeline::BLPImage blp = assetManager->loadTexture(path); if (!blp.isValid()) { core::Logger::getInstance().warning("WMO: Failed to load texture: ", path); textureCache[path] = whiteTexture; return whiteTexture; } core::Logger::getInstance().debug("WMO texture: ", path, " size=", blp.width, "x", blp.height); // Create OpenGL texture GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); // Upload texture data (BLP loader outputs RGBA8) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, blp.width, blp.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data()); // Set texture parameters with mipmaps glGenerateMipmap(GL_TEXTURE_2D); applyAnisotropicFiltering(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); // Cache it textureCache[path] = textureID; core::Logger::getInstance().debug("WMO: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")"); return textureID; } // Ray-AABB intersection (slab method) // Returns true if the ray intersects the axis-aligned bounding box static bool rayIntersectsAABB(const glm::vec3& origin, const glm::vec3& dir, const glm::vec3& bmin, const glm::vec3& bmax) { float tmin = -1e30f, tmax = 1e30f; for (int i = 0; i < 3; i++) { if (std::abs(dir[i]) < 1e-8f) { // Ray is parallel to this slab — check if origin is inside if (origin[i] < bmin[i] || origin[i] > bmax[i]) return false; } else { float invD = 1.0f / dir[i]; float t0 = (bmin[i] - origin[i]) * invD; float t1 = (bmax[i] - origin[i]) * invD; if (t0 > t1) std::swap(t0, t1); tmin = std::max(tmin, t0); tmax = std::min(tmax, t1); if (tmin > tmax) return false; } } return tmax >= 0.0f; // At least part of the ray is forward } static void transformAABB(const glm::mat4& modelMatrix, const glm::vec3& localMin, const glm::vec3& localMax, glm::vec3& outMin, glm::vec3& outMax) { const glm::vec3 corners[8] = { {localMin.x, localMin.y, localMin.z}, {localMin.x, localMin.y, localMax.z}, {localMin.x, localMax.y, localMin.z}, {localMin.x, localMax.y, localMax.z}, {localMax.x, localMin.y, localMin.z}, {localMax.x, localMin.y, localMax.z}, {localMax.x, localMax.y, localMin.z}, {localMax.x, localMax.y, localMax.z} }; outMin = glm::vec3(std::numeric_limits::max()); outMax = glm::vec3(-std::numeric_limits::max()); for (const glm::vec3& corner : corners) { glm::vec3 world = glm::vec3(modelMatrix * glm::vec4(corner, 1.0f)); outMin = glm::min(outMin, world); outMax = glm::max(outMax, world); } } static float pointAABBDistanceSq(const glm::vec3& p, const glm::vec3& bmin, const glm::vec3& bmax) { glm::vec3 q = glm::clamp(p, bmin, bmax); glm::vec3 d = p - q; return glm::dot(d, d); } struct QueryTimer { double* totalMs = nullptr; uint32_t* callCount = nullptr; std::chrono::steady_clock::time_point start = std::chrono::steady_clock::now(); QueryTimer(double* total, uint32_t* calls) : totalMs(total), callCount(calls) {} ~QueryTimer() { if (callCount) { (*callCount)++; } if (totalMs) { auto end = std::chrono::steady_clock::now(); *totalMs += std::chrono::duration(end - start).count(); } } }; // Möller–Trumbore ray-triangle intersection // Returns distance along ray if hit, or negative if miss static float rayTriangleIntersect(const glm::vec3& origin, const glm::vec3& dir, const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2) { const float EPSILON = 1e-6f; glm::vec3 e1 = v1 - v0; glm::vec3 e2 = v2 - v0; glm::vec3 h = glm::cross(dir, e2); float a = glm::dot(e1, h); if (a > -EPSILON && a < EPSILON) return -1.0f; float f = 1.0f / a; glm::vec3 s = origin - v0; float u = f * glm::dot(s, h); if (u < 0.0f || u > 1.0f) return -1.0f; glm::vec3 q = glm::cross(s, e1); float v = f * glm::dot(dir, q); if (v < 0.0f || u + v > 1.0f) return -1.0f; float t = f * glm::dot(e2, q); return t > EPSILON ? t : -1.0f; } // Closest point on triangle (from Real-Time Collision Detection). static glm::vec3 closestPointOnTriangle(const glm::vec3& p, const glm::vec3& a, const glm::vec3& b, const glm::vec3& c) { glm::vec3 ab = b - a; glm::vec3 ac = c - a; glm::vec3 ap = p - a; float d1 = glm::dot(ab, ap); float d2 = glm::dot(ac, ap); if (d1 <= 0.0f && d2 <= 0.0f) return a; glm::vec3 bp = p - b; float d3 = glm::dot(ab, bp); float d4 = glm::dot(ac, bp); if (d3 >= 0.0f && d4 <= d3) return b; float vc = d1 * d4 - d3 * d2; if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) { float v = d1 / (d1 - d3); return a + v * ab; } glm::vec3 cp = p - c; float d5 = glm::dot(ab, cp); float d6 = glm::dot(ac, cp); if (d6 >= 0.0f && d5 <= d6) return c; float vb = d5 * d2 - d1 * d6; if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) { float w = d2 / (d2 - d6); return a + w * ac; } float va = d3 * d6 - d5 * d4; if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) { float w = (d4 - d3) / ((d4 - d3) + (d5 - d6)); return b + w * (c - b); } float denom = 1.0f / (va + vb + vc); float v = vb * denom; float w = vc * denom; return a + ab * v + ac * w; } std::optional WMORenderer::getFloorHeight(float glX, float glY, float glZ) const { // Check persistent grid cache first (computed lazily, never expires) uint64_t gridKey = floorGridKey(glX, glY); auto gridIt = precomputedFloorGrid.find(gridKey); if (gridIt != precomputedFloorGrid.end()) { float cachedHeight = gridIt->second; // Only use if cached height is below query point (not a ceiling) if (cachedHeight <= glZ + 2.0f) { return cachedHeight; } } QueryTimer timer(&queryTimeMs, &queryCallCount); std::optional bestFloor; // World-space ray: from high above, pointing straight down glm::vec3 worldOrigin(glX, glY, glZ + 500.0f); glm::vec3 worldDir(0.0f, 0.0f, -1.0f); // Debug: log when no instances static int debugCounter = 0; if (instances.empty() && (debugCounter++ % 300 == 0)) { core::Logger::getInstance().warning("WMO getFloorHeight: no instances loaded!"); } glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 8.0f); glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 10.0f); gatherCandidates(queryMin, queryMax, candidateScratch); for (size_t idx : candidateScratch) { const auto& instance = instances[idx]; if (collisionFocusEnabled && pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) { continue; } // Broad-phase reject in world space to avoid expensive matrix transforms. if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x || glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y || glZ < instance.worldBoundsMin.z - 2.0f || glZ > instance.worldBoundsMax.z + 4.0f) { continue; } auto it = loadedModels.find(instance.modelId); if (it == loadedModels.end()) continue; const ModelData& model = it->second; // Use cached inverse matrix glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f)); glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f))); int groupsChecked = 0; int groupsSkipped = 0; int trianglesHit = 0; for (const auto& group : model.groups) { // Quick bounding box check if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) { groupsSkipped++; continue; } groupsChecked++; // Raycast against triangles const auto& verts = group.collisionVertices; const auto& indices = group.collisionIndices; for (size_t i = 0; i + 2 < indices.size(); i += 3) { const glm::vec3& v0 = verts[indices[i]]; const glm::vec3& v1 = verts[indices[i + 1]]; const glm::vec3& v2 = verts[indices[i + 2]]; // Try both winding orders (two-sided collision) float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2); if (t <= 0.0f) { // Try reverse winding t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1); } if (t > 0.0f) { trianglesHit++; // Hit point in local space -> world space glm::vec3 hitLocal = localOrigin + localDir * t; glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f)); // Only use floors below or near the query point. // Callers already elevate glZ by +5..+6; keep buffer small // to avoid selecting ceilings above the player. if (hitWorld.z <= glZ + 0.5f) { if (!bestFloor || hitWorld.z > *bestFloor) { bestFloor = hitWorld.z; } } } } } // Debug logging (every ~5 seconds at 60fps) static int logCounter = 0; if ((logCounter++ % 300 == 0) && (groupsChecked > 0 || groupsSkipped > 0)) { core::Logger::getInstance().debug("Floor check: ", groupsChecked, " groups checked, ", groupsSkipped, " skipped, ", trianglesHit, " hits, best=", bestFloor ? std::to_string(*bestFloor) : "none"); } } // Cache the result in persistent grid (never expires) if (bestFloor) { precomputedFloorGrid[gridKey] = *bestFloor; } return bestFloor; } bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos) const { QueryTimer timer(&queryTimeMs, &queryCallCount); adjustedPos = to; bool blocked = false; glm::vec3 moveDir = to - from; float moveDistXY = glm::length(glm::vec2(moveDir.x, moveDir.y)); if (moveDistXY < 0.001f) return false; // Player collision parameters const float PLAYER_RADIUS = 0.50f; // Slightly narrower to pass tight doorways/interiors const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks const float MAX_STEP_HEIGHT = 0.85f; // Balanced step-up without wall pass-through // Debug logging static int wallDebugCounter = 0; int groupsChecked = 0; int wallsHit = 0; glm::vec3 queryMin = glm::min(from, to) - glm::vec3(8.0f, 8.0f, 5.0f); glm::vec3 queryMax = glm::max(from, to) + glm::vec3(8.0f, 8.0f, 5.0f); gatherCandidates(queryMin, queryMax, candidateScratch); for (size_t idx : candidateScratch) { const auto& instance = instances[idx]; if (collisionFocusEnabled && pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) { continue; } const float broadMargin = PLAYER_RADIUS + 1.5f; if (from.x < instance.worldBoundsMin.x - broadMargin && to.x < instance.worldBoundsMin.x - broadMargin) continue; if (from.x > instance.worldBoundsMax.x + broadMargin && to.x > instance.worldBoundsMax.x + broadMargin) continue; if (from.y < instance.worldBoundsMin.y - broadMargin && to.y < instance.worldBoundsMin.y - broadMargin) continue; if (from.y > instance.worldBoundsMax.y + broadMargin && to.y > instance.worldBoundsMax.y + broadMargin) continue; if (from.z > instance.worldBoundsMax.z + PLAYER_HEIGHT && to.z > instance.worldBoundsMax.z + PLAYER_HEIGHT) continue; if (from.z + PLAYER_HEIGHT < instance.worldBoundsMin.z && to.z + PLAYER_HEIGHT < instance.worldBoundsMin.z) continue; auto it = loadedModels.find(instance.modelId); if (it == loadedModels.end()) continue; const ModelData& model = it->second; // Transform positions into local space using cached inverse glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f)); glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f)); float localFeetZ = localTo.z; // Use a tiny Z threshold so ramp-side logic still triggers with // smoothed ground snapping and small per-step vertical deltas. bool steppingUp = (localTo.z > localFrom.z + 0.005f); bool steppingDown = (localTo.z < localFrom.z - 0.005f); for (const auto& group : model.groups) { // Quick bounding box check float margin = PLAYER_RADIUS + 2.0f; if (localTo.x < group.boundingBoxMin.x - margin || localTo.x > group.boundingBoxMax.x + margin || localTo.y < group.boundingBoxMin.y - margin || localTo.y > group.boundingBoxMax.y + margin || localTo.z < group.boundingBoxMin.z - margin || localTo.z > group.boundingBoxMax.z + margin) { continue; } groupsChecked++; const auto& verts = group.collisionVertices; const auto& indices = group.collisionIndices; for (size_t i = 0; i + 2 < indices.size(); i += 3) { const glm::vec3& v0 = verts[indices[i]]; const glm::vec3& v1 = verts[indices[i + 1]]; const glm::vec3& v2 = verts[indices[i + 2]]; // Get triangle normal glm::vec3 edge1 = v1 - v0; glm::vec3 edge2 = v2 - v0; glm::vec3 normal = glm::cross(edge1, edge2); float normalLen = glm::length(normal); if (normalLen < 0.001f) continue; normal /= normalLen; // Skip near-horizontal triangles (floors/ceilings). if (std::abs(normal.z) > 0.85f) continue; // Get triangle Z range float triMinZ = std::min({v0.z, v1.z, v2.z}); float triMaxZ = std::max({v0.z, v1.z, v2.z}); float fromDist = glm::dot(localFrom - v0, normal); float toDist = glm::dot(localTo - v0, normal); bool towardWallMotion = (std::abs(toDist) + 1e-4f < std::abs(fromDist)); bool awayFromWallMotion = !towardWallMotion; // Only collide with walls in player's vertical range if (triMaxZ < localFeetZ + 0.3f) continue; if (triMinZ > localFeetZ + PLAYER_HEIGHT) continue; // Lower parts of ramps should be stepable from the side. // Allow a larger step-up budget for ramp-like triangles. // Allow running off/onto lower ramp side geometry without invisible wall blocks. if (normal.z > 0.30f && triMaxZ <= localFeetZ + 0.95f) continue; // Ignore short near-vertical side strips around ramps/edges. // These commonly act like invisible side guard rails. float triHeight = triMaxZ - triMinZ; bool likelyRealWall = (std::abs(normal.z) < 0.20f) && (triHeight > 2.4f || triMaxZ > localFeetZ + 2.6f); bool structuralWall = (triHeight > 1.6f) && (triMaxZ > localFeetZ + 1.8f); if (std::abs(normal.z) < 0.25f && triHeight < 1.8f && triMaxZ <= localFeetZ + 1.4f) { continue; } // Motion-aware permissive ramp side strips: // keeps side entry/exit from behaving like invisible rails. bool rampSideStrip = false; if (steppingUp) { rampSideStrip = (std::abs(normal.z) > 0.02f && std::abs(normal.z) < 0.45f) && triMinZ <= localFeetZ + 0.30f && triHeight < 3.6f && triMaxZ <= localFeetZ + 2.8f; } else if (steppingDown) { rampSideStrip = (std::abs(normal.z) > 0.02f && std::abs(normal.z) < 0.65f) && triMinZ <= localFeetZ + 0.45f && triHeight < 4.5f && triMaxZ <= localFeetZ + 3.8f; } // High on ramps, side triangles can span very tall strips and // still behave like side rails. If we're stepping down and // moving away from the wall, don't let them trap movement. if (!rampSideStrip && steppingDown && awayFromWallMotion && std::abs(normal.z) > 0.02f && std::abs(normal.z) < 0.70f && triMinZ <= localFeetZ + 0.60f && triMaxZ <= localFeetZ + 4.5f && localFeetZ >= triMinZ + 0.80f) { rampSideStrip = true; } if (rampSideStrip && !likelyRealWall && !structuralWall) { continue; } // Let players run off ramp sides: ignore lower side-wall strips // that sit around foot height and are not true tall building walls. if (std::abs(normal.z) < 0.45f && std::abs(normal.z) > 0.05f && triMinZ <= localFeetZ + 0.20f && triHeight < 4.0f && triMaxZ <= localFeetZ + 4.0f && !likelyRealWall && !structuralWall) { continue; } float stepHeightLimit = MAX_STEP_HEIGHT; if (triMaxZ <= localFeetZ + stepHeightLimit) continue; // Treat as step-up, not hard wall // Swept test: prevent tunneling when crossing a wall between frames. bool shortRampEdgeStrip = (steppingUp || steppingDown) && (std::abs(normal.z) > 0.01f && std::abs(normal.z) < (steppingDown ? 0.50f : 0.30f)) && triMinZ <= localFeetZ + (steppingDown ? 0.45f : 0.35f) && triHeight < (steppingDown ? 4.2f : 3.0f) && triMaxZ <= localFeetZ + (steppingDown ? 3.8f : 3.2f); if ((fromDist > PLAYER_RADIUS && toDist < -PLAYER_RADIUS) || (fromDist < -PLAYER_RADIUS && toDist > PLAYER_RADIUS)) { // For true wall-like faces, always block segment crossing. // Motion-direction heuristics are only for ramp-side stickiness. if (!towardWallMotion && !likelyRealWall && !structuralWall) { continue; } if (shortRampEdgeStrip && !likelyRealWall && !structuralWall) { continue; } float denom = (fromDist - toDist); if (std::abs(denom) > 1e-6f) { float tHit = fromDist / denom; // Segment param [0,1] if (tHit >= 0.0f && tHit <= 1.0f) { glm::vec3 hitPoint = localFrom + (localTo - localFrom) * tHit; glm::vec3 hitClosest = closestPointOnTriangle(hitPoint, v0, v1, v2); float hitErrSq = glm::dot(hitClosest - hitPoint, hitClosest - hitPoint); bool insideHit = (hitErrSq <= 0.04f * 0.04f); if (insideHit) { float side = fromDist > 0.0f ? 1.0f : -1.0f; glm::vec3 safeLocal = hitPoint + normal * side * (PLAYER_RADIUS + 0.03f); glm::vec3 safeWorld = glm::vec3(instance.modelMatrix * glm::vec4(safeLocal, 1.0f)); adjustedPos.x = safeWorld.x; adjustedPos.y = safeWorld.y; blocked = true; continue; } } } } glm::vec3 closest = closestPointOnTriangle(localTo, v0, v1, v2); glm::vec3 delta = localTo - closest; float horizDist = glm::length(glm::vec2(delta.x, delta.y)); if (horizDist <= PLAYER_RADIUS) { wallsHit++; // Push player away from wall (horizontal only, from closest point). float pushDist = PLAYER_RADIUS - horizDist; if (pushDist > 0.0f) { glm::vec2 pushDir2; if (horizDist > 1e-4f) { pushDir2 = glm::normalize(glm::vec2(delta.x, delta.y)); } else { glm::vec2 n2(normal.x, normal.y); if (glm::length(n2) < 1e-4f) continue; pushDir2 = glm::normalize(n2); } // Softer push when stepping up near ramp side edges. bool rampEdgeLike = (std::abs(normal.z) < 0.45f && triHeight < 4.0f); if (!towardWallMotion && !likelyRealWall && !structuralWall) continue; if (shortRampEdgeStrip && !likelyRealWall && !structuralWall && std::abs(toDist) >= std::abs(fromDist) - PLAYER_RADIUS * 0.25f) continue; float pushScale = 0.35f; float pushCap = 0.06f; if (rampEdgeLike && (steppingUp || steppingDown)) { pushScale = steppingDown ? 0.08f : 0.12f; pushCap = steppingDown ? 0.015f : 0.022f; } pushDist = std::min(pushCap, pushDist * pushScale); if (pushDist <= 0.0f) continue; glm::vec3 pushLocal(pushDir2.x * pushDist, pushDir2.y * pushDist, 0.0f); // Transform push vector back to world space glm::vec3 pushWorld = glm::vec3(instance.modelMatrix * glm::vec4(pushLocal, 0.0f)); // Only horizontal push adjustedPos.x += pushWorld.x; adjustedPos.y += pushWorld.y; blocked = true; } } } } } // Debug logging every ~5 seconds if ((wallDebugCounter++ % 300 == 0) && !instances.empty()) { core::Logger::getInstance().debug("Wall collision: ", instances.size(), " instances, ", groupsChecked, " groups checked, ", wallsHit, " walls hit, blocked=", blocked); } return blocked; } bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outModelId) const { QueryTimer timer(&queryTimeMs, &queryCallCount); glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f); glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f); gatherCandidates(queryMin, queryMax, candidateScratch); for (size_t idx : candidateScratch) { const auto& instance = instances[idx]; if (collisionFocusEnabled && pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) { continue; } if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x || glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y || glZ < instance.worldBoundsMin.z || glZ > instance.worldBoundsMax.z) { continue; } auto it = loadedModels.find(instance.modelId); if (it == loadedModels.end()) continue; const ModelData& model = it->second; glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f)); // Check if inside any group's bounding box for (const auto& group : model.groups) { if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x && localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y && localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) { if (outModelId) *outModelId = instance.modelId; return true; } } } return false; } float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const { QueryTimer timer(&queryTimeMs, &queryCallCount); float closestHit = maxDistance; // Camera collision should primarily react to walls. // Treat near-horizontal triangles as floor/ceiling and ignore them here so // ramps/stairs don't constantly pull the camera in and clip the floor view. constexpr float MAX_WALKABLE_ABS_NORMAL_Z = 0.20f; constexpr float MAX_HIT_BELOW_ORIGIN = 0.90f; constexpr float MAX_HIT_ABOVE_ORIGIN = 0.80f; constexpr float MIN_SURFACE_ALIGNMENT = 0.25f; glm::vec3 rayEnd = origin + direction * maxDistance; glm::vec3 queryMin = glm::min(origin, rayEnd) - glm::vec3(1.0f); glm::vec3 queryMax = glm::max(origin, rayEnd) + glm::vec3(1.0f); gatherCandidates(queryMin, queryMax, candidateScratch); for (size_t idx : candidateScratch) { const auto& instance = instances[idx]; if (collisionFocusEnabled && pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) { continue; } glm::vec3 center = (instance.worldBoundsMin + instance.worldBoundsMax) * 0.5f; float radius = glm::length(instance.worldBoundsMax - center); if (glm::length(center - origin) > (maxDistance + radius + 1.0f)) { continue; } glm::vec3 worldMin = instance.worldBoundsMin - glm::vec3(0.5f); glm::vec3 worldMax = instance.worldBoundsMax + glm::vec3(0.5f); if (!rayIntersectsAABB(origin, direction, worldMin, worldMax)) { continue; } auto it = loadedModels.find(instance.modelId); if (it == loadedModels.end()) continue; const ModelData& model = it->second; // Use cached inverse matrix glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(origin, 1.0f)); glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(direction, 0.0f))); for (const auto& group : model.groups) { // Broad-phase cull with local AABB first. if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) { continue; } // Narrow-phase: triangle raycast for accurate camera collision. const auto& verts = group.collisionVertices; const auto& indices = group.collisionIndices; for (size_t i = 0; i + 2 < indices.size(); i += 3) { const glm::vec3& v0 = verts[indices[i]]; const glm::vec3& v1 = verts[indices[i + 1]]; const glm::vec3& v2 = verts[indices[i + 2]]; glm::vec3 triNormal = glm::cross(v1 - v0, v2 - v0); float normalLenSq = glm::dot(triNormal, triNormal); if (normalLenSq < 1e-8f) { continue; } triNormal /= std::sqrt(normalLenSq); if (std::abs(triNormal.z) > MAX_WALKABLE_ABS_NORMAL_Z) { continue; } // Ignore near-grazing intersections that tend to come from ramps/arches // and cause camera pull-in even when no meaningful wall is behind the player. if (std::abs(glm::dot(triNormal, localDir)) < MIN_SURFACE_ALIGNMENT) { continue; } float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2); if (t <= 0.0f) { // Two-sided collision. t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1); } if (t <= 0.0f) continue; glm::vec3 localHit = localOrigin + localDir * t; glm::vec3 worldHit = glm::vec3(instance.modelMatrix * glm::vec4(localHit, 1.0f)); // Ignore low hits; camera floor handling already keeps the camera above ground. // This avoids gate/ramp floor geometry pulling the camera in too aggressively. if (worldHit.z < origin.z - MAX_HIT_BELOW_ORIGIN) { continue; } // Ignore very high hits (arches/ceilings) that should not clamp normal chase-cam distance. if (worldHit.z > origin.z + MAX_HIT_ABOVE_ORIGIN) { continue; } float worldDist = glm::length(worldHit - origin); if (worldDist > 0.0f && worldDist < closestHit && worldDist <= maxDistance) { closestHit = worldDist; } } } } return closestHit; } void WMORenderer::initOcclusionResources() { // Simple vertex shader for bounding box rendering const char* occVertSrc = R"( #version 330 core layout(location = 0) in vec3 aPos; uniform mat4 uMVP; void main() { gl_Position = uMVP * vec4(aPos, 1.0); } )"; // Fragment shader that writes nothing (depth-only) const char* occFragSrc = R"( #version 330 core void main() { // No color output - depth only } )"; occlusionShader = std::make_unique(); if (!occlusionShader->loadFromSource(occVertSrc, occFragSrc)) { core::Logger::getInstance().warning("Failed to create occlusion shader"); occlusionCulling = false; return; } // Create unit cube vertices (will be scaled to group bounds) float cubeVerts[] = { // Front face 0,0,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1, 0,1,1, // Back face 1,0,0, 0,0,0, 0,1,0, 1,0,0, 0,1,0, 1,1,0, // Left face 0,0,0, 0,0,1, 0,1,1, 0,0,0, 0,1,1, 0,1,0, // Right face 1,0,1, 1,0,0, 1,1,0, 1,0,1, 1,1,0, 1,1,1, // Top face 0,1,1, 1,1,1, 1,1,0, 0,1,1, 1,1,0, 0,1,0, // Bottom face 0,0,0, 1,0,0, 1,0,1, 0,0,0, 1,0,1, 0,0,1, }; glGenVertexArrays(1, &bboxVao); glGenBuffers(1, &bboxVbo); glBindVertexArray(bboxVao); glBindBuffer(GL_ARRAY_BUFFER, bboxVbo); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glBindVertexArray(0); core::Logger::getInstance().info("Occlusion query resources initialized"); } void WMORenderer::runOcclusionQueries(const WMOInstance& instance, const ModelData& model, const glm::mat4& view, const glm::mat4& projection) { if (!occlusionShader || bboxVao == 0) return; occlusionShader->use(); glBindVertexArray(bboxVao); // Disable color writes, keep depth test glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); // Don't write depth for (size_t gi = 0; gi < model.groups.size(); ++gi) { const auto& group = model.groups[gi]; // Create query key uint32_t queryKey = (instance.id << 16) | static_cast(gi); // Get or create query object GLuint query; auto it = occlusionQueries.find(queryKey); if (it == occlusionQueries.end()) { glGenQueries(1, &query); occlusionQueries[queryKey] = query; } else { query = it->second; } // Compute MVP for this group's bounding box glm::vec3 bboxSize = group.boundingBoxMax - group.boundingBoxMin; glm::mat4 bboxModel = instance.modelMatrix; bboxModel = glm::translate(bboxModel, group.boundingBoxMin); bboxModel = glm::scale(bboxModel, bboxSize); glm::mat4 mvp = projection * view * bboxModel; occlusionShader->setUniform("uMVP", mvp); // Run occlusion query glBeginQuery(GL_ANY_SAMPLES_PASSED, query); glDrawArrays(GL_TRIANGLES, 0, 36); glEndQuery(GL_ANY_SAMPLES_PASSED); } // Restore state glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glBindVertexArray(0); } bool WMORenderer::isGroupOccluded(uint32_t instanceId, uint32_t groupIndex) const { uint32_t queryKey = (instanceId << 16) | groupIndex; // Check previous frame's result auto resultIt = occlusionResults.find(queryKey); if (resultIt != occlusionResults.end()) { return !resultIt->second; // Return true if NOT visible } // No result yet - assume visible return false; } } // namespace rendering } // namespace wowee