mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-11 07:13:51 +00:00
Split all mega-files by single-responsibility concern and partially extracting AudioCoordinator and OverlaySystem from the Renderer facade. No behavioral changes. Splits: - game_handler.cpp (5,247 LOC) → core + callbacks + packets (3 files) - world_packets.cpp (4,453 LOC) → economy/entity/social/world (4 files) - game_screen.cpp (5,786 LOC) → core + frames + hud + minimap (4 files) - m2_renderer.cpp (3,343 LOC) → core + instance + particles + render (4 files) - chat_panel.cpp (3,140 LOC) → core + commands + utils (3 files) - entity_spawner.cpp (2,750 LOC) → core + player + processing (3 files) Extractions: - AudioCoordinator: include/audio/ + src/audio/ (owned by Renderer) - OverlaySystem: include/rendering/ + src/rendering/overlay_system.* CMakeLists.txt: registered all 17 new translation units. Related handler/callback files: minor include fixups post-split.
376 lines
15 KiB
C++
376 lines
15 KiB
C++
#pragma once
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#include <memory>
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#include <string>
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#include <cstdint>
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#include <vector>
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#include <future>
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#include <cstddef>
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#include <unordered_map>
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#include <unordered_set>
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include "rendering/vk_frame_data.hpp"
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#include "rendering/vk_utils.hpp"
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#include "rendering/sky_system.hpp"
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namespace wowee {
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namespace core { class Window; }
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namespace rendering { class VkContext; }
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namespace game { class World; class ZoneManager; class GameHandler; }
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namespace audio { class AudioCoordinator; }
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namespace pipeline { class AssetManager; }
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namespace rendering {
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class Camera;
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class CameraController;
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class TerrainRenderer;
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class TerrainManager;
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class PerformanceHUD;
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class WaterRenderer;
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class Skybox;
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class Celestial;
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class StarField;
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class Clouds;
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class LensFlare;
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class Weather;
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class Lightning;
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class LightingManager;
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class SwimEffects;
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class MountDust;
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class LevelUpEffect;
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class ChargeEffect;
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class CharacterRenderer;
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class WMORenderer;
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class M2Renderer;
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class Minimap;
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class WorldMap;
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class QuestMarkerRenderer;
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class CharacterPreview;
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class AmdFsr3Runtime;
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class SpellVisualSystem;
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class PostProcessPipeline;
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class AnimationController;
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class LevelUpEffect;
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class ChargeEffect;
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class SwimEffects;
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class RenderGraph;
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class OverlaySystem;
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class Renderer {
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public:
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Renderer();
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~Renderer();
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bool initialize(core::Window* window);
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void shutdown();
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void beginFrame();
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void endFrame();
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void renderWorld(game::World* world, game::GameHandler* gameHandler = nullptr);
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/**
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* Update renderer (camera, etc.)
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*/
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void update(float deltaTime);
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/**
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* Load test terrain for debugging
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* @param assetManager Asset manager to load terrain data
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* @param adtPath Path to ADT file (e.g., "World\\Maps\\Azeroth\\Azeroth_32_49.adt")
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*/
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bool loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath);
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/**
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* Initialize all sub-renderers (WMO, M2, Character, terrain, water, minimap, etc.)
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* without loading any ADT tile. Used by WMO-only maps (dungeons/raids/BGs).
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*/
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bool initializeRenderers(pipeline::AssetManager* assetManager, const std::string& mapName);
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/**
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* Enable/disable terrain rendering
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*/
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void setTerrainEnabled(bool enabled) { terrainEnabled = enabled; }
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/**
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* Enable/disable wireframe mode
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*/
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void setWireframeMode(bool enabled);
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/**
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* Load terrain tiles around position
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* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
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* @param centerX Center tile X coordinate
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* @param centerY Center tile Y coordinate
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* @param radius Load radius in tiles
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*/
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bool loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius = 1);
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/**
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* Enable/disable terrain streaming
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*/
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void setTerrainStreaming(bool enabled);
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/**
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* Render performance HUD
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*/
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void renderHUD();
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Camera* getCamera() { return camera.get(); }
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CameraController* getCameraController() { return cameraController.get(); }
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TerrainRenderer* getTerrainRenderer() const { return terrainRenderer.get(); }
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TerrainManager* getTerrainManager() const { return terrainManager.get(); }
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PerformanceHUD* getPerformanceHUD() { return performanceHUD.get(); }
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WaterRenderer* getWaterRenderer() const { return waterRenderer.get(); }
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Skybox* getSkybox() const { return skySystem ? skySystem->getSkybox() : nullptr; }
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Celestial* getCelestial() const { return skySystem ? skySystem->getCelestial() : nullptr; }
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StarField* getStarField() const { return skySystem ? skySystem->getStarField() : nullptr; }
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Clouds* getClouds() const { return skySystem ? skySystem->getClouds() : nullptr; }
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LensFlare* getLensFlare() const { return skySystem ? skySystem->getLensFlare() : nullptr; }
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Weather* getWeather() const { return weather.get(); }
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Lightning* getLightning() const { return lightning.get(); }
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CharacterRenderer* getCharacterRenderer() const { return characterRenderer.get(); }
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WMORenderer* getWMORenderer() const { return wmoRenderer.get(); }
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M2Renderer* getM2Renderer() const { return m2Renderer.get(); }
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Minimap* getMinimap() const { return minimap.get(); }
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WorldMap* getWorldMap() const { return worldMap.get(); }
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QuestMarkerRenderer* getQuestMarkerRenderer() const { return questMarkerRenderer.get(); }
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SkySystem* getSkySystem() const { return skySystem.get(); }
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const std::string& getCurrentZoneName() const;
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uint32_t getCurrentZoneId() const;
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bool isPlayerIndoors() const { return playerIndoors_; }
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VkContext* getVkContext() const { return vkCtx; }
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VkDescriptorSetLayout getPerFrameSetLayout() const { return perFrameSetLayout; }
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VkRenderPass getShadowRenderPass() const { return shadowRenderPass; }
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// Third-person character follow
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void setCharacterFollow(uint32_t instanceId);
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glm::vec3& getCharacterPosition() { return characterPosition; }
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uint32_t getCharacterInstanceId() const { return characterInstanceId; }
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float getCharacterYaw() const { return characterYaw; }
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void setCharacterYaw(float yawDeg) { characterYaw = yawDeg; }
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// Screenshot capture — copies swapchain image to PNG file
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bool captureScreenshot(const std::string& outputPath);
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// Spell visual effects (SMSG_PLAY_SPELL_VISUAL / SMSG_PLAY_SPELL_IMPACT)
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// Delegates to SpellVisualSystem (owned by Renderer)
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SpellVisualSystem* getSpellVisualSystem() const { return spellVisualSystem_.get(); }
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// Combat visual state (compound: resets AnimationController + SpellVisualSystem)
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void resetCombatVisualState();
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// Sub-system accessors (§4.2)
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AnimationController* getAnimationController() const { return animationController_.get(); }
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LevelUpEffect* getLevelUpEffect() const { return levelUpEffect.get(); }
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ChargeEffect* getChargeEffect() const { return chargeEffect.get(); }
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SwimEffects* getSwimEffects() const { return swimEffects.get(); }
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// Selection circle for targeted entity
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void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
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void clearSelectionCircle();
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// CPU timing stats (milliseconds, last frame).
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double getLastUpdateMs() const { return lastUpdateMs; }
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double getLastRenderMs() const { return lastRenderMs; }
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double getLastCameraUpdateMs() const { return lastCameraUpdateMs; }
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double getLastTerrainRenderMs() const { return lastTerrainRenderMs; }
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double getLastWMORenderMs() const { return lastWMORenderMs; }
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double getLastM2RenderMs() const { return lastM2RenderMs; }
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// Audio coordinator — owned by Application, set via setAudioCoordinator().
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void setAudioCoordinator(audio::AudioCoordinator* ac) { audioCoordinator_ = ac; }
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audio::AudioCoordinator* getAudioCoordinator() { return audioCoordinator_; }
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game::ZoneManager* getZoneManager() { return zoneManager.get(); }
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LightingManager* getLightingManager() { return lightingManager.get(); }
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private:
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void runDeferredWorldInitStep(float deltaTime);
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core::Window* window = nullptr;
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std::unique_ptr<Camera> camera;
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std::unique_ptr<CameraController> cameraController;
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std::unique_ptr<TerrainRenderer> terrainRenderer;
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std::unique_ptr<TerrainManager> terrainManager;
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std::unique_ptr<PerformanceHUD> performanceHUD;
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std::unique_ptr<WaterRenderer> waterRenderer;
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<Celestial> celestial;
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std::unique_ptr<StarField> starField;
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std::unique_ptr<Clouds> clouds;
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std::unique_ptr<LensFlare> lensFlare;
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std::unique_ptr<Weather> weather;
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std::unique_ptr<Lightning> lightning;
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std::unique_ptr<LightingManager> lightingManager;
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std::unique_ptr<SkySystem> skySystem; // Coordinator for sky rendering
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std::unique_ptr<SwimEffects> swimEffects;
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std::unique_ptr<MountDust> mountDust;
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std::unique_ptr<LevelUpEffect> levelUpEffect;
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std::unique_ptr<ChargeEffect> chargeEffect;
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std::unique_ptr<CharacterRenderer> characterRenderer;
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std::unique_ptr<WMORenderer> wmoRenderer;
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std::unique_ptr<M2Renderer> m2Renderer;
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std::unique_ptr<Minimap> minimap;
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std::unique_ptr<WorldMap> worldMap;
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std::unique_ptr<QuestMarkerRenderer> questMarkerRenderer;
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audio::AudioCoordinator* audioCoordinator_ = nullptr; // Owned by Application
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std::unique_ptr<AnimationController> animationController_; // §4.2
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std::unique_ptr<game::ZoneManager> zoneManager;
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// Shadow mapping (Vulkan)
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static constexpr uint32_t SHADOW_MAP_SIZE = 4096;
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// Per-frame shadow resources: each in-flight frame has its own depth image and
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// framebuffer so that frame N's shadow read and frame N+1's shadow write don't
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// race on the same image across concurrent GPU submissions.
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// Array size must match MAX_FRAMES (= 2, defined in the private section below).
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VkImage shadowDepthImage[2] = {};
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VmaAllocation shadowDepthAlloc[2] = {};
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VkImageView shadowDepthView[2] = {};
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VkSampler shadowSampler = VK_NULL_HANDLE;
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VkRenderPass shadowRenderPass = VK_NULL_HANDLE;
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VkFramebuffer shadowFramebuffer[2] = {};
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VkImageLayout shadowDepthLayout_[2] = {};
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glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
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glm::vec3 shadowCenter = glm::vec3(0.0f);
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bool shadowCenterInitialized = false;
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bool shadowsEnabled = true;
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float shadowDistance_ = 300.0f; // Shadow frustum half-extent (default: 300 units)
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uint32_t shadowFrameCounter_ = 0;
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public:
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// Character preview registration (for off-screen composite pass)
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void registerPreview(CharacterPreview* preview);
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void unregisterPreview(CharacterPreview* preview);
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void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
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bool areShadowsEnabled() const { return shadowsEnabled; }
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void setShadowDistance(float dist) { shadowDistance_ = glm::clamp(dist, 40.0f, 500.0f); }
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float getShadowDistance() const { return shadowDistance_; }
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void setMsaaSamples(VkSampleCountFlagBits samples);
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// Post-process pipeline API — delegates to PostProcessPipeline (§4.3)
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PostProcessPipeline* getPostProcessPipeline() const;
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void setFSREnabled(bool enabled);
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void setFSR2Enabled(bool enabled);
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void setWaterRefractionEnabled(bool enabled);
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bool isWaterRefractionEnabled() const;
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private:
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void applyMsaaChange();
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VkSampleCountFlagBits pendingMsaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
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bool msaaChangePending_ = false;
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void renderShadowPass();
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glm::mat4 computeLightSpaceMatrix();
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pipeline::AssetManager* cachedAssetManager = nullptr;
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// Spell visual effects — owned SpellVisualSystem (extracted from Renderer §4.4)
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std::unique_ptr<SpellVisualSystem> spellVisualSystem_;
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// Post-process pipeline — owns all FSR/FXAA/FSR2 state (extracted §4.3)
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std::unique_ptr<PostProcessPipeline> postProcessPipeline_;
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bool playerIndoors_ = false; // Cached WMO inside state for macro conditionals
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bool deferredWorldInitEnabled_ = true;
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bool deferredWorldInitPending_ = false;
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uint8_t deferredWorldInitStage_ = 0;
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float deferredWorldInitCooldown_ = 0.0f;
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// Third-person character state
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glm::vec3 characterPosition = glm::vec3(0.0f);
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uint32_t characterInstanceId = 0;
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float characterYaw = 0.0f;
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// Selection circle + overlay rendering (owned by OverlaySystem)
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std::unique_ptr<OverlaySystem> overlaySystem_;
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// Vulkan frame state
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VkContext* vkCtx = nullptr;
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VkCommandBuffer currentCmd = VK_NULL_HANDLE;
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uint32_t currentImageIndex = 0;
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// Per-frame UBO + descriptors (set 0)
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static constexpr uint32_t MAX_FRAMES = 2;
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VkDescriptorSetLayout perFrameSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool sceneDescriptorPool = VK_NULL_HANDLE;
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VkDescriptorSet perFrameDescSets[MAX_FRAMES] = {};
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VkBuffer perFrameUBOs[MAX_FRAMES] = {};
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VmaAllocation perFrameUBOAllocs[MAX_FRAMES] = {};
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void* perFrameUBOMapped[MAX_FRAMES] = {};
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GPUPerFrameData currentFrameData{};
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float globalTime = 0.0f;
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// Per-frame reflection UBO (mirrors camera for planar reflections)
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VkBuffer reflPerFrameUBO = VK_NULL_HANDLE;
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VmaAllocation reflPerFrameUBOAlloc = VK_NULL_HANDLE;
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void* reflPerFrameUBOMapped = nullptr;
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VkDescriptorSet reflPerFrameDescSet[MAX_FRAMES] = {};
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bool createPerFrameResources();
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void destroyPerFrameResources();
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void updatePerFrameUBO();
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void setupWater1xPass();
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void renderReflectionPass();
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// ── Multithreaded secondary command buffer recording ──
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// Indices into secondaryCmds_ arrays
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static constexpr uint32_t SEC_SKY = 0; // sky (main thread)
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static constexpr uint32_t SEC_TERRAIN = 1; // terrain (worker 0)
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static constexpr uint32_t SEC_WMO = 2; // WMO (worker 1)
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static constexpr uint32_t SEC_CHARS = 3; // selection circle + characters (main thread)
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static constexpr uint32_t SEC_M2 = 4; // M2 + particles + glow (worker 2)
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static constexpr uint32_t SEC_POST = 5; // water + weather + effects (main thread)
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static constexpr uint32_t SEC_IMGUI = 6; // ImGui (main thread, non-FSR only)
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static constexpr uint32_t NUM_SECONDARIES = 7;
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static constexpr uint32_t NUM_WORKERS = 3; // terrain, WMO, M2
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// Per-worker command pools (thread-safe: one pool per thread)
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VkCommandPool workerCmdPools_[NUM_WORKERS] = {};
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// Main-thread command pool for its secondary buffers
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VkCommandPool mainSecondaryCmdPool_ = VK_NULL_HANDLE;
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// Pre-allocated secondary command buffers [secondaryIndex][frameInFlight]
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VkCommandBuffer secondaryCmds_[NUM_SECONDARIES][MAX_FRAMES] = {};
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bool parallelRecordingEnabled_ = false; // set true after pools/buffers created
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bool endFrameInlineMode_ = false; // true when endFrame switched to INLINE render pass
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float lastDeltaTime_ = 0.0f; // cached for post-process pipeline
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bool createSecondaryCommandResources();
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void destroySecondaryCommandResources();
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VkCommandBuffer beginSecondary(uint32_t secondaryIndex);
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void setSecondaryViewportScissor(VkCommandBuffer cmd);
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// Cached render pass state for secondary buffer inheritance
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VkRenderPass activeRenderPass_ = VK_NULL_HANDLE;
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VkFramebuffer activeFramebuffer_ = VK_NULL_HANDLE;
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VkExtent2D activeRenderExtent_ = {0, 0};
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// Active character previews for off-screen rendering
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std::vector<CharacterPreview*> activePreviews_;
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bool terrainEnabled = true;
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bool terrainLoaded = false;
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bool ghostMode_ = false; // set each frame from gameHandler->isPlayerGhost()
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// Render Graph — declarative pass ordering with automatic barriers
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std::unique_ptr<RenderGraph> renderGraph_;
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void buildFrameGraph(game::GameHandler* gameHandler);
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// CPU timing stats (last frame/update).
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double lastUpdateMs = 0.0;
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double lastRenderMs = 0.0;
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double lastCameraUpdateMs = 0.0;
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double lastTerrainRenderMs = 0.0;
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double lastWMORenderMs = 0.0;
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double lastM2RenderMs = 0.0;
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};
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} // namespace rendering
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} // namespace wowee
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