mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
Remove isInterior restriction from WMO shadow sampling so city buildings (flagged as interior groups) correctly receive shadows. Apply shadow to interior-lit surfaces. Enable shadows by default and persist the setting across sessions.
3960 lines
165 KiB
C++
3960 lines
165 KiB
C++
#include "rendering/renderer.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/scene.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "rendering/performance_hud.hpp"
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#include "rendering/water_renderer.hpp"
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#include "rendering/skybox.hpp"
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#include "rendering/celestial.hpp"
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#include "rendering/starfield.hpp"
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#include "rendering/clouds.hpp"
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#include "rendering/lens_flare.hpp"
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#include "rendering/weather.hpp"
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#include "rendering/lighting_manager.hpp"
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#include "rendering/sky_system.hpp"
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#include "rendering/swim_effects.hpp"
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#include "rendering/mount_dust.hpp"
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#include "rendering/charge_effect.hpp"
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#include "rendering/levelup_effect.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/character_preview.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/minimap.hpp"
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#include "rendering/world_map.hpp"
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#include "rendering/quest_marker_renderer.hpp"
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#include "rendering/shader.hpp"
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#include "game/game_handler.hpp"
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#include "pipeline/m2_loader.hpp"
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#include <algorithm>
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/dbc_layout.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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#include "core/application.hpp"
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#include "core/window.hpp"
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#include "core/logger.hpp"
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#include "game/world.hpp"
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#include "game/zone_manager.hpp"
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#include "audio/audio_engine.hpp"
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#include "audio/music_manager.hpp"
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include "audio/mount_sound_manager.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include "audio/ambient_sound_manager.hpp"
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#include "audio/ui_sound_manager.hpp"
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#include "audio/combat_sound_manager.hpp"
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#include "audio/spell_sound_manager.hpp"
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#include "audio/movement_sound_manager.hpp"
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#include "rendering/vk_context.hpp"
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#include "rendering/vk_frame_data.hpp"
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#include "rendering/vk_shader.hpp"
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#include "rendering/vk_pipeline.hpp"
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#include "rendering/vk_utils.hpp"
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#include <imgui.h>
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#include <imgui_impl_vulkan.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <cctype>
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#include <cmath>
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#include <chrono>
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#include <cstdlib>
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#include <optional>
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#include <unordered_map>
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#include <unordered_set>
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#include <set>
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namespace wowee {
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namespace rendering {
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struct EmoteInfo {
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uint32_t animId = 0;
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uint32_t dbcId = 0; // EmotesText.dbc record ID (for CMSG_TEXT_EMOTE)
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bool loop = false;
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std::string textNoTarget; // sender sees, no target: "You dance."
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std::string textTarget; // sender sees, with target: "You dance with %s."
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std::string othersNoTarget; // others see, no target: "%s dances."
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std::string othersTarget; // others see, with target: "%s dances with %s."
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std::string command;
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};
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static std::unordered_map<std::string, EmoteInfo> EMOTE_TABLE;
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static std::unordered_map<uint32_t, const EmoteInfo*> EMOTE_BY_DBCID; // reverse lookup: dbcId → EmoteInfo*
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static bool emoteTableLoaded = false;
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static bool envFlagEnabled(const char* key, bool defaultValue) {
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const char* raw = std::getenv(key);
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if (!raw || !*raw) return defaultValue;
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std::string v(raw);
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std::transform(v.begin(), v.end(), v.begin(), [](unsigned char c) {
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return static_cast<char>(std::tolower(c));
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});
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return !(v == "0" || v == "false" || v == "off" || v == "no");
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}
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static std::vector<std::string> parseEmoteCommands(const std::string& raw) {
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std::vector<std::string> out;
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std::string cur;
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for (char c : raw) {
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if (std::isalnum(static_cast<unsigned char>(c)) || c == '_') {
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cur.push_back(static_cast<char>(std::tolower(static_cast<unsigned char>(c))));
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} else if (!cur.empty()) {
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out.push_back(cur);
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cur.clear();
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}
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}
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if (!cur.empty()) out.push_back(cur);
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return out;
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}
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static bool isLoopingEmote(const std::string& command) {
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static const std::unordered_set<std::string> kLooping = {
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"dance",
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"train",
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};
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return kLooping.find(command) != kLooping.end();
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}
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static void loadFallbackEmotes() {
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if (!EMOTE_TABLE.empty()) return;
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EMOTE_TABLE = {
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{"wave", {67, 0, false, "You wave.", "You wave at %s.", "%s waves.", "%s waves at %s.", "wave"}},
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{"bow", {66, 0, false, "You bow down graciously.", "You bow down before %s.", "%s bows down graciously.", "%s bows down before %s.", "bow"}},
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{"laugh", {70, 0, false, "You laugh.", "You laugh at %s.", "%s laughs.", "%s laughs at %s.", "laugh"}},
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{"point", {84, 0, false, "You point over yonder.", "You point at %s.", "%s points over yonder.", "%s points at %s.", "point"}},
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{"cheer", {68, 0, false, "You cheer!", "You cheer at %s.", "%s cheers!", "%s cheers at %s.", "cheer"}},
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{"dance", {69, 0, true, "You burst into dance.", "You dance with %s.", "%s bursts into dance.", "%s dances with %s.", "dance"}},
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{"kneel", {75, 0, false, "You kneel down.", "You kneel before %s.", "%s kneels down.", "%s kneels before %s.", "kneel"}},
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{"applaud", {80, 0, false, "You applaud. Bravo!", "You applaud at %s. Bravo!", "%s applauds. Bravo!", "%s applauds at %s. Bravo!", "applaud"}},
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{"shout", {81, 0, false, "You shout.", "You shout at %s.", "%s shouts.", "%s shouts at %s.", "shout"}},
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{"chicken", {78, 0, false, "With arms flapping, you strut around. Cluck, Cluck, Chicken!",
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"With arms flapping, you strut around %s. Cluck, Cluck, Chicken!",
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"%s struts around. Cluck, Cluck, Chicken!", "%s struts around %s. Cluck, Cluck, Chicken!", "chicken"}},
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{"cry", {77, 0, false, "You cry.", "You cry on %s's shoulder.", "%s cries.", "%s cries on %s's shoulder.", "cry"}},
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{"kiss", {76, 0, false, "You blow a kiss into the wind.", "You blow a kiss to %s.", "%s blows a kiss into the wind.", "%s blows a kiss to %s.", "kiss"}},
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{"roar", {74, 0, false, "You roar with bestial vigor. So fierce!", "You roar with bestial vigor at %s. So fierce!", "%s roars with bestial vigor. So fierce!", "%s roars with bestial vigor at %s. So fierce!", "roar"}},
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{"salute", {113, 0, false, "You salute.", "You salute %s with respect.", "%s salutes.", "%s salutes %s with respect.", "salute"}},
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{"rude", {73, 0, false, "You make a rude gesture.", "You make a rude gesture at %s.", "%s makes a rude gesture.", "%s makes a rude gesture at %s.", "rude"}},
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{"flex", {82, 0, false, "You flex your muscles. Oooooh so strong!", "You flex at %s. Oooooh so strong!", "%s flexes. Oooooh so strong!", "%s flexes at %s. Oooooh so strong!", "flex"}},
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{"shy", {83, 0, false, "You smile shyly.", "You smile shyly at %s.", "%s smiles shyly.", "%s smiles shyly at %s.", "shy"}},
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{"beg", {79, 0, false, "You beg everyone around you. How pathetic.", "You beg %s. How pathetic.", "%s begs everyone around. How pathetic.", "%s begs %s. How pathetic.", "beg"}},
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{"eat", {61, 0, false, "You begin to eat.", "You begin to eat in front of %s.", "%s begins to eat.", "%s begins to eat in front of %s.", "eat"}},
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};
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}
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static std::string replacePlaceholders(const std::string& text, const std::string* targetName) {
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if (text.empty()) return text;
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std::string out;
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out.reserve(text.size() + 16);
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for (size_t i = 0; i < text.size(); ++i) {
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if (text[i] == '%' && i + 1 < text.size() && text[i + 1] == 's') {
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if (targetName && !targetName->empty()) out += *targetName;
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i++;
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} else {
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out.push_back(text[i]);
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}
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}
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return out;
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}
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static void loadEmotesFromDbc() {
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if (emoteTableLoaded) return;
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emoteTableLoaded = true;
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auto* assetManager = core::Application::getInstance().getAssetManager();
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if (!assetManager) {
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LOG_WARNING("Emotes: no AssetManager");
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loadFallbackEmotes();
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return;
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}
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auto emotesTextDbc = assetManager->loadDBC("EmotesText.dbc");
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auto emotesTextDataDbc = assetManager->loadDBC("EmotesTextData.dbc");
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if (!emotesTextDbc || !emotesTextDataDbc || !emotesTextDbc->isLoaded() || !emotesTextDataDbc->isLoaded()) {
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LOG_WARNING("Emotes: DBCs not available (EmotesText/EmotesTextData)");
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loadFallbackEmotes();
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return;
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}
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const auto* activeLayout = pipeline::getActiveDBCLayout();
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const auto* etdL = activeLayout ? activeLayout->getLayout("EmotesTextData") : nullptr;
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const auto* emL = activeLayout ? activeLayout->getLayout("Emotes") : nullptr;
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const auto* etL = activeLayout ? activeLayout->getLayout("EmotesText") : nullptr;
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std::unordered_map<uint32_t, std::string> textData;
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textData.reserve(emotesTextDataDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDataDbc->getRecordCount(); ++r) {
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uint32_t id = emotesTextDataDbc->getUInt32(r, etdL ? (*etdL)["ID"] : 0);
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std::string text = emotesTextDataDbc->getString(r, etdL ? (*etdL)["Text"] : 1);
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if (!text.empty()) textData.emplace(id, std::move(text));
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}
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std::unordered_map<uint32_t, uint32_t> emoteIdToAnim;
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if (auto emotesDbc = assetManager->loadDBC("Emotes.dbc"); emotesDbc && emotesDbc->isLoaded()) {
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emoteIdToAnim.reserve(emotesDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesDbc->getRecordCount(); ++r) {
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uint32_t emoteId = emotesDbc->getUInt32(r, emL ? (*emL)["ID"] : 0);
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uint32_t animId = emotesDbc->getUInt32(r, emL ? (*emL)["AnimID"] : 2);
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if (animId != 0) emoteIdToAnim[emoteId] = animId;
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}
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}
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EMOTE_TABLE.clear();
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EMOTE_TABLE.reserve(emotesTextDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDbc->getRecordCount(); ++r) {
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uint32_t recordId = emotesTextDbc->getUInt32(r, etL ? (*etL)["ID"] : 0);
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std::string cmdRaw = emotesTextDbc->getString(r, etL ? (*etL)["Command"] : 1);
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if (cmdRaw.empty()) continue;
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uint32_t emoteRef = emotesTextDbc->getUInt32(r, etL ? (*etL)["EmoteRef"] : 2);
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uint32_t animId = 0;
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auto animIt = emoteIdToAnim.find(emoteRef);
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if (animIt != emoteIdToAnim.end()) {
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animId = animIt->second;
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} else {
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animId = emoteRef; // fallback if EmotesText stores animation id directly
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}
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uint32_t senderTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderTargetTextID"] : 5);
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uint32_t senderNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderNoTargetTextID"] : 9);
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uint32_t othersTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersTargetTextID"] : 3);
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uint32_t othersNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersNoTargetTextID"] : 7);
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std::string textTarget, textNoTarget, oTarget, oNoTarget;
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if (auto it = textData.find(senderTargetTextId); it != textData.end()) textTarget = it->second;
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if (auto it = textData.find(senderNoTargetTextId); it != textData.end()) textNoTarget = it->second;
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if (auto it = textData.find(othersTargetTextId); it != textData.end()) oTarget = it->second;
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if (auto it = textData.find(othersNoTargetTextId); it != textData.end()) oNoTarget = it->second;
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for (const std::string& cmd : parseEmoteCommands(cmdRaw)) {
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if (cmd.empty()) continue;
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EmoteInfo info;
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info.animId = animId;
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info.dbcId = recordId;
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info.loop = isLoopingEmote(cmd);
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info.textNoTarget = textNoTarget;
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info.textTarget = textTarget;
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info.othersNoTarget = oNoTarget;
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info.othersTarget = oTarget;
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info.command = cmd;
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EMOTE_TABLE.emplace(cmd, std::move(info));
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}
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}
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if (EMOTE_TABLE.empty()) {
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LOG_WARNING("Emotes: DBC loaded but no commands parsed, using fallback list");
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loadFallbackEmotes();
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} else {
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LOG_INFO("Emotes: loaded ", EMOTE_TABLE.size(), " commands from DBC");
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}
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// Build reverse lookup by dbcId (only first command per emote needed)
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EMOTE_BY_DBCID.clear();
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for (auto& [cmd, info] : EMOTE_TABLE) {
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if (info.dbcId != 0) {
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EMOTE_BY_DBCID.emplace(info.dbcId, &info);
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}
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}
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}
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Renderer::Renderer() = default;
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Renderer::~Renderer() = default;
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bool Renderer::createPerFrameResources() {
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VkDevice device = vkCtx->getDevice();
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// --- Create shadow depth image ---
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VkImageCreateInfo imgCI{};
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imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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imgCI.imageType = VK_IMAGE_TYPE_2D;
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imgCI.format = VK_FORMAT_D32_SFLOAT;
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imgCI.extent = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1};
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imgCI.mipLevels = 1;
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imgCI.arrayLayers = 1;
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imgCI.samples = VK_SAMPLE_COUNT_1_BIT;
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imgCI.tiling = VK_IMAGE_TILING_OPTIMAL;
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imgCI.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VmaAllocationCreateInfo imgAllocCI{};
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imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY;
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if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
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&shadowDepthImage, &shadowDepthAlloc, nullptr) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image");
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return false;
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}
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shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
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// --- Create shadow depth image view ---
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VkImageViewCreateInfo viewCI{};
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viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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viewCI.image = shadowDepthImage;
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viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewCI.format = VK_FORMAT_D32_SFLOAT;
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viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image view");
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return false;
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}
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// --- Create shadow sampler ---
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VkSamplerCreateInfo sampCI{};
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sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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sampCI.magFilter = VK_FILTER_LINEAR;
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sampCI.minFilter = VK_FILTER_LINEAR;
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sampCI.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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sampCI.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampCI.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampCI.compareEnable = VK_TRUE;
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sampCI.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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if (vkCreateSampler(device, &sampCI, nullptr, &shadowSampler) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow sampler");
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return false;
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}
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// --- Create shadow render pass (depth-only) ---
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VkAttachmentDescription depthAtt{};
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depthAtt.format = VK_FORMAT_D32_SFLOAT;
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depthAtt.samples = VK_SAMPLE_COUNT_1_BIT;
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depthAtt.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthAtt.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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depthAtt.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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depthAtt.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAtt.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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depthAtt.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthRef{};
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depthRef.attachment = 0;
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depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.pDepthStencilAttachment = &depthRef;
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VkSubpassDependency dep{};
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dep.srcSubpass = VK_SUBPASS_EXTERNAL;
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dep.dstSubpass = 0;
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dep.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dep.dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dep.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dep.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo rpCI{};
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rpCI.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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rpCI.attachmentCount = 1;
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rpCI.pAttachments = &depthAtt;
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rpCI.subpassCount = 1;
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rpCI.pSubpasses = &subpass;
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rpCI.dependencyCount = 1;
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rpCI.pDependencies = &dep;
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if (vkCreateRenderPass(device, &rpCI, nullptr, &shadowRenderPass) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow render pass");
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return false;
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}
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// --- Create shadow framebuffer ---
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VkFramebufferCreateInfo fbCI{};
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fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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fbCI.renderPass = shadowRenderPass;
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fbCI.attachmentCount = 1;
|
|
fbCI.pAttachments = &shadowDepthView;
|
|
fbCI.width = SHADOW_MAP_SIZE;
|
|
fbCI.height = SHADOW_MAP_SIZE;
|
|
fbCI.layers = 1;
|
|
if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to create shadow framebuffer");
|
|
return false;
|
|
}
|
|
|
|
// --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) ---
|
|
VkDescriptorSetLayoutBinding bindings[2]{};
|
|
bindings[0].binding = 0;
|
|
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
bindings[0].descriptorCount = 1;
|
|
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
bindings[1].binding = 1;
|
|
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
bindings[1].descriptorCount = 1;
|
|
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
|
|
VkDescriptorSetLayoutCreateInfo layoutInfo{};
|
|
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
|
layoutInfo.bindingCount = 2;
|
|
layoutInfo.pBindings = bindings;
|
|
|
|
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &perFrameSetLayout) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to create per-frame descriptor set layout");
|
|
return false;
|
|
}
|
|
|
|
// --- Create descriptor pool for UBO + image sampler (normal frames + reflection) ---
|
|
VkDescriptorPoolSize poolSizes[2]{};
|
|
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
poolSizes[0].descriptorCount = MAX_FRAMES + 1; // +1 for reflection perFrame UBO
|
|
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
poolSizes[1].descriptorCount = MAX_FRAMES + 1;
|
|
|
|
VkDescriptorPoolCreateInfo poolInfo{};
|
|
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
|
poolInfo.maxSets = MAX_FRAMES + 1; // +1 for reflection descriptor set
|
|
poolInfo.poolSizeCount = 2;
|
|
poolInfo.pPoolSizes = poolSizes;
|
|
|
|
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &sceneDescriptorPool) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to create scene descriptor pool");
|
|
return false;
|
|
}
|
|
|
|
// --- Create per-frame UBOs and descriptor sets ---
|
|
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
|
// Create mapped UBO
|
|
VkBufferCreateInfo bufInfo{};
|
|
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
bufInfo.size = sizeof(GPUPerFrameData);
|
|
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
|
|
|
VmaAllocationCreateInfo allocInfo{};
|
|
allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
|
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VmaAllocationInfo mapInfo{};
|
|
if (vmaCreateBuffer(vkCtx->getAllocator(), &bufInfo, &allocInfo,
|
|
&perFrameUBOs[i], &perFrameUBOAllocs[i], &mapInfo) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to create per-frame UBO ", i);
|
|
return false;
|
|
}
|
|
perFrameUBOMapped[i] = mapInfo.pMappedData;
|
|
|
|
// Allocate descriptor set
|
|
VkDescriptorSetAllocateInfo setAlloc{};
|
|
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
|
setAlloc.descriptorPool = sceneDescriptorPool;
|
|
setAlloc.descriptorSetCount = 1;
|
|
setAlloc.pSetLayouts = &perFrameSetLayout;
|
|
|
|
if (vkAllocateDescriptorSets(device, &setAlloc, &perFrameDescSets[i]) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to allocate per-frame descriptor set ", i);
|
|
return false;
|
|
}
|
|
|
|
// Write binding 0 (UBO) and binding 1 (shadow sampler)
|
|
VkDescriptorBufferInfo descBuf{};
|
|
descBuf.buffer = perFrameUBOs[i];
|
|
descBuf.offset = 0;
|
|
descBuf.range = sizeof(GPUPerFrameData);
|
|
|
|
VkDescriptorImageInfo shadowImgInfo{};
|
|
shadowImgInfo.sampler = shadowSampler;
|
|
shadowImgInfo.imageView = shadowDepthView;
|
|
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
|
|
|
VkWriteDescriptorSet writes[2]{};
|
|
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writes[0].dstSet = perFrameDescSets[i];
|
|
writes[0].dstBinding = 0;
|
|
writes[0].descriptorCount = 1;
|
|
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
writes[0].pBufferInfo = &descBuf;
|
|
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writes[1].dstSet = perFrameDescSets[i];
|
|
writes[1].dstBinding = 1;
|
|
writes[1].descriptorCount = 1;
|
|
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
writes[1].pImageInfo = &shadowImgInfo;
|
|
|
|
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
|
|
}
|
|
|
|
// --- Create reflection per-frame UBO and descriptor set ---
|
|
{
|
|
VkBufferCreateInfo bufInfo{};
|
|
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
bufInfo.size = sizeof(GPUPerFrameData);
|
|
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
|
|
|
VmaAllocationCreateInfo allocInfo{};
|
|
allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
|
|
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VmaAllocationInfo mapInfo{};
|
|
if (vmaCreateBuffer(vkCtx->getAllocator(), &bufInfo, &allocInfo,
|
|
&reflPerFrameUBO, &reflPerFrameUBOAlloc, &mapInfo) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to create reflection per-frame UBO");
|
|
return false;
|
|
}
|
|
reflPerFrameUBOMapped = mapInfo.pMappedData;
|
|
|
|
VkDescriptorSetAllocateInfo setAlloc{};
|
|
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
|
setAlloc.descriptorPool = sceneDescriptorPool;
|
|
setAlloc.descriptorSetCount = 1;
|
|
setAlloc.pSetLayouts = &perFrameSetLayout;
|
|
|
|
if (vkAllocateDescriptorSets(device, &setAlloc, &reflPerFrameDescSet) != VK_SUCCESS) {
|
|
LOG_ERROR("Failed to allocate reflection per-frame descriptor set");
|
|
return false;
|
|
}
|
|
|
|
VkDescriptorBufferInfo descBuf{};
|
|
descBuf.buffer = reflPerFrameUBO;
|
|
descBuf.offset = 0;
|
|
descBuf.range = sizeof(GPUPerFrameData);
|
|
|
|
VkDescriptorImageInfo shadowImgInfo{};
|
|
shadowImgInfo.sampler = shadowSampler;
|
|
shadowImgInfo.imageView = shadowDepthView;
|
|
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
|
|
|
VkWriteDescriptorSet writes[2]{};
|
|
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writes[0].dstSet = reflPerFrameDescSet;
|
|
writes[0].dstBinding = 0;
|
|
writes[0].descriptorCount = 1;
|
|
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
writes[0].pBufferInfo = &descBuf;
|
|
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writes[1].dstSet = reflPerFrameDescSet;
|
|
writes[1].dstBinding = 1;
|
|
writes[1].descriptorCount = 1;
|
|
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
writes[1].pImageInfo = &shadowImgInfo;
|
|
|
|
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
|
|
}
|
|
|
|
LOG_INFO("Per-frame Vulkan resources created (shadow map ", SHADOW_MAP_SIZE, "x", SHADOW_MAP_SIZE, ")");
|
|
return true;
|
|
}
|
|
|
|
void Renderer::destroyPerFrameResources() {
|
|
if (!vkCtx) return;
|
|
vkDeviceWaitIdle(vkCtx->getDevice());
|
|
VkDevice device = vkCtx->getDevice();
|
|
|
|
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
|
if (perFrameUBOs[i]) {
|
|
vmaDestroyBuffer(vkCtx->getAllocator(), perFrameUBOs[i], perFrameUBOAllocs[i]);
|
|
perFrameUBOs[i] = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
if (reflPerFrameUBO) {
|
|
vmaDestroyBuffer(vkCtx->getAllocator(), reflPerFrameUBO, reflPerFrameUBOAlloc);
|
|
reflPerFrameUBO = VK_NULL_HANDLE;
|
|
reflPerFrameUBOMapped = nullptr;
|
|
}
|
|
if (sceneDescriptorPool) {
|
|
vkDestroyDescriptorPool(device, sceneDescriptorPool, nullptr);
|
|
sceneDescriptorPool = VK_NULL_HANDLE;
|
|
}
|
|
if (perFrameSetLayout) {
|
|
vkDestroyDescriptorSetLayout(device, perFrameSetLayout, nullptr);
|
|
perFrameSetLayout = VK_NULL_HANDLE;
|
|
}
|
|
|
|
// Destroy shadow resources
|
|
if (shadowFramebuffer) { vkDestroyFramebuffer(device, shadowFramebuffer, nullptr); shadowFramebuffer = VK_NULL_HANDLE; }
|
|
if (shadowRenderPass) { vkDestroyRenderPass(device, shadowRenderPass, nullptr); shadowRenderPass = VK_NULL_HANDLE; }
|
|
if (shadowDepthView) { vkDestroyImageView(device, shadowDepthView, nullptr); shadowDepthView = VK_NULL_HANDLE; }
|
|
if (shadowDepthImage) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage, shadowDepthAlloc); shadowDepthImage = VK_NULL_HANDLE; shadowDepthAlloc = VK_NULL_HANDLE; }
|
|
if (shadowSampler) { vkDestroySampler(device, shadowSampler, nullptr); shadowSampler = VK_NULL_HANDLE; }
|
|
shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
}
|
|
|
|
void Renderer::updatePerFrameUBO() {
|
|
if (!camera) return;
|
|
|
|
currentFrameData.view = camera->getViewMatrix();
|
|
currentFrameData.projection = camera->getProjectionMatrix();
|
|
currentFrameData.viewPos = glm::vec4(camera->getPosition(), 1.0f);
|
|
currentFrameData.fogParams.z = globalTime;
|
|
|
|
// Lighting from LightingManager
|
|
if (lightingManager) {
|
|
const auto& lp = lightingManager->getLightingParams();
|
|
currentFrameData.lightDir = glm::vec4(lp.directionalDir, 0.0f);
|
|
currentFrameData.lightColor = glm::vec4(lp.diffuseColor, 1.0f);
|
|
currentFrameData.ambientColor = glm::vec4(lp.ambientColor, 1.0f);
|
|
currentFrameData.fogColor = glm::vec4(lp.fogColor, 1.0f);
|
|
currentFrameData.fogParams.x = lp.fogStart;
|
|
currentFrameData.fogParams.y = lp.fogEnd;
|
|
|
|
// Shift fog to blue when camera is significantly underwater (terrain water only).
|
|
if (waterRenderer && camera) {
|
|
glm::vec3 camPos = camera->getPosition();
|
|
auto waterH = waterRenderer->getNearestWaterHeightAt(camPos.x, camPos.y, camPos.z);
|
|
constexpr float MIN_SUBMERSION = 2.0f;
|
|
if (waterH && camPos.z < (*waterH - MIN_SUBMERSION)
|
|
&& !waterRenderer->isWmoWaterAt(camPos.x, camPos.y)) {
|
|
float depth = *waterH - camPos.z - MIN_SUBMERSION;
|
|
float blend = glm::clamp(1.0f - std::exp(-depth * 0.08f), 0.0f, 0.7f);
|
|
glm::vec3 underwaterFog(0.03f, 0.09f, 0.18f);
|
|
glm::vec3 blendedFog = glm::mix(lp.fogColor, underwaterFog, blend);
|
|
currentFrameData.fogColor = glm::vec4(blendedFog, 1.0f);
|
|
currentFrameData.fogParams.x = glm::mix(lp.fogStart, 20.0f, blend);
|
|
currentFrameData.fogParams.y = glm::mix(lp.fogEnd, 200.0f, blend);
|
|
}
|
|
}
|
|
}
|
|
|
|
currentFrameData.lightSpaceMatrix = lightSpaceMatrix;
|
|
currentFrameData.shadowParams = glm::vec4(shadowsEnabled ? 1.0f : 0.0f, 0.8f, 0.0f, 0.0f);
|
|
|
|
// Player water ripple data: pack player XY into shadowParams.zw, ripple strength into fogParams.w
|
|
if (cameraController) {
|
|
currentFrameData.shadowParams.z = characterPosition.x;
|
|
currentFrameData.shadowParams.w = characterPosition.y;
|
|
bool inWater = cameraController->isSwimming();
|
|
bool moving = cameraController->isMoving();
|
|
currentFrameData.fogParams.w = (inWater && moving) ? 1.0f : 0.0f;
|
|
} else {
|
|
currentFrameData.fogParams.w = 0.0f;
|
|
}
|
|
|
|
// Copy to current frame's mapped UBO
|
|
uint32_t frame = vkCtx->getCurrentFrame();
|
|
std::memcpy(perFrameUBOMapped[frame], ¤tFrameData, sizeof(GPUPerFrameData));
|
|
}
|
|
|
|
bool Renderer::initialize(core::Window* win) {
|
|
window = win;
|
|
vkCtx = win->getVkContext();
|
|
deferredWorldInitEnabled_ = envFlagEnabled("WOWEE_DEFER_WORLD_SYSTEMS", true);
|
|
LOG_INFO("Initializing renderer (Vulkan)");
|
|
|
|
// Create camera (in front of Stormwind gate, looking north)
|
|
camera = std::make_unique<Camera>();
|
|
camera->setPosition(glm::vec3(-8900.0f, -170.0f, 150.0f));
|
|
camera->setRotation(0.0f, -5.0f);
|
|
camera->setAspectRatio(window->getAspectRatio());
|
|
camera->setFov(60.0f);
|
|
|
|
// Create camera controller
|
|
cameraController = std::make_unique<CameraController>(camera.get());
|
|
cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed
|
|
cameraController->setMouseSensitivity(0.15f);
|
|
|
|
// Create scene
|
|
scene = std::make_unique<Scene>();
|
|
|
|
// Create performance HUD
|
|
performanceHUD = std::make_unique<PerformanceHUD>();
|
|
performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT);
|
|
|
|
// Create per-frame UBO and descriptor sets
|
|
if (!createPerFrameResources()) {
|
|
LOG_ERROR("Failed to create per-frame Vulkan resources");
|
|
return false;
|
|
}
|
|
|
|
// Initialize Vulkan sub-renderers (Phase 3)
|
|
|
|
// Sky system (owns skybox, starfield, celestial, clouds, lens flare)
|
|
skySystem = std::make_unique<SkySystem>();
|
|
if (!skySystem->initialize(vkCtx, perFrameSetLayout)) {
|
|
LOG_ERROR("Failed to initialize sky system");
|
|
return false;
|
|
}
|
|
// Expose sub-components via renderer accessors
|
|
skybox = nullptr; // Owned by skySystem; access via skySystem->getSkybox()
|
|
celestial = nullptr;
|
|
starField = nullptr;
|
|
clouds = nullptr;
|
|
lensFlare = nullptr;
|
|
|
|
weather = std::make_unique<Weather>();
|
|
weather->initialize(vkCtx, perFrameSetLayout);
|
|
|
|
swimEffects = std::make_unique<SwimEffects>();
|
|
swimEffects->initialize(vkCtx, perFrameSetLayout);
|
|
|
|
mountDust = std::make_unique<MountDust>();
|
|
mountDust->initialize(vkCtx, perFrameSetLayout);
|
|
|
|
chargeEffect = std::make_unique<ChargeEffect>();
|
|
chargeEffect->initialize(vkCtx, perFrameSetLayout);
|
|
|
|
levelUpEffect = std::make_unique<LevelUpEffect>();
|
|
|
|
LOG_INFO("Vulkan sub-renderers initialized (Phase 3)");
|
|
|
|
// LightingManager doesn't use GL — initialize for data-only use
|
|
lightingManager = std::make_unique<LightingManager>();
|
|
[[maybe_unused]] auto* assetManager = core::Application::getInstance().getAssetManager();
|
|
|
|
// Create zone manager
|
|
zoneManager = std::make_unique<game::ZoneManager>();
|
|
zoneManager->initialize();
|
|
|
|
// Initialize AudioEngine (singleton)
|
|
if (!audio::AudioEngine::instance().initialize()) {
|
|
LOG_WARNING("Failed to initialize AudioEngine - audio will be disabled");
|
|
}
|
|
|
|
// Create music manager (initialized later with asset manager)
|
|
musicManager = std::make_unique<audio::MusicManager>();
|
|
footstepManager = std::make_unique<audio::FootstepManager>();
|
|
activitySoundManager = std::make_unique<audio::ActivitySoundManager>();
|
|
mountSoundManager = std::make_unique<audio::MountSoundManager>();
|
|
npcVoiceManager = std::make_unique<audio::NpcVoiceManager>();
|
|
ambientSoundManager = std::make_unique<audio::AmbientSoundManager>();
|
|
uiSoundManager = std::make_unique<audio::UiSoundManager>();
|
|
combatSoundManager = std::make_unique<audio::CombatSoundManager>();
|
|
spellSoundManager = std::make_unique<audio::SpellSoundManager>();
|
|
movementSoundManager = std::make_unique<audio::MovementSoundManager>();
|
|
|
|
// TODO Phase 6: Vulkan underwater overlay, post-process, and shadow map
|
|
// GL versions stubbed during migration
|
|
|
|
LOG_INFO("Renderer initialized");
|
|
return true;
|
|
}
|
|
|
|
void Renderer::shutdown() {
|
|
if (terrainManager) {
|
|
terrainManager->unloadAll();
|
|
terrainManager.reset();
|
|
}
|
|
|
|
if (terrainRenderer) {
|
|
terrainRenderer->shutdown();
|
|
terrainRenderer.reset();
|
|
}
|
|
|
|
if (waterRenderer) {
|
|
waterRenderer->shutdown();
|
|
waterRenderer.reset();
|
|
}
|
|
|
|
if (minimap) {
|
|
minimap->shutdown();
|
|
minimap.reset();
|
|
}
|
|
|
|
if (worldMap) {
|
|
worldMap->shutdown();
|
|
worldMap.reset();
|
|
}
|
|
|
|
if (skySystem) {
|
|
skySystem->shutdown();
|
|
skySystem.reset();
|
|
}
|
|
|
|
// Individual sky components are owned by skySystem; just null the aliases
|
|
skybox = nullptr;
|
|
celestial = nullptr;
|
|
starField = nullptr;
|
|
clouds = nullptr;
|
|
lensFlare = nullptr;
|
|
|
|
if (weather) {
|
|
weather.reset();
|
|
}
|
|
|
|
if (swimEffects) {
|
|
swimEffects->shutdown();
|
|
swimEffects.reset();
|
|
}
|
|
|
|
if (characterRenderer) {
|
|
characterRenderer->shutdown();
|
|
characterRenderer.reset();
|
|
}
|
|
|
|
if (wmoRenderer) {
|
|
wmoRenderer->shutdown();
|
|
wmoRenderer.reset();
|
|
}
|
|
|
|
if (m2Renderer) {
|
|
m2Renderer->shutdown();
|
|
m2Renderer.reset();
|
|
}
|
|
|
|
if (musicManager) {
|
|
musicManager->shutdown();
|
|
musicManager.reset();
|
|
}
|
|
if (footstepManager) {
|
|
footstepManager->shutdown();
|
|
footstepManager.reset();
|
|
}
|
|
if (activitySoundManager) {
|
|
activitySoundManager->shutdown();
|
|
activitySoundManager.reset();
|
|
}
|
|
|
|
// Shutdown AudioEngine singleton
|
|
audio::AudioEngine::instance().shutdown();
|
|
|
|
// Cleanup Vulkan selection circle resources
|
|
if (vkCtx) {
|
|
VkDevice device = vkCtx->getDevice();
|
|
if (selCirclePipeline) { vkDestroyPipeline(device, selCirclePipeline, nullptr); selCirclePipeline = VK_NULL_HANDLE; }
|
|
if (selCirclePipelineLayout) { vkDestroyPipelineLayout(device, selCirclePipelineLayout, nullptr); selCirclePipelineLayout = VK_NULL_HANDLE; }
|
|
if (selCircleVertBuf) { vmaDestroyBuffer(vkCtx->getAllocator(), selCircleVertBuf, selCircleVertAlloc); selCircleVertBuf = VK_NULL_HANDLE; selCircleVertAlloc = VK_NULL_HANDLE; }
|
|
if (selCircleIdxBuf) { vmaDestroyBuffer(vkCtx->getAllocator(), selCircleIdxBuf, selCircleIdxAlloc); selCircleIdxBuf = VK_NULL_HANDLE; selCircleIdxAlloc = VK_NULL_HANDLE; }
|
|
if (overlayPipeline) { vkDestroyPipeline(device, overlayPipeline, nullptr); overlayPipeline = VK_NULL_HANDLE; }
|
|
if (overlayPipelineLayout) { vkDestroyPipelineLayout(device, overlayPipelineLayout, nullptr); overlayPipelineLayout = VK_NULL_HANDLE; }
|
|
}
|
|
|
|
destroyPerFrameResources();
|
|
|
|
zoneManager.reset();
|
|
|
|
performanceHUD.reset();
|
|
scene.reset();
|
|
cameraController.reset();
|
|
camera.reset();
|
|
|
|
LOG_INFO("Renderer shutdown");
|
|
}
|
|
|
|
void Renderer::registerPreview(CharacterPreview* preview) {
|
|
if (!preview) return;
|
|
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
|
|
if (it == activePreviews_.end()) {
|
|
activePreviews_.push_back(preview);
|
|
}
|
|
}
|
|
|
|
void Renderer::unregisterPreview(CharacterPreview* preview) {
|
|
auto it = std::find(activePreviews_.begin(), activePreviews_.end(), preview);
|
|
if (it != activePreviews_.end()) {
|
|
activePreviews_.erase(it);
|
|
}
|
|
}
|
|
|
|
void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
|
|
if (!vkCtx) return;
|
|
|
|
// Clamp to device maximum
|
|
VkSampleCountFlagBits maxSamples = vkCtx->getMaxUsableSampleCount();
|
|
if (samples > maxSamples) samples = maxSamples;
|
|
|
|
if (samples == vkCtx->getMsaaSamples()) return;
|
|
|
|
// Defer to between frames — cannot destroy render pass/framebuffers mid-frame
|
|
pendingMsaaSamples_ = samples;
|
|
msaaChangePending_ = true;
|
|
}
|
|
|
|
void Renderer::applyMsaaChange() {
|
|
VkSampleCountFlagBits samples = pendingMsaaSamples_;
|
|
msaaChangePending_ = false;
|
|
|
|
VkSampleCountFlagBits current = vkCtx->getMsaaSamples();
|
|
if (samples == current) return;
|
|
|
|
LOG_INFO("Changing MSAA from ", static_cast<int>(current), "x to ", static_cast<int>(samples), "x");
|
|
|
|
// Single GPU wait — all subsequent operations are CPU-side object creation
|
|
vkDeviceWaitIdle(vkCtx->getDevice());
|
|
|
|
// Set new MSAA and recreate swapchain (render pass, depth, MSAA image, framebuffers)
|
|
vkCtx->setMsaaSamples(samples);
|
|
if (!vkCtx->recreateSwapchain(window->getWidth(), window->getHeight())) {
|
|
LOG_ERROR("MSAA change failed — reverting to 1x");
|
|
vkCtx->setMsaaSamples(VK_SAMPLE_COUNT_1_BIT);
|
|
vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());
|
|
}
|
|
|
|
// Recreate all sub-renderer pipelines (they embed sample count from render pass)
|
|
if (terrainRenderer) terrainRenderer->recreatePipelines();
|
|
if (waterRenderer) {
|
|
waterRenderer->recreatePipelines();
|
|
if (vkCtx->getMsaaSamples() != VK_SAMPLE_COUNT_1_BIT) {
|
|
waterRenderer->destroyWater1xResources();
|
|
setupWater1xPass();
|
|
} else {
|
|
waterRenderer->destroyWater1xResources();
|
|
}
|
|
}
|
|
if (wmoRenderer) wmoRenderer->recreatePipelines();
|
|
if (m2Renderer) m2Renderer->recreatePipelines();
|
|
if (characterRenderer) characterRenderer->recreatePipelines();
|
|
if (questMarkerRenderer) questMarkerRenderer->recreatePipelines();
|
|
if (weather) weather->recreatePipelines();
|
|
if (swimEffects) swimEffects->recreatePipelines();
|
|
if (mountDust) mountDust->recreatePipelines();
|
|
if (chargeEffect) chargeEffect->recreatePipelines();
|
|
|
|
// Sky system sub-renderers
|
|
if (skySystem) {
|
|
if (auto* sb = skySystem->getSkybox()) sb->recreatePipelines();
|
|
if (auto* sf = skySystem->getStarField()) sf->recreatePipelines();
|
|
if (auto* ce = skySystem->getCelestial()) ce->recreatePipelines();
|
|
if (auto* cl = skySystem->getClouds()) cl->recreatePipelines();
|
|
if (auto* lf = skySystem->getLensFlare()) lf->recreatePipelines();
|
|
}
|
|
|
|
if (minimap) minimap->recreatePipelines();
|
|
|
|
// Selection circle + overlay use lazy init, just destroy them
|
|
VkDevice device = vkCtx->getDevice();
|
|
if (selCirclePipeline) { vkDestroyPipeline(device, selCirclePipeline, nullptr); selCirclePipeline = VK_NULL_HANDLE; }
|
|
if (overlayPipeline) { vkDestroyPipeline(device, overlayPipeline, nullptr); overlayPipeline = VK_NULL_HANDLE; }
|
|
|
|
// Reinitialize ImGui Vulkan backend with new MSAA sample count
|
|
ImGui_ImplVulkan_Shutdown();
|
|
ImGui_ImplVulkan_InitInfo initInfo{};
|
|
initInfo.ApiVersion = VK_API_VERSION_1_1;
|
|
initInfo.Instance = vkCtx->getInstance();
|
|
initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
|
|
initInfo.Device = vkCtx->getDevice();
|
|
initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
|
|
initInfo.Queue = vkCtx->getGraphicsQueue();
|
|
initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
|
|
initInfo.MinImageCount = 2;
|
|
initInfo.ImageCount = vkCtx->getSwapchainImageCount();
|
|
initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
|
|
initInfo.PipelineInfoMain.MSAASamples = vkCtx->getMsaaSamples();
|
|
ImGui_ImplVulkan_Init(&initInfo);
|
|
|
|
LOG_INFO("MSAA change complete");
|
|
}
|
|
|
|
void Renderer::beginFrame() {
|
|
if (!vkCtx) return;
|
|
|
|
// Apply deferred MSAA change between frames (before any rendering state is used)
|
|
if (msaaChangePending_) {
|
|
applyMsaaChange();
|
|
}
|
|
|
|
// Handle swapchain recreation if needed
|
|
if (vkCtx->isSwapchainDirty()) {
|
|
vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());
|
|
// Rebuild water resources that reference swapchain extent/views
|
|
if (waterRenderer) {
|
|
waterRenderer->recreatePipelines();
|
|
if (waterRenderer->hasWater1xPass()
|
|
&& vkCtx->getMsaaSamples() != VK_SAMPLE_COUNT_1_BIT) {
|
|
waterRenderer->destroyWater1xResources();
|
|
setupWater1xPass();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Acquire swapchain image and begin command buffer
|
|
currentCmd = vkCtx->beginFrame(currentImageIndex);
|
|
if (currentCmd == VK_NULL_HANDLE) {
|
|
// Swapchain out of date, will retry next frame
|
|
return;
|
|
}
|
|
|
|
// Update per-frame UBO with current camera/lighting state
|
|
updatePerFrameUBO();
|
|
|
|
// --- Off-screen pre-passes (before main render pass) ---
|
|
// Minimap composite (renders 3x3 tile grid into 768x768 render target)
|
|
if (minimap && minimap->isEnabled() && camera) {
|
|
glm::vec3 minimapCenter = camera->getPosition();
|
|
if (cameraController && cameraController->isThirdPerson())
|
|
minimapCenter = characterPosition;
|
|
minimap->compositePass(currentCmd, minimapCenter);
|
|
}
|
|
// World map composite (renders zone tiles into 1024x768 render target)
|
|
if (worldMap) {
|
|
worldMap->compositePass(currentCmd);
|
|
}
|
|
|
|
// Character preview composite passes
|
|
for (auto* preview : activePreviews_) {
|
|
if (preview && preview->isModelLoaded()) {
|
|
preview->compositePass(currentCmd, vkCtx->getCurrentFrame());
|
|
}
|
|
}
|
|
|
|
// Shadow pre-pass (before main render pass)
|
|
if (shadowsEnabled && shadowDepthImage != VK_NULL_HANDLE) {
|
|
renderShadowPass();
|
|
}
|
|
|
|
// Water reflection pre-pass (renders scene from mirrored camera into 512x512 texture)
|
|
renderReflectionPass();
|
|
|
|
// --- Begin main render pass (clear color + depth) ---
|
|
VkRenderPassBeginInfo rpInfo{};
|
|
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
|
rpInfo.renderPass = vkCtx->getImGuiRenderPass();
|
|
rpInfo.framebuffer = vkCtx->getSwapchainFramebuffers()[currentImageIndex];
|
|
rpInfo.renderArea.offset = {0, 0};
|
|
rpInfo.renderArea.extent = vkCtx->getSwapchainExtent();
|
|
|
|
// MSAA render pass has 3 attachments (color, depth, resolve), non-MSAA has 2
|
|
VkClearValue clearValues[3]{};
|
|
clearValues[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
|
|
clearValues[1].depthStencil = {1.0f, 0};
|
|
clearValues[2].color = {{0.0f, 0.0f, 0.0f, 1.0f}}; // resolve (DONT_CARE, but count must match)
|
|
bool msaaOn = (vkCtx->getMsaaSamples() > VK_SAMPLE_COUNT_1_BIT);
|
|
rpInfo.clearValueCount = msaaOn ? 3 : 2;
|
|
rpInfo.pClearValues = clearValues;
|
|
|
|
vkCmdBeginRenderPass(currentCmd, &rpInfo, VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
// Set dynamic viewport and scissor
|
|
VkExtent2D extent = vkCtx->getSwapchainExtent();
|
|
VkViewport viewport{};
|
|
viewport.x = 0.0f;
|
|
viewport.y = 0.0f;
|
|
viewport.width = static_cast<float>(extent.width);
|
|
viewport.height = static_cast<float>(extent.height);
|
|
viewport.minDepth = 0.0f;
|
|
viewport.maxDepth = 1.0f;
|
|
vkCmdSetViewport(currentCmd, 0, 1, &viewport);
|
|
|
|
VkRect2D scissor{};
|
|
scissor.offset = {0, 0};
|
|
scissor.extent = extent;
|
|
vkCmdSetScissor(currentCmd, 0, 1, &scissor);
|
|
}
|
|
|
|
void Renderer::endFrame() {
|
|
if (!vkCtx || currentCmd == VK_NULL_HANDLE) return;
|
|
|
|
// ImGui always renders in the main pass (its pipeline matches the main render pass)
|
|
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), currentCmd);
|
|
|
|
vkCmdEndRenderPass(currentCmd);
|
|
|
|
if (waterRenderer && currentImageIndex < vkCtx->getSwapchainImages().size()) {
|
|
waterRenderer->captureSceneHistory(
|
|
currentCmd,
|
|
vkCtx->getSwapchainImages()[currentImageIndex],
|
|
vkCtx->getDepthCopySourceImage(),
|
|
vkCtx->getSwapchainExtent(),
|
|
vkCtx->isDepthCopySourceMsaa());
|
|
}
|
|
|
|
// Render water in separate 1x pass after MSAA resolve + scene capture
|
|
bool waterDeferred = waterRenderer && waterRenderer->hasWater1xPass()
|
|
&& vkCtx->getMsaaSamples() != VK_SAMPLE_COUNT_1_BIT;
|
|
if (waterDeferred && camera) {
|
|
VkExtent2D ext = vkCtx->getSwapchainExtent();
|
|
uint32_t frame = vkCtx->getCurrentFrame();
|
|
if (waterRenderer->beginWater1xPass(currentCmd, currentImageIndex, ext)) {
|
|
waterRenderer->render(currentCmd, perFrameDescSets[frame], *camera, globalTime, true);
|
|
waterRenderer->endWater1xPass(currentCmd);
|
|
}
|
|
}
|
|
|
|
// Submit and present
|
|
vkCtx->endFrame(currentCmd, currentImageIndex);
|
|
currentCmd = VK_NULL_HANDLE;
|
|
}
|
|
|
|
void Renderer::setCharacterFollow(uint32_t instanceId) {
|
|
characterInstanceId = instanceId;
|
|
if (cameraController && instanceId > 0) {
|
|
cameraController->setFollowTarget(&characterPosition);
|
|
}
|
|
}
|
|
|
|
void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath) {
|
|
mountInstanceId_ = mountInstId;
|
|
mountHeightOffset_ = heightOffset;
|
|
mountSeatAttachmentId_ = -1;
|
|
smoothedMountSeatPos_ = characterPosition;
|
|
mountSeatSmoothingInit_ = false;
|
|
mountAction_ = MountAction::None; // Clear mount action state
|
|
mountActionPhase_ = 0;
|
|
charAnimState = CharAnimState::MOUNT;
|
|
if (cameraController) {
|
|
cameraController->setMounted(true);
|
|
cameraController->setMountHeightOffset(heightOffset);
|
|
}
|
|
|
|
// Debug: dump available mount animations
|
|
if (characterRenderer && mountInstId > 0) {
|
|
characterRenderer->dumpAnimations(mountInstId);
|
|
}
|
|
|
|
// Discover mount animation capabilities (property-based, not hardcoded IDs)
|
|
LOG_DEBUG("=== Mount Animation Dump (Display ID ", mountDisplayId, ") ===");
|
|
characterRenderer->dumpAnimations(mountInstId);
|
|
|
|
// Get all sequences for property-based analysis
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
if (!characterRenderer->getAnimationSequences(mountInstId, sequences)) {
|
|
LOG_WARNING("Failed to get animation sequences for mount, using fallback IDs");
|
|
sequences.clear();
|
|
}
|
|
|
|
// Helper: ID-based fallback finder
|
|
auto findFirst = [&](std::initializer_list<uint32_t> candidates) -> uint32_t {
|
|
for (uint32_t id : candidates) {
|
|
if (characterRenderer->hasAnimation(mountInstId, id)) {
|
|
return id;
|
|
}
|
|
}
|
|
return 0;
|
|
};
|
|
|
|
// Property-based jump animation discovery with chain-based scoring
|
|
auto discoverJumpSet = [&]() {
|
|
// Debug: log all sequences for analysis
|
|
LOG_DEBUG("=== Full sequence table for mount ===");
|
|
for (const auto& seq : sequences) {
|
|
LOG_DEBUG("SEQ id=", seq.id,
|
|
" dur=", seq.duration,
|
|
" flags=0x", std::hex, seq.flags, std::dec,
|
|
" moveSpd=", seq.movingSpeed,
|
|
" blend=", seq.blendTime,
|
|
" next=", seq.nextAnimation,
|
|
" alias=", seq.aliasNext);
|
|
}
|
|
LOG_DEBUG("=== End sequence table ===");
|
|
|
|
// Known combat/bad animation IDs to avoid
|
|
std::set<uint32_t> forbiddenIds = {53, 54, 16}; // jumpkick, attack
|
|
|
|
auto scoreNear = [](int a, int b) -> int {
|
|
int d = std::abs(a - b);
|
|
return (d <= 8) ? (20 - d) : 0; // within 8 IDs gets points
|
|
};
|
|
|
|
auto isForbidden = [&](uint32_t id) {
|
|
return forbiddenIds.count(id) != 0;
|
|
};
|
|
|
|
auto findSeqById = [&](uint32_t id) -> const pipeline::M2Sequence* {
|
|
for (const auto& s : sequences) {
|
|
if (s.id == id) return &s;
|
|
}
|
|
return nullptr;
|
|
};
|
|
|
|
uint32_t runId = findFirst({5, 4});
|
|
uint32_t standId = findFirst({0});
|
|
|
|
// Step A: Find loop candidates
|
|
std::vector<uint32_t> loops;
|
|
for (const auto& seq : sequences) {
|
|
if (isForbidden(seq.id)) continue;
|
|
// Bit 0x01 NOT set = loops (0x20, 0x60), bit 0x01 set = non-looping (0x21, 0x61)
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
if (isLoop && seq.duration >= 350 && seq.duration <= 1000 &&
|
|
seq.id != runId && seq.id != standId) {
|
|
loops.push_back(seq.id);
|
|
}
|
|
}
|
|
|
|
// Choose loop: prefer one near known classic IDs (38), else best duration
|
|
uint32_t loop = 0;
|
|
if (!loops.empty()) {
|
|
uint32_t best = loops[0];
|
|
int bestScore = -999;
|
|
for (uint32_t id : loops) {
|
|
int sc = 0;
|
|
sc += scoreNear((int)id, 38); // classic hint
|
|
const auto* s = findSeqById(id);
|
|
if (s) sc += (s->duration >= 500 && s->duration <= 800) ? 5 : 0;
|
|
if (sc > bestScore) {
|
|
bestScore = sc;
|
|
best = id;
|
|
}
|
|
}
|
|
loop = best;
|
|
}
|
|
|
|
// Step B: Score start/end candidates
|
|
uint32_t start = 0, end = 0;
|
|
int bestStart = -999, bestEnd = -999;
|
|
|
|
for (const auto& seq : sequences) {
|
|
if (isForbidden(seq.id)) continue;
|
|
// Only consider non-looping animations for start/end
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
if (isLoop) continue;
|
|
|
|
// Start window
|
|
if (seq.duration >= 450 && seq.duration <= 1100) {
|
|
int sc = 0;
|
|
if (loop) sc += scoreNear((int)seq.id, (int)loop);
|
|
// Chain bonus: if this start points at loop or near it
|
|
if (loop && (seq.nextAnimation == (int16_t)loop || seq.aliasNext == loop)) sc += 30;
|
|
if (loop && scoreNear(seq.nextAnimation, (int)loop) > 0) sc += 10;
|
|
// Penalize "stop/brake-ish": very long blendTime can be a stop transition
|
|
if (seq.blendTime > 400) sc -= 5;
|
|
|
|
if (sc > bestStart) {
|
|
bestStart = sc;
|
|
start = seq.id;
|
|
}
|
|
}
|
|
|
|
// End window
|
|
if (seq.duration >= 650 && seq.duration <= 1600) {
|
|
int sc = 0;
|
|
if (loop) sc += scoreNear((int)seq.id, (int)loop);
|
|
// Chain bonus: end often points to run/stand or has no next
|
|
if (seq.nextAnimation == (int16_t)runId || seq.nextAnimation == (int16_t)standId) sc += 10;
|
|
if (seq.nextAnimation < 0) sc += 5; // no chain sometimes = terminal
|
|
if (sc > bestEnd) {
|
|
bestEnd = sc;
|
|
end = seq.id;
|
|
}
|
|
}
|
|
}
|
|
|
|
LOG_DEBUG("Property-based jump discovery: start=", start, " loop=", loop, " end=", end,
|
|
" scores: start=", bestStart, " end=", bestEnd);
|
|
return std::make_tuple(start, loop, end);
|
|
};
|
|
|
|
auto [discoveredStart, discoveredLoop, discoveredEnd] = discoverJumpSet();
|
|
|
|
// Use discovered animations, fallback to known IDs if discovery fails
|
|
mountAnims_.jumpStart = discoveredStart > 0 ? discoveredStart : findFirst({40, 37});
|
|
mountAnims_.jumpLoop = discoveredLoop > 0 ? discoveredLoop : findFirst({38});
|
|
mountAnims_.jumpEnd = discoveredEnd > 0 ? discoveredEnd : findFirst({39});
|
|
mountAnims_.rearUp = findFirst({94, 92, 40}); // RearUp/Special
|
|
mountAnims_.run = findFirst({5, 4}); // Run/Walk
|
|
mountAnims_.stand = findFirst({0}); // Stand (almost always 0)
|
|
|
|
// Discover idle fidget animations using proper WoW M2 metadata (frequency, replay timers)
|
|
mountAnims_.fidgets.clear();
|
|
core::Logger::getInstance().debug("Scanning for fidget animations in ", sequences.size(), " sequences");
|
|
|
|
// DEBUG: Log ALL non-looping, short, stationary animations to identify stamps/tosses
|
|
core::Logger::getInstance().debug("=== ALL potential fidgets (no metadata filter) ===");
|
|
for (const auto& seq : sequences) {
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
bool isStationary = std::abs(seq.movingSpeed) < 0.05f;
|
|
bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500;
|
|
|
|
if (!isLoop && reasonableDuration && isStationary) {
|
|
core::Logger::getInstance().debug(" ALL: id=", seq.id,
|
|
" dur=", seq.duration, "ms",
|
|
" freq=", seq.frequency,
|
|
" replay=", seq.replayMin, "-", seq.replayMax,
|
|
" flags=0x", std::hex, seq.flags, std::dec,
|
|
" next=", seq.nextAnimation);
|
|
}
|
|
}
|
|
|
|
// Proper fidget discovery: frequency > 0 + replay timers indicate random idle animations
|
|
for (const auto& seq : sequences) {
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
bool hasFrequency = seq.frequency > 0;
|
|
bool hasReplay = seq.replayMax > 0;
|
|
bool isStationary = std::abs(seq.movingSpeed) < 0.05f;
|
|
bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500;
|
|
|
|
// Log candidates with metadata
|
|
if (!isLoop && reasonableDuration && isStationary && (hasFrequency || hasReplay)) {
|
|
core::Logger::getInstance().debug(" Candidate: id=", seq.id,
|
|
" dur=", seq.duration, "ms",
|
|
" freq=", seq.frequency,
|
|
" replay=", seq.replayMin, "-", seq.replayMax,
|
|
" next=", seq.nextAnimation,
|
|
" speed=", seq.movingSpeed);
|
|
}
|
|
|
|
// Exclude known problematic animations: death (5-6), wounds (7-9), combat (16-21), attacks (11-15)
|
|
bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9);
|
|
bool isAttackOrCombat = (seq.id >= 11 && seq.id <= 21);
|
|
bool isSpecial = (seq.id == 2 || seq.id == 3); // Often aggressive specials
|
|
|
|
// Select fidgets: (frequency OR replay) + exclude problematic ID ranges
|
|
// Relaxed back to OR since some mounts may only have one metadata marker
|
|
if (!isLoop && (hasFrequency || hasReplay) && isStationary && reasonableDuration &&
|
|
!isDeathOrWound && !isAttackOrCombat && !isSpecial) {
|
|
// Bonus: chains back to stand (indicates idle behavior)
|
|
bool chainsToStand = (seq.nextAnimation == (int16_t)mountAnims_.stand) ||
|
|
(seq.aliasNext == mountAnims_.stand) ||
|
|
(seq.nextAnimation == -1);
|
|
|
|
mountAnims_.fidgets.push_back(seq.id);
|
|
core::Logger::getInstance().debug(" >> Selected fidget: id=", seq.id,
|
|
(chainsToStand ? " (chains to stand)" : ""));
|
|
}
|
|
}
|
|
|
|
// Ensure we have fallbacks for movement
|
|
if (mountAnims_.stand == 0) mountAnims_.stand = 0; // Force 0 even if not found
|
|
if (mountAnims_.run == 0) mountAnims_.run = mountAnims_.stand; // Fallback to stand if no run
|
|
|
|
core::Logger::getInstance().debug("Mount animation set: jumpStart=", mountAnims_.jumpStart,
|
|
" jumpLoop=", mountAnims_.jumpLoop,
|
|
" jumpEnd=", mountAnims_.jumpEnd,
|
|
" rearUp=", mountAnims_.rearUp,
|
|
" run=", mountAnims_.run,
|
|
" stand=", mountAnims_.stand,
|
|
" fidgets=", mountAnims_.fidgets.size());
|
|
|
|
// Notify mount sound manager
|
|
if (mountSoundManager) {
|
|
bool isFlying = taxiFlight_; // Taxi flights are flying mounts
|
|
mountSoundManager->onMount(mountDisplayId, isFlying, modelPath);
|
|
}
|
|
}
|
|
|
|
void Renderer::clearMount() {
|
|
mountInstanceId_ = 0;
|
|
mountHeightOffset_ = 0.0f;
|
|
mountPitch_ = 0.0f;
|
|
mountRoll_ = 0.0f;
|
|
mountSeatAttachmentId_ = -1;
|
|
smoothedMountSeatPos_ = glm::vec3(0.0f);
|
|
mountSeatSmoothingInit_ = false;
|
|
mountAction_ = MountAction::None;
|
|
mountActionPhase_ = 0;
|
|
charAnimState = CharAnimState::IDLE;
|
|
if (cameraController) {
|
|
cameraController->setMounted(false);
|
|
cameraController->setMountHeightOffset(0.0f);
|
|
}
|
|
|
|
// Notify mount sound manager
|
|
if (mountSoundManager) {
|
|
mountSoundManager->onDismount();
|
|
}
|
|
}
|
|
|
|
uint32_t Renderer::resolveMeleeAnimId() {
|
|
if (!characterRenderer || characterInstanceId == 0) {
|
|
meleeAnimId = 0;
|
|
meleeAnimDurationMs = 0.0f;
|
|
return 0;
|
|
}
|
|
|
|
if (meleeAnimId != 0 && characterRenderer->hasAnimation(characterInstanceId, meleeAnimId)) {
|
|
return meleeAnimId;
|
|
}
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
if (!characterRenderer->getAnimationSequences(characterInstanceId, sequences)) {
|
|
meleeAnimId = 0;
|
|
meleeAnimDurationMs = 0.0f;
|
|
return 0;
|
|
}
|
|
|
|
auto findDuration = [&](uint32_t id) -> float {
|
|
for (const auto& seq : sequences) {
|
|
if (seq.id == id && seq.duration > 0) {
|
|
return static_cast<float>(seq.duration);
|
|
}
|
|
}
|
|
return 0.0f;
|
|
};
|
|
|
|
// Select animation priority based on equipped weapon type
|
|
// WoW inventory types: 17 = 2H weapon, 13/21 = 1H, 0 = unarmed
|
|
// WoW anim IDs: 16 = unarmed, 17 = 1H attack, 18 = 2H attack
|
|
const uint32_t* attackCandidates;
|
|
size_t candidateCount;
|
|
static const uint32_t candidates2H[] = {18, 17, 16, 19, 20, 21};
|
|
static const uint32_t candidates1H[] = {17, 18, 16, 19, 20, 21};
|
|
static const uint32_t candidatesUnarmed[] = {16, 17, 18, 19, 20, 21};
|
|
if (equippedWeaponInvType_ == 17) { // INVTYPE_2HWEAPON
|
|
attackCandidates = candidates2H;
|
|
candidateCount = 6;
|
|
} else if (equippedWeaponInvType_ == 0) {
|
|
attackCandidates = candidatesUnarmed;
|
|
candidateCount = 6;
|
|
} else {
|
|
attackCandidates = candidates1H;
|
|
candidateCount = 6;
|
|
}
|
|
for (size_t ci = 0; ci < candidateCount; ci++) {
|
|
uint32_t id = attackCandidates[ci];
|
|
if (characterRenderer->hasAnimation(characterInstanceId, id)) {
|
|
meleeAnimId = id;
|
|
meleeAnimDurationMs = findDuration(id);
|
|
return meleeAnimId;
|
|
}
|
|
}
|
|
|
|
const uint32_t avoidIds[] = {0, 1, 4, 5, 11, 12, 13, 37, 38, 39, 41, 42, 97};
|
|
auto isAvoid = [&](uint32_t id) -> bool {
|
|
for (uint32_t avoid : avoidIds) {
|
|
if (id == avoid) return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
uint32_t bestId = 0;
|
|
uint32_t bestDuration = 0;
|
|
for (const auto& seq : sequences) {
|
|
if (seq.duration == 0) continue;
|
|
if (isAvoid(seq.id)) continue;
|
|
if (seq.movingSpeed > 0.1f) continue;
|
|
if (seq.duration < 150 || seq.duration > 2000) continue;
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
bestId = seq.id;
|
|
bestDuration = seq.duration;
|
|
}
|
|
}
|
|
|
|
if (bestId == 0) {
|
|
for (const auto& seq : sequences) {
|
|
if (seq.duration == 0) continue;
|
|
if (isAvoid(seq.id)) continue;
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
bestId = seq.id;
|
|
bestDuration = seq.duration;
|
|
}
|
|
}
|
|
}
|
|
|
|
meleeAnimId = bestId;
|
|
meleeAnimDurationMs = static_cast<float>(bestDuration);
|
|
return meleeAnimId;
|
|
}
|
|
|
|
void Renderer::updateCharacterAnimation() {
|
|
// WoW WotLK AnimationData.dbc IDs
|
|
constexpr uint32_t ANIM_STAND = 0;
|
|
constexpr uint32_t ANIM_WALK = 4;
|
|
constexpr uint32_t ANIM_RUN = 5;
|
|
// Candidate locomotion clips by common WotLK IDs.
|
|
constexpr uint32_t ANIM_STRAFE_RUN_RIGHT = 92;
|
|
constexpr uint32_t ANIM_STRAFE_RUN_LEFT = 93;
|
|
constexpr uint32_t ANIM_STRAFE_WALK_LEFT = 11;
|
|
constexpr uint32_t ANIM_STRAFE_WALK_RIGHT = 12;
|
|
constexpr uint32_t ANIM_BACKPEDAL = 13;
|
|
constexpr uint32_t ANIM_JUMP_START = 37;
|
|
constexpr uint32_t ANIM_JUMP_MID = 38;
|
|
constexpr uint32_t ANIM_JUMP_END = 39;
|
|
constexpr uint32_t ANIM_SIT_DOWN = 97; // SitGround — transition to sitting
|
|
constexpr uint32_t ANIM_SITTING = 97; // Hold on same animation (no separate idle)
|
|
constexpr uint32_t ANIM_SWIM_IDLE = 41; // Treading water (SwimIdle)
|
|
constexpr uint32_t ANIM_SWIM = 42; // Swimming forward (Swim)
|
|
constexpr uint32_t ANIM_MOUNT = 91; // Seated on mount
|
|
// Canonical player ready stances (AnimationData.dbc)
|
|
constexpr uint32_t ANIM_READY_UNARMED = 22; // ReadyUnarmed
|
|
constexpr uint32_t ANIM_READY_1H = 23; // Ready1H
|
|
constexpr uint32_t ANIM_READY_2H = 24; // Ready2H
|
|
constexpr uint32_t ANIM_READY_2H_L = 25; // Ready2HL (some 2H left-handed rigs)
|
|
constexpr uint32_t ANIM_FLY_IDLE = 158; // Flying mount idle/hover
|
|
constexpr uint32_t ANIM_FLY_FORWARD = 159; // Flying mount forward
|
|
|
|
CharAnimState newState = charAnimState;
|
|
|
|
bool moving = cameraController->isMoving();
|
|
bool movingForward = cameraController->isMovingForward();
|
|
bool movingBackward = cameraController->isMovingBackward();
|
|
bool autoRunning = cameraController->isAutoRunning();
|
|
bool strafeLeft = cameraController->isStrafingLeft();
|
|
bool strafeRight = cameraController->isStrafingRight();
|
|
// Strafe animation only plays during *pure* strafing (no forward/backward/autorun).
|
|
// When forward+strafe are both held, the walk/run animation plays — same as the real client.
|
|
bool pureStrafe = !movingForward && !movingBackward && !autoRunning;
|
|
bool anyStrafeLeft = strafeLeft && !strafeRight && pureStrafe;
|
|
bool anyStrafeRight = strafeRight && !strafeLeft && pureStrafe;
|
|
bool grounded = cameraController->isGrounded();
|
|
bool jumping = cameraController->isJumping();
|
|
bool sprinting = cameraController->isSprinting();
|
|
bool sitting = cameraController->isSitting();
|
|
bool swim = cameraController->isSwimming();
|
|
bool forceMelee = meleeSwingTimer > 0.0f && grounded && !swim;
|
|
|
|
// When mounted, force MOUNT state and skip normal transitions
|
|
if (isMounted()) {
|
|
newState = CharAnimState::MOUNT;
|
|
charAnimState = newState;
|
|
|
|
// Play seated animation on player
|
|
uint32_t currentAnimId = 0;
|
|
float currentAnimTimeMs = 0.0f, currentAnimDurationMs = 0.0f;
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
|
|
if (!haveState || currentAnimId != ANIM_MOUNT) {
|
|
characterRenderer->playAnimation(characterInstanceId, ANIM_MOUNT, true);
|
|
}
|
|
|
|
// Sync mount instance position and rotation
|
|
float mountBob = 0.0f;
|
|
float mountYawRad = glm::radians(characterYaw);
|
|
if (mountInstanceId_ > 0) {
|
|
characterRenderer->setInstancePosition(mountInstanceId_, characterPosition);
|
|
|
|
// Procedural lean into turns (ground mounts only, optional enhancement)
|
|
if (!taxiFlight_ && moving && lastDeltaTime_ > 0.0f) {
|
|
float currentYawDeg = characterYaw;
|
|
float turnRate = (currentYawDeg - prevMountYaw_) / lastDeltaTime_;
|
|
// Normalize to [-180, 180] for wrap-around
|
|
while (turnRate > 180.0f) turnRate -= 360.0f;
|
|
while (turnRate < -180.0f) turnRate += 360.0f;
|
|
|
|
float targetLean = glm::clamp(turnRate * 0.15f, -0.25f, 0.25f);
|
|
mountRoll_ = glm::mix(mountRoll_, targetLean, lastDeltaTime_ * 6.0f);
|
|
prevMountYaw_ = currentYawDeg;
|
|
} else {
|
|
// Return to upright when not turning
|
|
mountRoll_ = glm::mix(mountRoll_, 0.0f, lastDeltaTime_ * 8.0f);
|
|
}
|
|
|
|
// Apply pitch (up/down), roll (banking), and yaw for realistic flight
|
|
characterRenderer->setInstanceRotation(mountInstanceId_, glm::vec3(mountPitch_, mountRoll_, mountYawRad));
|
|
|
|
// Drive mount model animation: idle when still, run when moving
|
|
auto pickMountAnim = [&](std::initializer_list<uint32_t> candidates, uint32_t fallback) -> uint32_t {
|
|
for (uint32_t id : candidates) {
|
|
if (characterRenderer->hasAnimation(mountInstanceId_, id)) {
|
|
return id;
|
|
}
|
|
}
|
|
return fallback;
|
|
};
|
|
|
|
uint32_t mountAnimId = ANIM_STAND;
|
|
|
|
// Get current mount animation state (used throughout)
|
|
uint32_t curMountAnim = 0;
|
|
float curMountTime = 0, curMountDur = 0;
|
|
bool haveMountState = characterRenderer->getAnimationState(mountInstanceId_, curMountAnim, curMountTime, curMountDur);
|
|
|
|
// Taxi flight: use flying animations instead of ground movement
|
|
if (taxiFlight_) {
|
|
// Log available animations once when taxi starts
|
|
if (!taxiAnimsLogged_) {
|
|
taxiAnimsLogged_ = true;
|
|
LOG_INFO("Taxi flight active: mountInstanceId_=", mountInstanceId_,
|
|
" curMountAnim=", curMountAnim, " haveMountState=", haveMountState);
|
|
std::vector<pipeline::M2Sequence> seqs;
|
|
if (characterRenderer->getAnimationSequences(mountInstanceId_, seqs)) {
|
|
std::string animList;
|
|
for (const auto& s : seqs) {
|
|
if (!animList.empty()) animList += ", ";
|
|
animList += std::to_string(s.id);
|
|
}
|
|
LOG_INFO("Taxi mount available animations: [", animList, "]");
|
|
}
|
|
}
|
|
|
|
// Try multiple flying animation IDs in priority order:
|
|
// 159=FlyForward, 158=FlyIdle (WotLK flying mounts)
|
|
// 234=FlyRun, 229=FlyStand (Vanilla creature fly anims)
|
|
// 233=FlyWalk, 141=FlyMounted, 369=FlyRun (alternate IDs)
|
|
// 6=Fly (classic creature fly)
|
|
// Fallback: Run, then Stand (hover)
|
|
uint32_t flyAnims[] = {ANIM_FLY_FORWARD, ANIM_FLY_IDLE, 234, 229, 233, 141, 369, 6, ANIM_RUN};
|
|
mountAnimId = ANIM_STAND; // ultimate fallback: hover/idle
|
|
for (uint32_t fa : flyAnims) {
|
|
if (characterRenderer->hasAnimation(mountInstanceId_, fa)) {
|
|
mountAnimId = fa;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!haveMountState || curMountAnim != mountAnimId) {
|
|
LOG_INFO("Taxi mount: playing animation ", mountAnimId);
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
}
|
|
|
|
// Skip all ground mount logic (jumps, fidgets, etc.)
|
|
goto taxi_mount_done;
|
|
} else {
|
|
taxiAnimsLogged_ = false;
|
|
}
|
|
|
|
// Check for jump trigger - use cached per-mount animation IDs
|
|
if (cameraController->isJumpKeyPressed() && grounded && mountAction_ == MountAction::None) {
|
|
if (moving && mountAnims_.jumpLoop > 0) {
|
|
// Moving: skip JumpStart (looks like stopping), go straight to airborne loop
|
|
LOG_DEBUG("Mount jump triggered while moving: using jumpLoop anim ", mountAnims_.jumpLoop);
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true);
|
|
mountAction_ = MountAction::Jump;
|
|
mountActionPhase_ = 1; // Start in airborne phase
|
|
mountAnimId = mountAnims_.jumpLoop;
|
|
if (mountSoundManager) {
|
|
mountSoundManager->playJumpSound();
|
|
}
|
|
if (cameraController) {
|
|
cameraController->triggerMountJump();
|
|
}
|
|
} else if (!moving && mountAnims_.rearUp > 0) {
|
|
// Standing still: rear-up flourish
|
|
LOG_DEBUG("Mount rear-up triggered: playing rearUp anim ", mountAnims_.rearUp);
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.rearUp, false);
|
|
mountAction_ = MountAction::RearUp;
|
|
mountActionPhase_ = 0;
|
|
mountAnimId = mountAnims_.rearUp;
|
|
// Trigger semantic rear-up sound
|
|
if (mountSoundManager) {
|
|
mountSoundManager->playRearUpSound();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle active mount actions (jump chaining or rear-up)
|
|
if (mountAction_ != MountAction::None) {
|
|
bool animFinished = haveMountState && curMountDur > 0.1f &&
|
|
(curMountTime >= curMountDur - 0.05f);
|
|
|
|
if (mountAction_ == MountAction::Jump) {
|
|
// Jump sequence: start → loop → end (physics-driven)
|
|
if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop > 0) {
|
|
// JumpStart finished, go to JumpLoop (airborne)
|
|
LOG_DEBUG("Mount jump: phase 0→1 (JumpStart→JumpLoop anim ", mountAnims_.jumpLoop, ")");
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpLoop, true);
|
|
mountActionPhase_ = 1;
|
|
mountAnimId = mountAnims_.jumpLoop;
|
|
} else if (mountActionPhase_ == 0 && animFinished && mountAnims_.jumpLoop == 0) {
|
|
// No JumpLoop, go straight to airborne phase 1 (hold JumpStart pose)
|
|
LOG_DEBUG("Mount jump: phase 0→1 (no JumpLoop, holding JumpStart)");
|
|
mountActionPhase_ = 1;
|
|
} else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd > 0) {
|
|
// Landed after airborne phase! Go to JumpEnd (grounded-triggered)
|
|
LOG_DEBUG("Mount jump: phase 1→2 (landed, JumpEnd anim ", mountAnims_.jumpEnd, ")");
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnims_.jumpEnd, false);
|
|
mountActionPhase_ = 2;
|
|
mountAnimId = mountAnims_.jumpEnd;
|
|
// Trigger semantic landing sound
|
|
if (mountSoundManager) {
|
|
mountSoundManager->playLandSound();
|
|
}
|
|
} else if (mountActionPhase_ == 1 && grounded && mountAnims_.jumpEnd == 0) {
|
|
// No JumpEnd animation, return directly to movement after landing
|
|
LOG_DEBUG("Mount jump: phase 1→done (landed, no JumpEnd, returning to ",
|
|
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")");
|
|
mountAction_ = MountAction::None;
|
|
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
} else if (mountActionPhase_ == 2 && animFinished) {
|
|
// JumpEnd finished, return to movement
|
|
LOG_DEBUG("Mount jump: phase 2→done (JumpEnd finished, returning to ",
|
|
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand), ")");
|
|
mountAction_ = MountAction::None;
|
|
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
} else {
|
|
mountAnimId = curMountAnim; // Keep current jump animation
|
|
}
|
|
} else if (mountAction_ == MountAction::RearUp) {
|
|
// Rear-up: single animation, return to stand when done
|
|
if (animFinished) {
|
|
LOG_DEBUG("Mount rear-up: finished, returning to ",
|
|
moving ? "run" : "stand", " anim ", (moving ? mountAnims_.run : mountAnims_.stand));
|
|
mountAction_ = MountAction::None;
|
|
mountAnimId = moving ? mountAnims_.run : mountAnims_.stand;
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
} else {
|
|
mountAnimId = curMountAnim; // Keep current rear-up animation
|
|
}
|
|
}
|
|
} else if (moving) {
|
|
// Normal movement animations
|
|
if (anyStrafeLeft) {
|
|
mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_LEFT, ANIM_STRAFE_WALK_LEFT, ANIM_RUN}, ANIM_RUN);
|
|
} else if (anyStrafeRight) {
|
|
mountAnimId = pickMountAnim({ANIM_STRAFE_RUN_RIGHT, ANIM_STRAFE_WALK_RIGHT, ANIM_RUN}, ANIM_RUN);
|
|
} else if (movingBackward) {
|
|
mountAnimId = pickMountAnim({ANIM_BACKPEDAL}, ANIM_RUN);
|
|
} else {
|
|
mountAnimId = ANIM_RUN;
|
|
}
|
|
}
|
|
|
|
// Cancel active fidget immediately if movement starts
|
|
if (moving && mountActiveFidget_ != 0) {
|
|
mountActiveFidget_ = 0;
|
|
// Force play run animation to stop fidget immediately
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, true);
|
|
}
|
|
|
|
// Check if active fidget has completed (only when not moving)
|
|
if (!moving && mountActiveFidget_ != 0) {
|
|
uint32_t curAnim = 0;
|
|
float curTime = 0.0f, curDur = 0.0f;
|
|
if (characterRenderer->getAnimationState(mountInstanceId_, curAnim, curTime, curDur)) {
|
|
// If animation changed or completed, clear active fidget
|
|
if (curAnim != mountActiveFidget_ || curTime >= curDur * 0.95f) {
|
|
mountActiveFidget_ = 0;
|
|
LOG_DEBUG("Mount fidget completed");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Idle fidgets: random one-shot animations when standing still
|
|
if (!moving && mountAction_ == MountAction::None && mountActiveFidget_ == 0 && !mountAnims_.fidgets.empty()) {
|
|
mountIdleFidgetTimer_ += lastDeltaTime_;
|
|
static float nextFidgetTime = 6.0f + (rand() % 7); // 6-12 seconds
|
|
|
|
if (mountIdleFidgetTimer_ >= nextFidgetTime) {
|
|
// Trigger random fidget animation
|
|
static std::mt19937 rng(std::random_device{}());
|
|
std::uniform_int_distribution<size_t> dist(0, mountAnims_.fidgets.size() - 1);
|
|
uint32_t fidgetAnim = mountAnims_.fidgets[dist(rng)];
|
|
|
|
characterRenderer->playAnimation(mountInstanceId_, fidgetAnim, false);
|
|
mountActiveFidget_ = fidgetAnim; // Track active fidget
|
|
mountIdleFidgetTimer_ = 0.0f;
|
|
nextFidgetTime = 6.0f + (rand() % 7); // Randomize next fidget time
|
|
|
|
LOG_DEBUG("Mount idle fidget: playing anim ", fidgetAnim);
|
|
}
|
|
}
|
|
if (moving) {
|
|
mountIdleFidgetTimer_ = 0.0f; // Reset timer when moving
|
|
}
|
|
|
|
// Idle ambient sounds: snorts and whinnies only, infrequent
|
|
if (!moving && mountSoundManager) {
|
|
mountIdleSoundTimer_ += lastDeltaTime_;
|
|
static float nextIdleSoundTime = 45.0f + (rand() % 46); // 45-90 seconds
|
|
|
|
if (mountIdleSoundTimer_ >= nextIdleSoundTime) {
|
|
mountSoundManager->playIdleSound();
|
|
mountIdleSoundTimer_ = 0.0f;
|
|
nextIdleSoundTime = 45.0f + (rand() % 46); // Randomize next sound time
|
|
}
|
|
} else if (moving) {
|
|
mountIdleSoundTimer_ = 0.0f; // Reset timer when moving
|
|
}
|
|
|
|
// Only update animation if it changed and we're not in an action sequence or playing a fidget
|
|
if (mountAction_ == MountAction::None && mountActiveFidget_ == 0 && (!haveMountState || curMountAnim != mountAnimId)) {
|
|
bool loop = true; // Normal movement animations loop
|
|
characterRenderer->playAnimation(mountInstanceId_, mountAnimId, loop);
|
|
}
|
|
|
|
taxi_mount_done:
|
|
// Rider bob: sinusoidal motion synced to mount's run animation (only used in fallback positioning)
|
|
mountBob = 0.0f;
|
|
if (moving && haveMountState && curMountDur > 1.0f) {
|
|
float norm = std::fmod(curMountTime, curMountDur) / curMountDur;
|
|
// One bounce per stride cycle
|
|
float bobSpeed = taxiFlight_ ? 2.0f : 1.0f;
|
|
mountBob = std::sin(norm * 2.0f * 3.14159f * bobSpeed) * 0.12f;
|
|
}
|
|
}
|
|
|
|
// Use mount's attachment point for proper bone-driven rider positioning.
|
|
if (taxiFlight_) {
|
|
glm::mat4 mountSeatTransform(1.0f);
|
|
bool haveSeat = false;
|
|
static constexpr uint32_t kTaxiSeatAttachmentId = 0; // deterministic rider seat
|
|
if (mountSeatAttachmentId_ == -1) {
|
|
mountSeatAttachmentId_ = static_cast<int>(kTaxiSeatAttachmentId);
|
|
}
|
|
if (mountSeatAttachmentId_ >= 0) {
|
|
haveSeat = characterRenderer->getAttachmentTransform(
|
|
mountInstanceId_, static_cast<uint32_t>(mountSeatAttachmentId_), mountSeatTransform);
|
|
}
|
|
if (!haveSeat) {
|
|
mountSeatAttachmentId_ = -2;
|
|
}
|
|
|
|
if (haveSeat) {
|
|
glm::vec3 targetRiderPos = glm::vec3(mountSeatTransform[3]) + glm::vec3(0.0f, 0.0f, 0.02f);
|
|
// Taxi passengers should be rigidly parented to mount attachment transforms.
|
|
// Smoothing here introduces visible seat lag/drift on turns.
|
|
mountSeatSmoothingInit_ = false;
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
characterRenderer->setInstancePosition(characterInstanceId, targetRiderPos);
|
|
} else {
|
|
mountSeatSmoothingInit_ = false;
|
|
glm::vec3 playerPos = characterPosition + glm::vec3(0.0f, 0.0f, mountHeightOffset_ + 0.10f);
|
|
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
|
|
}
|
|
|
|
float riderPitch = mountPitch_ * 0.35f;
|
|
float riderRoll = mountRoll_ * 0.35f;
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, mountYawRad));
|
|
return;
|
|
}
|
|
|
|
// Ground mounts: try a seat attachment first.
|
|
glm::mat4 mountSeatTransform;
|
|
bool haveSeat = false;
|
|
if (mountSeatAttachmentId_ >= 0) {
|
|
haveSeat = characterRenderer->getAttachmentTransform(
|
|
mountInstanceId_, static_cast<uint32_t>(mountSeatAttachmentId_), mountSeatTransform);
|
|
} else if (mountSeatAttachmentId_ == -1) {
|
|
// Probe common rider seat attachment IDs once per mount.
|
|
static constexpr uint32_t kSeatAttachments[] = {0, 5, 6, 7, 8};
|
|
for (uint32_t attId : kSeatAttachments) {
|
|
if (characterRenderer->getAttachmentTransform(mountInstanceId_, attId, mountSeatTransform)) {
|
|
mountSeatAttachmentId_ = static_cast<int>(attId);
|
|
haveSeat = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!haveSeat) {
|
|
mountSeatAttachmentId_ = -2;
|
|
}
|
|
}
|
|
|
|
if (haveSeat) {
|
|
// Extract position from mount seat transform (attachment point already includes proper seat height)
|
|
glm::vec3 mountSeatPos = glm::vec3(mountSeatTransform[3]);
|
|
|
|
// Keep seat offset minimal; large offsets amplify visible bobble.
|
|
glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, taxiFlight_ ? 0.04f : 0.08f);
|
|
glm::vec3 targetRiderPos = mountSeatPos + seatOffset;
|
|
// When moving, smoothing the seat position produces visible lag that looks like
|
|
// the rider sliding toward the rump. Anchor rigidly while moving.
|
|
if (moving) {
|
|
mountSeatSmoothingInit_ = false;
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
} else if (!mountSeatSmoothingInit_) {
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
mountSeatSmoothingInit_ = true;
|
|
} else {
|
|
float smoothHz = taxiFlight_ ? 10.0f : 14.0f;
|
|
float alpha = 1.0f - std::exp(-smoothHz * std::max(lastDeltaTime_, 0.001f));
|
|
smoothedMountSeatPos_ = glm::mix(smoothedMountSeatPos_, targetRiderPos, alpha);
|
|
}
|
|
|
|
// Position rider at mount seat
|
|
characterRenderer->setInstancePosition(characterInstanceId, smoothedMountSeatPos_);
|
|
|
|
// Rider uses character facing yaw, not mount bone rotation
|
|
// (rider faces character direction, seat bone only provides position)
|
|
float yawRad = glm::radians(characterYaw);
|
|
float riderPitch = taxiFlight_ ? mountPitch_ * 0.35f : 0.0f;
|
|
float riderRoll = taxiFlight_ ? mountRoll_ * 0.35f : 0.0f;
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, yawRad));
|
|
} else {
|
|
// Fallback to old manual positioning if attachment not found
|
|
mountSeatSmoothingInit_ = false;
|
|
float yawRad = glm::radians(characterYaw);
|
|
glm::mat4 mountRotation = glm::mat4(1.0f);
|
|
mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f));
|
|
mountRotation = glm::rotate(mountRotation, mountRoll_, glm::vec3(1.0f, 0.0f, 0.0f));
|
|
mountRotation = glm::rotate(mountRotation, mountPitch_, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
glm::vec3 localOffset(0.0f, 0.0f, mountHeightOffset_ + mountBob);
|
|
glm::vec3 worldOffset = glm::vec3(mountRotation * glm::vec4(localOffset, 0.0f));
|
|
glm::vec3 playerPos = characterPosition + worldOffset;
|
|
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(mountPitch_, mountRoll_, yawRad));
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!forceMelee) switch (charAnimState) {
|
|
case CharAnimState::IDLE:
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (sitting && grounded) {
|
|
newState = CharAnimState::SIT_DOWN;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (moving && sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
} else if (moving) {
|
|
newState = CharAnimState::WALK;
|
|
} else if (inCombat_ && grounded) {
|
|
newState = CharAnimState::COMBAT_IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::WALK:
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (!moving) {
|
|
newState = CharAnimState::IDLE;
|
|
} else if (sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::RUN:
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (!moving) {
|
|
newState = CharAnimState::IDLE;
|
|
} else if (!sprinting) {
|
|
newState = CharAnimState::WALK;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::JUMP_START:
|
|
if (swim) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (grounded) {
|
|
newState = CharAnimState::JUMP_END;
|
|
} else {
|
|
newState = CharAnimState::JUMP_MID;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::JUMP_MID:
|
|
if (swim) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (grounded) {
|
|
newState = CharAnimState::JUMP_END;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::JUMP_END:
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (moving && sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
} else if (moving) {
|
|
newState = CharAnimState::WALK;
|
|
} else {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::SIT_DOWN:
|
|
if (swim) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (!sitting) {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::SITTING:
|
|
if (swim) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (!sitting) {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::EMOTE:
|
|
if (swim) {
|
|
cancelEmote();
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (jumping || !grounded) {
|
|
cancelEmote();
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (moving) {
|
|
cancelEmote();
|
|
newState = sprinting ? CharAnimState::RUN : CharAnimState::WALK;
|
|
} else if (sitting) {
|
|
cancelEmote();
|
|
newState = CharAnimState::SIT_DOWN;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::SWIM_IDLE:
|
|
if (!swim) {
|
|
newState = moving ? CharAnimState::WALK : CharAnimState::IDLE;
|
|
} else if (moving) {
|
|
newState = CharAnimState::SWIM;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::SWIM:
|
|
if (!swim) {
|
|
newState = moving ? CharAnimState::WALK : CharAnimState::IDLE;
|
|
} else if (!moving) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::MELEE_SWING:
|
|
if (swim) {
|
|
newState = CharAnimState::SWIM_IDLE;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (moving && sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
} else if (moving) {
|
|
newState = CharAnimState::WALK;
|
|
} else if (sitting) {
|
|
newState = CharAnimState::SIT_DOWN;
|
|
} else if (inCombat_) {
|
|
newState = CharAnimState::COMBAT_IDLE;
|
|
} else {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::MOUNT:
|
|
// If we got here, the mount state was cleared externally but the
|
|
// animation state hasn't been reset yet. Fall back to normal logic.
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (sitting && grounded) {
|
|
newState = CharAnimState::SIT_DOWN;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (moving && sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
} else if (moving) {
|
|
newState = CharAnimState::WALK;
|
|
} else {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::COMBAT_IDLE:
|
|
if (swim) {
|
|
newState = moving ? CharAnimState::SWIM : CharAnimState::SWIM_IDLE;
|
|
} else if (!grounded && jumping) {
|
|
newState = CharAnimState::JUMP_START;
|
|
} else if (!grounded) {
|
|
newState = CharAnimState::JUMP_MID;
|
|
} else if (moving && sprinting) {
|
|
newState = CharAnimState::RUN;
|
|
} else if (moving) {
|
|
newState = CharAnimState::WALK;
|
|
} else if (!inCombat_) {
|
|
newState = CharAnimState::IDLE;
|
|
}
|
|
break;
|
|
|
|
case CharAnimState::CHARGE:
|
|
// Stay in CHARGE until charging_ is cleared
|
|
break;
|
|
}
|
|
|
|
if (forceMelee) {
|
|
newState = CharAnimState::MELEE_SWING;
|
|
}
|
|
|
|
if (charging_) {
|
|
newState = CharAnimState::CHARGE;
|
|
}
|
|
|
|
if (newState != charAnimState) {
|
|
charAnimState = newState;
|
|
}
|
|
|
|
auto pickFirstAvailable = [&](std::initializer_list<uint32_t> candidates, uint32_t fallback) -> uint32_t {
|
|
for (uint32_t id : candidates) {
|
|
if (characterRenderer->hasAnimation(characterInstanceId, id)) {
|
|
return id;
|
|
}
|
|
}
|
|
return fallback;
|
|
};
|
|
|
|
uint32_t animId = ANIM_STAND;
|
|
bool loop = true;
|
|
|
|
switch (charAnimState) {
|
|
case CharAnimState::IDLE: animId = ANIM_STAND; loop = true; break;
|
|
case CharAnimState::WALK:
|
|
if (movingBackward) {
|
|
animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK);
|
|
} else if (anyStrafeLeft) {
|
|
animId = pickFirstAvailable({ANIM_STRAFE_WALK_LEFT, ANIM_STRAFE_RUN_LEFT}, ANIM_WALK);
|
|
} else if (anyStrafeRight) {
|
|
animId = pickFirstAvailable({ANIM_STRAFE_WALK_RIGHT, ANIM_STRAFE_RUN_RIGHT}, ANIM_WALK);
|
|
} else {
|
|
animId = pickFirstAvailable({ANIM_WALK, ANIM_RUN}, ANIM_STAND);
|
|
}
|
|
loop = true;
|
|
break;
|
|
case CharAnimState::RUN:
|
|
if (movingBackward) {
|
|
animId = pickFirstAvailable({ANIM_BACKPEDAL}, ANIM_WALK);
|
|
} else if (anyStrafeLeft) {
|
|
animId = pickFirstAvailable({ANIM_STRAFE_RUN_LEFT}, ANIM_RUN);
|
|
} else if (anyStrafeRight) {
|
|
animId = pickFirstAvailable({ANIM_STRAFE_RUN_RIGHT}, ANIM_RUN);
|
|
} else {
|
|
animId = pickFirstAvailable({ANIM_RUN, ANIM_WALK}, ANIM_STAND);
|
|
}
|
|
loop = true;
|
|
break;
|
|
case CharAnimState::JUMP_START: animId = ANIM_JUMP_START; loop = false; break;
|
|
case CharAnimState::JUMP_MID: animId = ANIM_JUMP_MID; loop = false; break;
|
|
case CharAnimState::JUMP_END: animId = ANIM_JUMP_END; loop = false; break;
|
|
case CharAnimState::SIT_DOWN: animId = ANIM_SIT_DOWN; loop = false; break;
|
|
case CharAnimState::SITTING: animId = ANIM_SITTING; loop = true; break;
|
|
case CharAnimState::EMOTE: animId = emoteAnimId; loop = emoteLoop; break;
|
|
case CharAnimState::SWIM_IDLE: animId = ANIM_SWIM_IDLE; loop = true; break;
|
|
case CharAnimState::SWIM: animId = ANIM_SWIM; loop = true; break;
|
|
case CharAnimState::MELEE_SWING:
|
|
animId = resolveMeleeAnimId();
|
|
if (animId == 0) {
|
|
animId = ANIM_STAND;
|
|
}
|
|
loop = false;
|
|
break;
|
|
case CharAnimState::MOUNT: animId = ANIM_MOUNT; loop = true; break;
|
|
case CharAnimState::COMBAT_IDLE:
|
|
animId = pickFirstAvailable(
|
|
{ANIM_READY_1H, ANIM_READY_2H, ANIM_READY_2H_L, ANIM_READY_UNARMED},
|
|
ANIM_STAND);
|
|
loop = true;
|
|
break;
|
|
case CharAnimState::CHARGE:
|
|
animId = ANIM_RUN;
|
|
loop = true;
|
|
break;
|
|
}
|
|
|
|
uint32_t currentAnimId = 0;
|
|
float currentAnimTimeMs = 0.0f;
|
|
float currentAnimDurationMs = 0.0f;
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
|
|
if (!haveState || currentAnimId != animId) {
|
|
characterRenderer->playAnimation(characterInstanceId, animId, loop);
|
|
}
|
|
}
|
|
|
|
void Renderer::playEmote(const std::string& emoteName) {
|
|
loadEmotesFromDbc();
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
if (it == EMOTE_TABLE.end()) return;
|
|
|
|
const auto& info = it->second;
|
|
if (info.animId == 0) return;
|
|
emoteActive = true;
|
|
emoteAnimId = info.animId;
|
|
emoteLoop = info.loop;
|
|
charAnimState = CharAnimState::EMOTE;
|
|
|
|
if (characterRenderer && characterInstanceId > 0) {
|
|
characterRenderer->playAnimation(characterInstanceId, emoteAnimId, emoteLoop);
|
|
}
|
|
}
|
|
|
|
void Renderer::cancelEmote() {
|
|
emoteActive = false;
|
|
emoteAnimId = 0;
|
|
emoteLoop = false;
|
|
}
|
|
|
|
void Renderer::triggerLevelUpEffect(const glm::vec3& position) {
|
|
if (!levelUpEffect) return;
|
|
|
|
// Lazy-load the M2 model on first trigger
|
|
if (!levelUpEffect->isModelLoaded() && m2Renderer) {
|
|
if (!cachedAssetManager) {
|
|
cachedAssetManager = core::Application::getInstance().getAssetManager();
|
|
}
|
|
if (!cachedAssetManager) {
|
|
LOG_WARNING("LevelUpEffect: no asset manager available");
|
|
} else {
|
|
auto m2Data = cachedAssetManager->readFile("Spells\\LevelUp\\LevelUp.m2");
|
|
auto skinData = cachedAssetManager->readFile("Spells\\LevelUp\\LevelUp00.skin");
|
|
LOG_INFO("LevelUpEffect: m2Data=", m2Data.size(), " skinData=", skinData.size());
|
|
if (!m2Data.empty()) {
|
|
levelUpEffect->loadModel(m2Renderer.get(), m2Data, skinData);
|
|
} else {
|
|
LOG_WARNING("LevelUpEffect: failed to read Spell\\LevelUp\\LevelUp.m2");
|
|
}
|
|
}
|
|
}
|
|
|
|
levelUpEffect->trigger(position);
|
|
}
|
|
|
|
void Renderer::startChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
|
|
if (!chargeEffect) return;
|
|
|
|
// Lazy-load M2 models on first use
|
|
if (!chargeEffect->isActive() && m2Renderer) {
|
|
if (!cachedAssetManager) {
|
|
cachedAssetManager = core::Application::getInstance().getAssetManager();
|
|
}
|
|
if (cachedAssetManager) {
|
|
chargeEffect->tryLoadM2Models(m2Renderer.get(), cachedAssetManager);
|
|
}
|
|
}
|
|
|
|
chargeEffect->start(position, direction);
|
|
}
|
|
|
|
void Renderer::emitChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
|
|
if (chargeEffect) {
|
|
chargeEffect->emit(position, direction);
|
|
}
|
|
}
|
|
|
|
void Renderer::stopChargeEffect() {
|
|
if (chargeEffect) {
|
|
chargeEffect->stop();
|
|
}
|
|
}
|
|
|
|
void Renderer::triggerMeleeSwing() {
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
|
if (meleeSwingCooldown > 0.0f) return;
|
|
if (emoteActive) {
|
|
cancelEmote();
|
|
}
|
|
resolveMeleeAnimId();
|
|
meleeSwingCooldown = 0.1f;
|
|
float durationSec = meleeAnimDurationMs > 0.0f ? meleeAnimDurationMs / 1000.0f : 0.6f;
|
|
if (durationSec < 0.25f) durationSec = 0.25f;
|
|
if (durationSec > 1.0f) durationSec = 1.0f;
|
|
meleeSwingTimer = durationSec;
|
|
if (activitySoundManager) {
|
|
activitySoundManager->playMeleeSwing();
|
|
}
|
|
}
|
|
|
|
std::string Renderer::getEmoteText(const std::string& emoteName, const std::string* targetName) {
|
|
loadEmotesFromDbc();
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
if (it != EMOTE_TABLE.end()) {
|
|
const auto& info = it->second;
|
|
const std::string& base = (targetName ? info.textTarget : info.textNoTarget);
|
|
if (!base.empty()) {
|
|
return replacePlaceholders(base, targetName);
|
|
}
|
|
if (targetName && !targetName->empty()) {
|
|
return "You " + info.command + " at " + *targetName + ".";
|
|
}
|
|
return "You " + info.command + ".";
|
|
}
|
|
return "";
|
|
}
|
|
|
|
uint32_t Renderer::getEmoteDbcId(const std::string& emoteName) {
|
|
loadEmotesFromDbc();
|
|
auto it = EMOTE_TABLE.find(emoteName);
|
|
if (it != EMOTE_TABLE.end()) {
|
|
return it->second.dbcId;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
std::string Renderer::getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName,
|
|
const std::string* targetName) {
|
|
loadEmotesFromDbc();
|
|
auto it = EMOTE_BY_DBCID.find(dbcId);
|
|
if (it == EMOTE_BY_DBCID.end()) return "";
|
|
|
|
const EmoteInfo& info = *it->second;
|
|
|
|
// Use "others see" text templates: "%s dances." / "%s dances with %s."
|
|
if (targetName && !targetName->empty()) {
|
|
if (!info.othersTarget.empty()) {
|
|
// Replace first %s with sender, second %s with target
|
|
std::string out;
|
|
out.reserve(info.othersTarget.size() + senderName.size() + targetName->size());
|
|
bool firstReplaced = false;
|
|
for (size_t i = 0; i < info.othersTarget.size(); ++i) {
|
|
if (info.othersTarget[i] == '%' && i + 1 < info.othersTarget.size() && info.othersTarget[i + 1] == 's') {
|
|
out += firstReplaced ? *targetName : senderName;
|
|
firstReplaced = true;
|
|
++i;
|
|
} else {
|
|
out.push_back(info.othersTarget[i]);
|
|
}
|
|
}
|
|
return out;
|
|
}
|
|
return senderName + " " + info.command + "s at " + *targetName + ".";
|
|
} else {
|
|
if (!info.othersNoTarget.empty()) {
|
|
return replacePlaceholders(info.othersNoTarget, &senderName);
|
|
}
|
|
return senderName + " " + info.command + "s.";
|
|
}
|
|
}
|
|
|
|
uint32_t Renderer::getEmoteAnimByDbcId(uint32_t dbcId) {
|
|
loadEmotesFromDbc();
|
|
auto it = EMOTE_BY_DBCID.find(dbcId);
|
|
if (it != EMOTE_BY_DBCID.end()) {
|
|
return it->second->animId;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void Renderer::setTargetPosition(const glm::vec3* pos) {
|
|
targetPosition = pos;
|
|
}
|
|
|
|
bool Renderer::isMoving() const {
|
|
return cameraController && cameraController->isMoving();
|
|
}
|
|
|
|
bool Renderer::isFootstepAnimationState() const {
|
|
return charAnimState == CharAnimState::WALK || charAnimState == CharAnimState::RUN;
|
|
}
|
|
|
|
bool Renderer::shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs) {
|
|
if (animationDurationMs <= 1.0f) {
|
|
footstepNormInitialized = false;
|
|
return false;
|
|
}
|
|
|
|
float norm = std::fmod(animationTimeMs, animationDurationMs) / animationDurationMs;
|
|
if (norm < 0.0f) norm += 1.0f;
|
|
|
|
if (animationId != footstepLastAnimationId) {
|
|
footstepLastAnimationId = animationId;
|
|
footstepLastNormTime = norm;
|
|
footstepNormInitialized = true;
|
|
return false;
|
|
}
|
|
|
|
if (!footstepNormInitialized) {
|
|
footstepNormInitialized = true;
|
|
footstepLastNormTime = norm;
|
|
return false;
|
|
}
|
|
|
|
auto crossed = [&](float eventNorm) {
|
|
if (footstepLastNormTime <= norm) {
|
|
return footstepLastNormTime < eventNorm && eventNorm <= norm;
|
|
}
|
|
return footstepLastNormTime < eventNorm || eventNorm <= norm;
|
|
};
|
|
|
|
bool trigger = crossed(0.22f) || crossed(0.72f);
|
|
footstepLastNormTime = norm;
|
|
return trigger;
|
|
}
|
|
|
|
audio::FootstepSurface Renderer::resolveFootstepSurface() const {
|
|
if (!cameraController || !cameraController->isThirdPerson()) {
|
|
return audio::FootstepSurface::STONE;
|
|
}
|
|
|
|
const glm::vec3& p = characterPosition;
|
|
|
|
// Cache footstep surface to avoid expensive queries every step
|
|
// Only update if moved >1.5 units or timer expired (0.5s)
|
|
float distSq = glm::dot(p - cachedFootstepPosition, p - cachedFootstepPosition);
|
|
if (distSq < 2.25f && cachedFootstepUpdateTimer < 0.5f) {
|
|
return cachedFootstepSurface;
|
|
}
|
|
|
|
// Update cache
|
|
cachedFootstepPosition = p;
|
|
cachedFootstepUpdateTimer = 0.0f;
|
|
|
|
if (cameraController->isSwimming()) {
|
|
cachedFootstepSurface = audio::FootstepSurface::WATER;
|
|
return audio::FootstepSurface::WATER;
|
|
}
|
|
|
|
if (waterRenderer) {
|
|
auto waterH = waterRenderer->getWaterHeightAt(p.x, p.y);
|
|
if (waterH && p.z < (*waterH + 0.25f)) {
|
|
cachedFootstepSurface = audio::FootstepSurface::WATER;
|
|
return audio::FootstepSurface::WATER;
|
|
}
|
|
}
|
|
|
|
if (wmoRenderer) {
|
|
auto wmoFloor = wmoRenderer->getFloorHeight(p.x, p.y, p.z + 1.5f);
|
|
auto terrainFloor = terrainManager ? terrainManager->getHeightAt(p.x, p.y) : std::nullopt;
|
|
if (wmoFloor && (!terrainFloor || *wmoFloor >= *terrainFloor - 0.1f)) {
|
|
cachedFootstepSurface = audio::FootstepSurface::STONE;
|
|
return audio::FootstepSurface::STONE;
|
|
}
|
|
}
|
|
|
|
// Determine surface type (expensive - only done when cache needs update)
|
|
audio::FootstepSurface surface = audio::FootstepSurface::STONE;
|
|
|
|
if (terrainManager) {
|
|
auto texture = terrainManager->getDominantTextureAt(p.x, p.y);
|
|
if (texture) {
|
|
std::string t = *texture;
|
|
for (char& c : t) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
|
|
if (t.find("snow") != std::string::npos || t.find("ice") != std::string::npos) surface = audio::FootstepSurface::SNOW;
|
|
else if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) surface = audio::FootstepSurface::GRASS;
|
|
else if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) surface = audio::FootstepSurface::DIRT;
|
|
else if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) surface = audio::FootstepSurface::WOOD;
|
|
else if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) surface = audio::FootstepSurface::METAL;
|
|
else if (t.find("stone") != std::string::npos || t.find("rock") != std::string::npos || t.find("cobble") != std::string::npos || t.find("brick") != std::string::npos) surface = audio::FootstepSurface::STONE;
|
|
}
|
|
}
|
|
|
|
cachedFootstepSurface = surface;
|
|
return surface;
|
|
}
|
|
|
|
void Renderer::update(float deltaTime) {
|
|
globalTime += deltaTime;
|
|
if (musicSwitchCooldown_ > 0.0f) {
|
|
musicSwitchCooldown_ = std::max(0.0f, musicSwitchCooldown_ - deltaTime);
|
|
}
|
|
runDeferredWorldInitStep(deltaTime);
|
|
|
|
auto updateStart = std::chrono::steady_clock::now();
|
|
lastDeltaTime_ = deltaTime; // Cache for use in updateCharacterAnimation()
|
|
|
|
if (wmoRenderer) wmoRenderer->resetQueryStats();
|
|
if (m2Renderer) m2Renderer->resetQueryStats();
|
|
|
|
if (cameraController) {
|
|
auto cameraStart = std::chrono::steady_clock::now();
|
|
cameraController->update(deltaTime);
|
|
auto cameraEnd = std::chrono::steady_clock::now();
|
|
lastCameraUpdateMs = std::chrono::duration<double, std::milli>(cameraEnd - cameraStart).count();
|
|
|
|
// Update 3D audio listener position/orientation to match camera
|
|
if (camera) {
|
|
audio::AudioEngine::instance().setListenerPosition(camera->getPosition());
|
|
audio::AudioEngine::instance().setListenerOrientation(camera->getForward(), camera->getUp());
|
|
}
|
|
} else {
|
|
lastCameraUpdateMs = 0.0;
|
|
}
|
|
|
|
// Visibility hardening: ensure player instance cannot stay hidden after
|
|
// taxi/camera transitions, but preserve first-person self-hide.
|
|
if (characterRenderer && characterInstanceId > 0 && cameraController) {
|
|
if ((cameraController->isThirdPerson() && !cameraController->isFirstPersonView()) || taxiFlight_) {
|
|
characterRenderer->setInstanceVisible(characterInstanceId, true);
|
|
}
|
|
}
|
|
|
|
// Update lighting system
|
|
if (lightingManager) {
|
|
const auto* gh = core::Application::getInstance().getGameHandler();
|
|
uint32_t mapId = gh ? gh->getCurrentMapId() : 0;
|
|
float gameTime = gh ? gh->getGameTime() : -1.0f;
|
|
bool isRaining = gh ? gh->isRaining() : false;
|
|
bool isUnderwater = cameraController ? cameraController->isSwimming() : false;
|
|
|
|
lightingManager->update(characterPosition, mapId, gameTime, isRaining, isUnderwater);
|
|
|
|
// Sync weather visual renderer with game state
|
|
if (weather && gh) {
|
|
uint32_t wType = gh->getWeatherType();
|
|
float wInt = gh->getWeatherIntensity();
|
|
if (wType != 0) {
|
|
// Server-driven weather (SMSG_WEATHER) — authoritative
|
|
if (wType == 1) weather->setWeatherType(Weather::Type::RAIN);
|
|
else if (wType == 2) weather->setWeatherType(Weather::Type::SNOW);
|
|
else weather->setWeatherType(Weather::Type::NONE);
|
|
weather->setIntensity(wInt);
|
|
} else {
|
|
// No server weather — use zone-based weather configuration
|
|
weather->updateZoneWeather(currentZoneId, deltaTime);
|
|
}
|
|
weather->setEnabled(true);
|
|
} else if (weather) {
|
|
// No game handler (single-player without network) — zone weather only
|
|
weather->updateZoneWeather(currentZoneId, deltaTime);
|
|
weather->setEnabled(true);
|
|
}
|
|
}
|
|
|
|
// Sync character model position/rotation and animation with follow target
|
|
if (characterInstanceId > 0 && characterRenderer && cameraController) {
|
|
if (meleeSwingCooldown > 0.0f) {
|
|
meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime);
|
|
}
|
|
if (meleeSwingTimer > 0.0f) {
|
|
meleeSwingTimer = std::max(0.0f, meleeSwingTimer - deltaTime);
|
|
}
|
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
|
|
|
|
// Movement-facing comes from camera controller and is decoupled from LMB orbit.
|
|
// During taxi flights, orientation is controlled by the flight path (not player input)
|
|
if (taxiFlight_) {
|
|
// Taxi flight: use orientation from flight path
|
|
characterYaw = cameraController->getFacingYaw();
|
|
} else if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
|
|
characterYaw = cameraController->getFacingYaw();
|
|
} else if (inCombat_ && targetPosition && !emoteActive && !isMounted()) {
|
|
// Face target when in combat and idle
|
|
glm::vec3 toTarget = *targetPosition - characterPosition;
|
|
if (glm::length(glm::vec2(toTarget.x, toTarget.y)) > 0.1f) {
|
|
float targetYaw = glm::degrees(std::atan2(toTarget.y, toTarget.x));
|
|
float diff = targetYaw - characterYaw;
|
|
while (diff > 180.0f) diff -= 360.0f;
|
|
while (diff < -180.0f) diff += 360.0f;
|
|
float rotSpeed = 360.0f * deltaTime;
|
|
if (std::abs(diff) < rotSpeed) {
|
|
characterYaw = targetYaw;
|
|
} else {
|
|
characterYaw += (diff > 0 ? rotSpeed : -rotSpeed);
|
|
}
|
|
}
|
|
}
|
|
float yawRad = glm::radians(characterYaw);
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad));
|
|
|
|
// Update animation based on movement state
|
|
updateCharacterAnimation();
|
|
}
|
|
|
|
// Update terrain streaming
|
|
if (terrainManager && camera) {
|
|
terrainManager->update(*camera, deltaTime);
|
|
}
|
|
|
|
// Update sky system (skybox time, star twinkle, clouds, celestial moon phases)
|
|
if (skySystem) {
|
|
skySystem->update(deltaTime);
|
|
}
|
|
|
|
// Update weather particles
|
|
if (weather && camera) {
|
|
weather->update(*camera, deltaTime);
|
|
}
|
|
|
|
// Update swim effects
|
|
if (swimEffects && camera && cameraController && waterRenderer) {
|
|
swimEffects->update(*camera, *cameraController, *waterRenderer, deltaTime);
|
|
}
|
|
|
|
// Update mount dust effects
|
|
if (mountDust) {
|
|
mountDust->update(deltaTime);
|
|
|
|
// Spawn dust when mounted and moving on ground
|
|
if (isMounted() && camera && cameraController && !taxiFlight_) {
|
|
bool isMoving = cameraController->isMoving();
|
|
bool onGround = cameraController->isGrounded();
|
|
|
|
if (isMoving && onGround) {
|
|
// Calculate velocity from camera direction and speed
|
|
glm::vec3 forward = camera->getForward();
|
|
float speed = cameraController->getMovementSpeed();
|
|
glm::vec3 velocity = forward * speed;
|
|
velocity.z = 0.0f; // Ignore vertical component
|
|
|
|
// Spawn dust at mount's feet (slightly below character position)
|
|
glm::vec3 dustPos = characterPosition - glm::vec3(0.0f, 0.0f, mountHeightOffset_ * 0.8f);
|
|
mountDust->spawnDust(dustPos, velocity, isMoving);
|
|
}
|
|
}
|
|
}
|
|
// Update level-up effect
|
|
if (levelUpEffect) {
|
|
levelUpEffect->update(deltaTime);
|
|
}
|
|
// Update charge effect
|
|
if (chargeEffect) {
|
|
chargeEffect->update(deltaTime);
|
|
}
|
|
|
|
|
|
// Update character animations
|
|
if (characterRenderer && camera) {
|
|
characterRenderer->update(deltaTime, camera->getPosition());
|
|
}
|
|
|
|
// Update AudioEngine (cleanup finished sounds, etc.)
|
|
audio::AudioEngine::instance().update(deltaTime);
|
|
|
|
// Footsteps: animation-event driven + surface query at event time.
|
|
if (footstepManager) {
|
|
footstepManager->update(deltaTime);
|
|
cachedFootstepUpdateTimer += deltaTime; // Update surface cache timer
|
|
bool canPlayFootsteps = characterRenderer && characterInstanceId > 0 &&
|
|
cameraController && cameraController->isThirdPerson() &&
|
|
cameraController->isGrounded() && !cameraController->isSwimming();
|
|
|
|
if (canPlayFootsteps && isMounted() && mountInstanceId_ > 0 && !taxiFlight_) {
|
|
// Mount footsteps: use mount's animation for timing
|
|
uint32_t animId = 0;
|
|
float animTimeMs = 0.0f, animDurationMs = 0.0f;
|
|
if (characterRenderer->getAnimationState(mountInstanceId_, animId, animTimeMs, animDurationMs) &&
|
|
animDurationMs > 1.0f && cameraController->isMoving()) {
|
|
float norm = std::fmod(animTimeMs, animDurationMs) / animDurationMs;
|
|
if (norm < 0.0f) norm += 1.0f;
|
|
|
|
if (animId != mountFootstepLastAnimId) {
|
|
mountFootstepLastAnimId = animId;
|
|
mountFootstepLastNormTime = norm;
|
|
mountFootstepNormInitialized = true;
|
|
} else if (!mountFootstepNormInitialized) {
|
|
mountFootstepNormInitialized = true;
|
|
mountFootstepLastNormTime = norm;
|
|
} else {
|
|
// Mount gait: 2 hoofbeats per cycle (synced with animation)
|
|
auto crossed = [&](float eventNorm) {
|
|
if (mountFootstepLastNormTime <= norm) {
|
|
return mountFootstepLastNormTime < eventNorm && eventNorm <= norm;
|
|
}
|
|
return mountFootstepLastNormTime < eventNorm || eventNorm <= norm;
|
|
};
|
|
if (crossed(0.25f) || crossed(0.75f)) {
|
|
footstepManager->playFootstep(resolveFootstepSurface(), true);
|
|
}
|
|
mountFootstepLastNormTime = norm;
|
|
}
|
|
} else {
|
|
mountFootstepNormInitialized = false;
|
|
}
|
|
footstepNormInitialized = false; // Reset player footstep tracking
|
|
} else if (canPlayFootsteps && isFootstepAnimationState()) {
|
|
uint32_t animId = 0;
|
|
float animTimeMs = 0.0f;
|
|
float animDurationMs = 0.0f;
|
|
if (characterRenderer->getAnimationState(characterInstanceId, animId, animTimeMs, animDurationMs) &&
|
|
shouldTriggerFootstepEvent(animId, animTimeMs, animDurationMs)) {
|
|
auto surface = resolveFootstepSurface();
|
|
footstepManager->playFootstep(surface, cameraController->isSprinting());
|
|
// Play additional splash sound and spawn foot splash particles when wading
|
|
if (surface == audio::FootstepSurface::WATER) {
|
|
if (movementSoundManager) {
|
|
movementSoundManager->playWaterFootstep(audio::MovementSoundManager::CharacterSize::MEDIUM);
|
|
}
|
|
if (swimEffects && waterRenderer) {
|
|
auto wh = waterRenderer->getWaterHeightAt(characterPosition.x, characterPosition.y);
|
|
if (wh) {
|
|
swimEffects->spawnFootSplash(characterPosition, *wh);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
mountFootstepNormInitialized = false;
|
|
} else {
|
|
footstepNormInitialized = false;
|
|
mountFootstepNormInitialized = false;
|
|
}
|
|
}
|
|
|
|
// Activity SFX: animation/state-driven jump, landing, and swim loops/splashes.
|
|
if (activitySoundManager) {
|
|
activitySoundManager->update(deltaTime);
|
|
if (cameraController && cameraController->isThirdPerson()) {
|
|
bool grounded = cameraController->isGrounded();
|
|
bool jumping = cameraController->isJumping();
|
|
bool falling = cameraController->isFalling();
|
|
bool swimming = cameraController->isSwimming();
|
|
bool moving = cameraController->isMoving();
|
|
|
|
if (!sfxStateInitialized) {
|
|
sfxPrevGrounded = grounded;
|
|
sfxPrevJumping = jumping;
|
|
sfxPrevFalling = falling;
|
|
sfxPrevSwimming = swimming;
|
|
sfxStateInitialized = true;
|
|
}
|
|
|
|
if (jumping && !sfxPrevJumping && !swimming) {
|
|
activitySoundManager->playJump();
|
|
}
|
|
|
|
if (grounded && !sfxPrevGrounded) {
|
|
bool hardLanding = sfxPrevFalling;
|
|
activitySoundManager->playLanding(resolveFootstepSurface(), hardLanding);
|
|
}
|
|
|
|
if (swimming && !sfxPrevSwimming) {
|
|
activitySoundManager->playWaterEnter();
|
|
} else if (!swimming && sfxPrevSwimming) {
|
|
activitySoundManager->playWaterExit();
|
|
}
|
|
|
|
activitySoundManager->setSwimmingState(swimming, moving);
|
|
|
|
// Fade music underwater
|
|
if (musicManager) {
|
|
musicManager->setUnderwaterMode(swimming);
|
|
}
|
|
|
|
sfxPrevGrounded = grounded;
|
|
sfxPrevJumping = jumping;
|
|
sfxPrevFalling = falling;
|
|
sfxPrevSwimming = swimming;
|
|
} else {
|
|
activitySoundManager->setSwimmingState(false, false);
|
|
// Restore music volume when activity sounds disabled
|
|
if (musicManager) {
|
|
musicManager->setUnderwaterMode(false);
|
|
}
|
|
sfxStateInitialized = false;
|
|
}
|
|
}
|
|
|
|
// Mount ambient sounds: wing flaps, breathing, etc.
|
|
if (mountSoundManager) {
|
|
mountSoundManager->update(deltaTime);
|
|
if (cameraController && isMounted()) {
|
|
bool moving = cameraController->isMoving();
|
|
bool flying = taxiFlight_ || !cameraController->isGrounded(); // Flying if taxi or airborne
|
|
mountSoundManager->setMoving(moving);
|
|
mountSoundManager->setFlying(flying);
|
|
}
|
|
}
|
|
|
|
// Ambient environmental sounds: fireplaces, water, birds, etc.
|
|
if (ambientSoundManager && camera && wmoRenderer && cameraController) {
|
|
glm::vec3 camPos = camera->getPosition();
|
|
uint32_t wmoId = 0;
|
|
bool isIndoor = wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &wmoId);
|
|
bool isSwimming = cameraController->isSwimming();
|
|
|
|
// Check if inside blacksmith (96048 = Goldshire blacksmith)
|
|
bool isBlacksmith = (wmoId == 96048);
|
|
|
|
// Sync weather audio with visual weather system
|
|
if (weather) {
|
|
auto weatherType = weather->getWeatherType();
|
|
float intensity = weather->getIntensity();
|
|
|
|
audio::AmbientSoundManager::WeatherType audioWeatherType = audio::AmbientSoundManager::WeatherType::NONE;
|
|
|
|
if (weatherType == Weather::Type::RAIN) {
|
|
if (intensity < 0.33f) {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_LIGHT;
|
|
} else if (intensity < 0.66f) {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_MEDIUM;
|
|
} else {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_HEAVY;
|
|
}
|
|
} else if (weatherType == Weather::Type::SNOW) {
|
|
if (intensity < 0.33f) {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_LIGHT;
|
|
} else if (intensity < 0.66f) {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_MEDIUM;
|
|
} else {
|
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_HEAVY;
|
|
}
|
|
}
|
|
|
|
ambientSoundManager->setWeather(audioWeatherType);
|
|
}
|
|
|
|
ambientSoundManager->update(deltaTime, camPos, isIndoor, isSwimming, isBlacksmith);
|
|
}
|
|
|
|
// Update M2 doodad animations (pass camera for frustum-culling bone computation)
|
|
if (m2Renderer && camera) {
|
|
m2Renderer->update(deltaTime, camera->getPosition(),
|
|
camera->getProjectionMatrix() * camera->getViewMatrix());
|
|
}
|
|
|
|
// Helper: play zone music, dispatching local files (file: prefix) vs MPQ paths
|
|
auto playZoneMusic = [&](const std::string& music) {
|
|
if (music.empty()) return;
|
|
if (music.rfind("file:", 0) == 0) {
|
|
musicManager->crossfadeToFile(music.substr(5));
|
|
} else {
|
|
musicManager->crossfadeTo(music);
|
|
}
|
|
};
|
|
|
|
// Update zone detection and music
|
|
if (zoneManager && musicManager && terrainManager && camera) {
|
|
// First check tile-based zone
|
|
auto tile = terrainManager->getCurrentTile();
|
|
uint32_t zoneId = zoneManager->getZoneId(tile.x, tile.y);
|
|
|
|
bool insideTavern = false;
|
|
bool insideBlacksmith = false;
|
|
std::string tavernMusic;
|
|
|
|
// Override with WMO-based detection (e.g., inside Stormwind, taverns, blacksmiths)
|
|
if (wmoRenderer) {
|
|
glm::vec3 camPos = camera->getPosition();
|
|
uint32_t wmoModelId = 0;
|
|
if (wmoRenderer->isInsideWMO(camPos.x, camPos.y, camPos.z, &wmoModelId)) {
|
|
// Check if inside Stormwind WMO (model ID 10047)
|
|
if (wmoModelId == 10047) {
|
|
zoneId = 1519; // Stormwind City
|
|
}
|
|
|
|
// Detect taverns/inns/blacksmiths by WMO model ID
|
|
// Log WMO ID for debugging
|
|
static uint32_t lastLoggedWmoId = 0;
|
|
if (wmoModelId != lastLoggedWmoId) {
|
|
LOG_INFO("Inside WMO model ID: ", wmoModelId);
|
|
lastLoggedWmoId = wmoModelId;
|
|
}
|
|
|
|
// Blacksmith detection
|
|
if (wmoModelId == 96048) { // Goldshire blacksmith
|
|
insideBlacksmith = true;
|
|
LOG_INFO("Detected blacksmith WMO ", wmoModelId);
|
|
}
|
|
|
|
// These IDs represent typical Alliance and Horde inn buildings
|
|
if (wmoModelId == 191 || // Goldshire inn (old ID)
|
|
wmoModelId == 71414 || // Goldshire inn (actual)
|
|
wmoModelId == 190 || // Small inn (common)
|
|
wmoModelId == 220 || // Tavern building
|
|
wmoModelId == 221 || // Large tavern
|
|
wmoModelId == 5392 || // Horde inn
|
|
wmoModelId == 5393) { // Another inn variant
|
|
insideTavern = true;
|
|
// WoW tavern music (cozy ambient tracks) - FIXED PATHS
|
|
static const std::vector<std::string> tavernTracks = {
|
|
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3",
|
|
};
|
|
static int tavernTrackIndex = 0;
|
|
tavernMusic = tavernTracks[tavernTrackIndex % tavernTracks.size()];
|
|
LOG_INFO("Detected tavern WMO ", wmoModelId, ", playing: ", tavernMusic);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle tavern music transitions
|
|
if (insideTavern) {
|
|
if (!inTavern_ && !tavernMusic.empty()) {
|
|
inTavern_ = true;
|
|
LOG_INFO("Entered tavern");
|
|
musicManager->playMusic(tavernMusic, true); // Immediate playback, looping
|
|
musicSwitchCooldown_ = 6.0f;
|
|
}
|
|
} else if (inTavern_) {
|
|
// Exited tavern - restore zone music with crossfade
|
|
inTavern_ = false;
|
|
LOG_INFO("Exited tavern");
|
|
auto* info = zoneManager->getZoneInfo(currentZoneId);
|
|
if (info) {
|
|
std::string music = zoneManager->getRandomMusic(currentZoneId);
|
|
if (!music.empty()) {
|
|
playZoneMusic(music);
|
|
musicSwitchCooldown_ = 6.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle blacksmith music (stop music when entering blacksmith, let ambience play)
|
|
if (insideBlacksmith) {
|
|
if (!inBlacksmith_) {
|
|
inBlacksmith_ = true;
|
|
LOG_INFO("Entered blacksmith - stopping music");
|
|
musicManager->stopMusic();
|
|
}
|
|
} else if (inBlacksmith_) {
|
|
// Exited blacksmith - restore zone music with crossfade
|
|
inBlacksmith_ = false;
|
|
LOG_INFO("Exited blacksmith - restoring music");
|
|
auto* info = zoneManager->getZoneInfo(currentZoneId);
|
|
if (info) {
|
|
std::string music = zoneManager->getRandomMusic(currentZoneId);
|
|
if (!music.empty()) {
|
|
playZoneMusic(music);
|
|
musicSwitchCooldown_ = 6.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle normal zone transitions (only if not in tavern or blacksmith)
|
|
if (!insideTavern && !insideBlacksmith && zoneId != currentZoneId && zoneId != 0) {
|
|
currentZoneId = zoneId;
|
|
auto* info = zoneManager->getZoneInfo(zoneId);
|
|
if (info) {
|
|
currentZoneName = info->name;
|
|
LOG_INFO("Entered zone: ", info->name);
|
|
if (musicSwitchCooldown_ <= 0.0f) {
|
|
std::string music = zoneManager->getRandomMusic(zoneId);
|
|
if (!music.empty()) {
|
|
playZoneMusic(music);
|
|
musicSwitchCooldown_ = 6.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
musicManager->update(deltaTime);
|
|
|
|
// When a track finishes, pick a new random track from the current zone
|
|
if (!musicManager->isPlaying() && !inTavern_ && !inBlacksmith_ &&
|
|
currentZoneId != 0 && musicSwitchCooldown_ <= 0.0f) {
|
|
std::string music = zoneManager->getRandomMusic(currentZoneId);
|
|
if (!music.empty()) {
|
|
playZoneMusic(music);
|
|
musicSwitchCooldown_ = 2.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update performance HUD
|
|
if (performanceHUD) {
|
|
performanceHUD->update(deltaTime);
|
|
}
|
|
|
|
// Periodic cache hygiene: drop model GPU data no longer referenced by active instances.
|
|
static float modelCleanupTimer = 0.0f;
|
|
modelCleanupTimer += deltaTime;
|
|
if (modelCleanupTimer >= 5.0f) {
|
|
if (wmoRenderer) {
|
|
wmoRenderer->cleanupUnusedModels();
|
|
}
|
|
if (m2Renderer) {
|
|
m2Renderer->cleanupUnusedModels();
|
|
}
|
|
modelCleanupTimer = 0.0f;
|
|
}
|
|
|
|
auto updateEnd = std::chrono::steady_clock::now();
|
|
lastUpdateMs = std::chrono::duration<double, std::milli>(updateEnd - updateStart).count();
|
|
}
|
|
|
|
void Renderer::runDeferredWorldInitStep(float deltaTime) {
|
|
if (!deferredWorldInitEnabled_ || !deferredWorldInitPending_ || !cachedAssetManager) return;
|
|
if (deferredWorldInitCooldown_ > 0.0f) {
|
|
deferredWorldInitCooldown_ = std::max(0.0f, deferredWorldInitCooldown_ - deltaTime);
|
|
if (deferredWorldInitCooldown_ > 0.0f) return;
|
|
}
|
|
|
|
switch (deferredWorldInitStage_) {
|
|
case 0:
|
|
if (ambientSoundManager) {
|
|
ambientSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (terrainManager && ambientSoundManager) {
|
|
terrainManager->setAmbientSoundManager(ambientSoundManager.get());
|
|
}
|
|
break;
|
|
case 1:
|
|
if (uiSoundManager) uiSoundManager->initialize(cachedAssetManager);
|
|
break;
|
|
case 2:
|
|
if (combatSoundManager) combatSoundManager->initialize(cachedAssetManager);
|
|
break;
|
|
case 3:
|
|
if (spellSoundManager) spellSoundManager->initialize(cachedAssetManager);
|
|
break;
|
|
case 4:
|
|
if (movementSoundManager) movementSoundManager->initialize(cachedAssetManager);
|
|
break;
|
|
case 5:
|
|
if (questMarkerRenderer) questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, cachedAssetManager);
|
|
break;
|
|
default:
|
|
deferredWorldInitPending_ = false;
|
|
return;
|
|
}
|
|
|
|
deferredWorldInitStage_++;
|
|
deferredWorldInitCooldown_ = 0.12f;
|
|
}
|
|
|
|
// ============================================================
|
|
// Selection Circle
|
|
// ============================================================
|
|
|
|
void Renderer::initSelectionCircle() {
|
|
if (selCirclePipeline != VK_NULL_HANDLE) return;
|
|
if (!vkCtx) return;
|
|
VkDevice device = vkCtx->getDevice();
|
|
|
|
// Load shaders
|
|
VkShaderModule vertShader, fragShader;
|
|
if (!vertShader.loadFromFile(device, "assets/shaders/selection_circle.vert.spv")) {
|
|
LOG_ERROR("initSelectionCircle: failed to load vertex shader");
|
|
return;
|
|
}
|
|
if (!fragShader.loadFromFile(device, "assets/shaders/selection_circle.frag.spv")) {
|
|
LOG_ERROR("initSelectionCircle: failed to load fragment shader");
|
|
vertShader.destroy();
|
|
return;
|
|
}
|
|
|
|
// Pipeline layout: push constants only (mat4 mvp=64 + vec4 color=16), VERTEX|FRAGMENT
|
|
VkPushConstantRange pcRange{};
|
|
pcRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
pcRange.offset = 0;
|
|
pcRange.size = 80;
|
|
selCirclePipelineLayout = createPipelineLayout(device, {}, {pcRange});
|
|
|
|
// Vertex input: binding 0, stride 12, vec3 at location 0
|
|
VkVertexInputBindingDescription vertBind{0, 12, VK_VERTEX_INPUT_RATE_VERTEX};
|
|
VkVertexInputAttributeDescription vertAttr{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0};
|
|
|
|
// Build disc geometry as TRIANGLE_LIST (replaces GL_TRIANGLE_FAN)
|
|
// N=48 segments: center at origin + ring verts
|
|
constexpr int SEGMENTS = 48;
|
|
std::vector<float> verts;
|
|
verts.reserve((SEGMENTS + 1) * 3);
|
|
// Center vertex
|
|
verts.insert(verts.end(), {0.0f, 0.0f, 0.0f});
|
|
// Ring vertices
|
|
for (int i = 0; i <= SEGMENTS; ++i) {
|
|
float angle = 2.0f * 3.14159265f * static_cast<float>(i) / static_cast<float>(SEGMENTS);
|
|
verts.push_back(std::cos(angle));
|
|
verts.push_back(std::sin(angle));
|
|
verts.push_back(0.0f);
|
|
}
|
|
|
|
// Build TRIANGLE_LIST indices: N triangles (center=0, ring[i]=i+1, ring[i+1]=i+2)
|
|
std::vector<uint16_t> indices;
|
|
indices.reserve(SEGMENTS * 3);
|
|
for (int i = 0; i < SEGMENTS; ++i) {
|
|
indices.push_back(0);
|
|
indices.push_back(static_cast<uint16_t>(i + 1));
|
|
indices.push_back(static_cast<uint16_t>(i + 2));
|
|
}
|
|
selCircleVertCount = SEGMENTS * 3; // index count for drawing
|
|
|
|
// Upload vertex buffer
|
|
AllocatedBuffer vbuf = uploadBuffer(*vkCtx, verts.data(),
|
|
verts.size() * sizeof(float), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
|
selCircleVertBuf = vbuf.buffer;
|
|
selCircleVertAlloc = vbuf.allocation;
|
|
|
|
// Upload index buffer
|
|
AllocatedBuffer ibuf = uploadBuffer(*vkCtx, indices.data(),
|
|
indices.size() * sizeof(uint16_t), VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
|
|
selCircleIdxBuf = ibuf.buffer;
|
|
selCircleIdxAlloc = ibuf.allocation;
|
|
|
|
// Build pipeline: alpha blend, no depth write/test, TRIANGLE_LIST, CULL_NONE
|
|
selCirclePipeline = PipelineBuilder()
|
|
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
|
|
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
|
|
.setVertexInput({vertBind}, {vertAttr})
|
|
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
|
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
|
.setNoDepthTest()
|
|
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
|
.setMultisample(vkCtx->getMsaaSamples())
|
|
.setLayout(selCirclePipelineLayout)
|
|
.setRenderPass(vkCtx->getImGuiRenderPass())
|
|
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
|
|
.build(device);
|
|
|
|
vertShader.destroy();
|
|
fragShader.destroy();
|
|
|
|
if (!selCirclePipeline) {
|
|
LOG_ERROR("initSelectionCircle: failed to build pipeline");
|
|
}
|
|
}
|
|
|
|
void Renderer::setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color) {
|
|
selCirclePos = pos;
|
|
selCircleRadius = radius;
|
|
selCircleColor = color;
|
|
selCircleVisible = true;
|
|
}
|
|
|
|
void Renderer::clearSelectionCircle() {
|
|
selCircleVisible = false;
|
|
}
|
|
|
|
void Renderer::renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection) {
|
|
if (!selCircleVisible) return;
|
|
initSelectionCircle();
|
|
if (selCirclePipeline == VK_NULL_HANDLE || currentCmd == VK_NULL_HANDLE) return;
|
|
|
|
// Keep circle anchored near target foot Z. Accept nearby floor probes only,
|
|
// so distant upper/lower WMO planes don't yank the ring away from feet.
|
|
const float baseZ = selCirclePos.z;
|
|
float floorZ = baseZ;
|
|
auto considerFloor = [&](std::optional<float> sample) {
|
|
if (!sample) return;
|
|
const float h = *sample;
|
|
// Ignore unrelated floors/ceilings far from target feet.
|
|
if (h < baseZ - 1.25f || h > baseZ + 0.85f) return;
|
|
floorZ = std::max(floorZ, h);
|
|
};
|
|
|
|
if (terrainManager) {
|
|
considerFloor(terrainManager->getHeightAt(selCirclePos.x, selCirclePos.y));
|
|
}
|
|
if (wmoRenderer) {
|
|
considerFloor(wmoRenderer->getFloorHeight(selCirclePos.x, selCirclePos.y, selCirclePos.z + 3.0f));
|
|
}
|
|
if (m2Renderer) {
|
|
considerFloor(m2Renderer->getFloorHeight(selCirclePos.x, selCirclePos.y, selCirclePos.z + 2.0f));
|
|
}
|
|
|
|
glm::vec3 raisedPos = selCirclePos;
|
|
raisedPos.z = floorZ + 0.17f;
|
|
glm::mat4 model = glm::translate(glm::mat4(1.0f), raisedPos);
|
|
model = glm::scale(model, glm::vec3(selCircleRadius));
|
|
|
|
glm::mat4 mvp = projection * view * model;
|
|
glm::vec4 color4(selCircleColor, 1.0f);
|
|
|
|
vkCmdBindPipeline(currentCmd, VK_PIPELINE_BIND_POINT_GRAPHICS, selCirclePipeline);
|
|
VkDeviceSize offset = 0;
|
|
vkCmdBindVertexBuffers(currentCmd, 0, 1, &selCircleVertBuf, &offset);
|
|
vkCmdBindIndexBuffer(currentCmd, selCircleIdxBuf, 0, VK_INDEX_TYPE_UINT16);
|
|
// Push mvp (64 bytes) at offset 0
|
|
vkCmdPushConstants(currentCmd, selCirclePipelineLayout,
|
|
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
0, 64, &mvp[0][0]);
|
|
// Push color (16 bytes) at offset 64
|
|
vkCmdPushConstants(currentCmd, selCirclePipelineLayout,
|
|
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
64, 16, &color4[0]);
|
|
vkCmdDrawIndexed(currentCmd, static_cast<uint32_t>(selCircleVertCount), 1, 0, 0, 0);
|
|
}
|
|
|
|
// ──────────────────────────────────────────────────────────────
|
|
// Fullscreen overlay pipeline (underwater tint, etc.)
|
|
// ──────────────────────────────────────────────────────────────
|
|
|
|
void Renderer::initOverlayPipeline() {
|
|
if (!vkCtx) return;
|
|
VkDevice device = vkCtx->getDevice();
|
|
|
|
// Push constant: vec4 color (16 bytes), visible to both stages
|
|
VkPushConstantRange pc{};
|
|
pc.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
pc.offset = 0;
|
|
pc.size = 16;
|
|
|
|
VkPipelineLayoutCreateInfo plCI{};
|
|
plCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
|
plCI.pushConstantRangeCount = 1;
|
|
plCI.pPushConstantRanges = &pc;
|
|
vkCreatePipelineLayout(device, &plCI, nullptr, &overlayPipelineLayout);
|
|
|
|
VkShaderModule vertMod, fragMod;
|
|
if (!vertMod.loadFromFile(device, "assets/shaders/postprocess.vert.spv") ||
|
|
!fragMod.loadFromFile(device, "assets/shaders/overlay.frag.spv")) {
|
|
LOG_ERROR("Renderer: failed to load overlay shaders");
|
|
vertMod.destroy(); fragMod.destroy();
|
|
return;
|
|
}
|
|
|
|
overlayPipeline = PipelineBuilder()
|
|
.setShaders(vertMod.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
|
|
fragMod.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
|
|
.setVertexInput({}, {}) // fullscreen triangle, no VBOs
|
|
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
|
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
|
.setNoDepthTest()
|
|
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
|
.setMultisample(vkCtx->getMsaaSamples())
|
|
.setLayout(overlayPipelineLayout)
|
|
.setRenderPass(vkCtx->getImGuiRenderPass())
|
|
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
|
|
.build(device);
|
|
|
|
vertMod.destroy(); fragMod.destroy();
|
|
|
|
if (overlayPipeline) LOG_INFO("Renderer: overlay pipeline initialized");
|
|
}
|
|
|
|
void Renderer::renderOverlay(const glm::vec4& color) {
|
|
if (!overlayPipeline) initOverlayPipeline();
|
|
if (!overlayPipeline || currentCmd == VK_NULL_HANDLE) return;
|
|
vkCmdBindPipeline(currentCmd, VK_PIPELINE_BIND_POINT_GRAPHICS, overlayPipeline);
|
|
vkCmdPushConstants(currentCmd, overlayPipelineLayout,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16, &color[0]);
|
|
vkCmdDraw(currentCmd, 3, 1, 0, 0); // fullscreen triangle
|
|
}
|
|
|
|
void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
|
|
(void)world;
|
|
|
|
auto renderStart = std::chrono::steady_clock::now();
|
|
lastTerrainRenderMs = 0.0;
|
|
lastWMORenderMs = 0.0;
|
|
lastM2RenderMs = 0.0;
|
|
|
|
uint32_t frameIdx = vkCtx->getCurrentFrame();
|
|
VkDescriptorSet perFrameSet = perFrameDescSets[frameIdx];
|
|
const glm::mat4& view = camera ? camera->getViewMatrix() : glm::mat4(1.0f);
|
|
const glm::mat4& projection = camera ? camera->getProjectionMatrix() : glm::mat4(1.0f);
|
|
|
|
// Get time of day for sky-related rendering
|
|
float timeOfDay = (skySystem && skySystem->getSkybox()) ? skySystem->getSkybox()->getTimeOfDay() : 12.0f;
|
|
|
|
// Render sky system (unified coordinator for skybox, stars, celestial, clouds, lens flare)
|
|
if (skySystem && camera) {
|
|
rendering::SkyParams skyParams;
|
|
skyParams.timeOfDay = timeOfDay;
|
|
skyParams.gameTime = gameHandler ? gameHandler->getGameTime() : -1.0f;
|
|
|
|
if (lightingManager) {
|
|
const auto& lighting = lightingManager->getLightingParams();
|
|
skyParams.directionalDir = lighting.directionalDir;
|
|
skyParams.sunColor = lighting.diffuseColor;
|
|
skyParams.skyTopColor = lighting.skyTopColor;
|
|
skyParams.skyMiddleColor = lighting.skyMiddleColor;
|
|
skyParams.skyBand1Color = lighting.skyBand1Color;
|
|
skyParams.skyBand2Color = lighting.skyBand2Color;
|
|
skyParams.cloudDensity = lighting.cloudDensity;
|
|
skyParams.fogDensity = lighting.fogDensity;
|
|
skyParams.horizonGlow = lighting.horizonGlow;
|
|
}
|
|
|
|
// Weather attenuation for lens flare
|
|
if (gameHandler) {
|
|
skyParams.weatherIntensity = gameHandler->getWeatherIntensity();
|
|
}
|
|
|
|
skyParams.skyboxModelId = 0;
|
|
skyParams.skyboxHasStars = false;
|
|
|
|
skySystem->render(currentCmd, perFrameSet, *camera, skyParams);
|
|
}
|
|
|
|
// Terrain (opaque pass)
|
|
if (terrainRenderer && camera && terrainEnabled) {
|
|
auto terrainStart = std::chrono::steady_clock::now();
|
|
terrainRenderer->render(currentCmd, perFrameSet, *camera);
|
|
lastTerrainRenderMs = std::chrono::duration<double, std::milli>(
|
|
std::chrono::steady_clock::now() - terrainStart).count();
|
|
}
|
|
|
|
// WMO buildings (opaque, drawn before characters so selection circle sits on top)
|
|
if (wmoRenderer && camera) {
|
|
auto wmoStart = std::chrono::steady_clock::now();
|
|
wmoRenderer->render(currentCmd, perFrameSet, *camera);
|
|
lastWMORenderMs = std::chrono::duration<double, std::milli>(
|
|
std::chrono::steady_clock::now() - wmoStart).count();
|
|
}
|
|
|
|
// Selection circle (drawn after WMO, before characters)
|
|
renderSelectionCircle(view, projection);
|
|
|
|
// Characters (after selection circle so units draw over the ring)
|
|
if (characterRenderer && camera) {
|
|
characterRenderer->render(currentCmd, perFrameSet, *camera);
|
|
}
|
|
|
|
// M2 doodads, creatures, glow sprites, particles
|
|
if (m2Renderer && camera) {
|
|
if (cameraController) {
|
|
m2Renderer->setInsideInterior(cameraController->isInsideWMO());
|
|
m2Renderer->setOnTaxi(cameraController->isOnTaxi());
|
|
}
|
|
auto m2Start = std::chrono::steady_clock::now();
|
|
m2Renderer->render(currentCmd, perFrameSet, *camera);
|
|
m2Renderer->renderSmokeParticles(currentCmd, perFrameSet);
|
|
m2Renderer->renderM2Particles(currentCmd, perFrameSet);
|
|
lastM2RenderMs = std::chrono::duration<double, std::milli>(
|
|
std::chrono::steady_clock::now() - m2Start).count();
|
|
}
|
|
|
|
// Water (transparent, after all opaques)
|
|
// When MSAA is on and 1x pass is available, water renders after main pass ends
|
|
bool waterDeferred = waterRenderer && waterRenderer->hasWater1xPass()
|
|
&& vkCtx->getMsaaSamples() != VK_SAMPLE_COUNT_1_BIT;
|
|
if (waterRenderer && camera && !waterDeferred) {
|
|
waterRenderer->render(currentCmd, perFrameSet, *camera, globalTime);
|
|
}
|
|
|
|
// Weather particles
|
|
if (weather && camera) {
|
|
weather->render(currentCmd, perFrameSet);
|
|
}
|
|
|
|
// Swim effects (ripples, bubbles)
|
|
if (swimEffects && camera) {
|
|
swimEffects->render(currentCmd, perFrameSet);
|
|
}
|
|
|
|
// Mount dust
|
|
if (mountDust && camera) {
|
|
mountDust->render(currentCmd, perFrameSet);
|
|
}
|
|
|
|
// Charge effect
|
|
if (chargeEffect && camera) {
|
|
chargeEffect->render(currentCmd, perFrameSet);
|
|
}
|
|
|
|
// Quest markers (billboards above NPCs)
|
|
if (questMarkerRenderer && camera) {
|
|
questMarkerRenderer->render(currentCmd, perFrameSet, *camera);
|
|
}
|
|
|
|
// Underwater blue fog overlay — only for terrain water, not WMO water.
|
|
if (overlayPipeline && waterRenderer && camera) {
|
|
glm::vec3 camPos = camera->getPosition();
|
|
auto waterH = waterRenderer->getNearestWaterHeightAt(camPos.x, camPos.y, camPos.z);
|
|
constexpr float MIN_SUBMERSION_OVERLAY = 1.5f;
|
|
if (waterH && camPos.z < (*waterH - MIN_SUBMERSION_OVERLAY)
|
|
&& !waterRenderer->isWmoWaterAt(camPos.x, camPos.y)) {
|
|
float depth = *waterH - camPos.z - MIN_SUBMERSION_OVERLAY;
|
|
|
|
// Check for canal (liquid type 5, 13, 17) — denser/darker fog
|
|
bool canal = false;
|
|
if (auto lt = waterRenderer->getWaterTypeAt(camPos.x, camPos.y))
|
|
canal = (*lt == 5 || *lt == 13 || *lt == 17);
|
|
|
|
// Fog opacity increases with depth: thin at surface, thick deep down
|
|
float fogStrength = 1.0f - std::exp(-depth * (canal ? 0.25f : 0.12f));
|
|
fogStrength = glm::clamp(fogStrength, 0.0f, 0.75f);
|
|
|
|
glm::vec4 tint = canal
|
|
? glm::vec4(0.01f, 0.04f, 0.10f, fogStrength)
|
|
: glm::vec4(0.03f, 0.09f, 0.18f, fogStrength);
|
|
renderOverlay(tint);
|
|
}
|
|
}
|
|
|
|
// Minimap overlay
|
|
if (minimap && minimap->isEnabled() && camera && window) {
|
|
glm::vec3 minimapCenter = camera->getPosition();
|
|
if (cameraController && cameraController->isThirdPerson())
|
|
minimapCenter = characterPosition;
|
|
float minimapPlayerOrientation = 0.0f;
|
|
bool hasMinimapPlayerOrientation = false;
|
|
if (cameraController) {
|
|
// Use the same yaw that drives character model rendering so minimap
|
|
// orientation cannot drift by a different axis/sign convention.
|
|
float facingRad = glm::radians(characterYaw);
|
|
glm::vec3 facingFwd(std::cos(facingRad), std::sin(facingRad), 0.0f);
|
|
minimapPlayerOrientation = std::atan2(-facingFwd.x, facingFwd.y);
|
|
hasMinimapPlayerOrientation = true;
|
|
} else if (gameHandler) {
|
|
minimapPlayerOrientation = gameHandler->getMovementInfo().orientation;
|
|
hasMinimapPlayerOrientation = true;
|
|
}
|
|
minimap->render(currentCmd, *camera, minimapCenter,
|
|
window->getWidth(), window->getHeight(),
|
|
minimapPlayerOrientation, hasMinimapPlayerOrientation);
|
|
}
|
|
|
|
auto renderEnd = std::chrono::steady_clock::now();
|
|
lastRenderMs = std::chrono::duration<double, std::milli>(renderEnd - renderStart).count();
|
|
|
|
}
|
|
|
|
// initPostProcess(), resizePostProcess(), shutdownPostProcess() removed —
|
|
// post-process pipeline is now handled by Vulkan (Phase 6 cleanup).
|
|
|
|
bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath) {
|
|
if (!assetManager) {
|
|
LOG_ERROR("Asset manager is null");
|
|
return false;
|
|
}
|
|
|
|
LOG_INFO("Loading test terrain: ", adtPath);
|
|
|
|
// Create terrain renderer if not already created
|
|
if (!terrainRenderer) {
|
|
terrainRenderer = std::make_unique<TerrainRenderer>();
|
|
if (!terrainRenderer->initialize(vkCtx, perFrameSetLayout, assetManager)) {
|
|
LOG_ERROR("Failed to initialize terrain renderer");
|
|
terrainRenderer.reset();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Create water renderer if not already created
|
|
if (!waterRenderer) {
|
|
waterRenderer = std::make_unique<WaterRenderer>();
|
|
if (!waterRenderer->initialize(vkCtx, perFrameSetLayout)) {
|
|
LOG_ERROR("Failed to initialize water renderer");
|
|
waterRenderer.reset();
|
|
} else if (vkCtx->getMsaaSamples() != VK_SAMPLE_COUNT_1_BIT) {
|
|
setupWater1xPass();
|
|
}
|
|
}
|
|
|
|
// Create minimap if not already created
|
|
if (!minimap) {
|
|
minimap = std::make_unique<Minimap>();
|
|
if (!minimap->initialize(vkCtx, perFrameSetLayout)) {
|
|
LOG_ERROR("Failed to initialize minimap");
|
|
minimap.reset();
|
|
}
|
|
}
|
|
|
|
// Create world map if not already created
|
|
if (!worldMap) {
|
|
worldMap = std::make_unique<WorldMap>();
|
|
if (!worldMap->initialize(vkCtx, assetManager)) {
|
|
LOG_ERROR("Failed to initialize world map");
|
|
worldMap.reset();
|
|
}
|
|
}
|
|
|
|
// Create M2, WMO, and Character renderers
|
|
if (!m2Renderer) {
|
|
m2Renderer = std::make_unique<M2Renderer>();
|
|
m2Renderer->initialize(vkCtx, perFrameSetLayout, assetManager);
|
|
if (swimEffects) {
|
|
swimEffects->setM2Renderer(m2Renderer.get());
|
|
}
|
|
}
|
|
if (!wmoRenderer) {
|
|
wmoRenderer = std::make_unique<WMORenderer>();
|
|
wmoRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
|
|
}
|
|
|
|
// Initialize shadow pipelines (Phase 7/8)
|
|
if (wmoRenderer && shadowRenderPass != VK_NULL_HANDLE) {
|
|
wmoRenderer->initializeShadow(shadowRenderPass);
|
|
}
|
|
if (m2Renderer && shadowRenderPass != VK_NULL_HANDLE) {
|
|
m2Renderer->initializeShadow(shadowRenderPass);
|
|
}
|
|
if (!characterRenderer) {
|
|
characterRenderer = std::make_unique<CharacterRenderer>();
|
|
characterRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
|
|
}
|
|
if (characterRenderer && shadowRenderPass != VK_NULL_HANDLE) {
|
|
characterRenderer->initializeShadow(shadowRenderPass);
|
|
}
|
|
|
|
// Create and initialize terrain manager
|
|
if (!terrainManager) {
|
|
terrainManager = std::make_unique<TerrainManager>();
|
|
if (!terrainManager->initialize(assetManager, terrainRenderer.get())) {
|
|
LOG_ERROR("Failed to initialize terrain manager");
|
|
terrainManager.reset();
|
|
return false;
|
|
}
|
|
// Set water renderer for terrain streaming
|
|
if (waterRenderer) {
|
|
terrainManager->setWaterRenderer(waterRenderer.get());
|
|
}
|
|
// Set M2 renderer for doodad loading during streaming
|
|
if (m2Renderer) {
|
|
terrainManager->setM2Renderer(m2Renderer.get());
|
|
}
|
|
// Set WMO renderer for building loading during streaming
|
|
if (wmoRenderer) {
|
|
terrainManager->setWMORenderer(wmoRenderer.get());
|
|
}
|
|
// Set ambient sound manager for environmental audio emitters
|
|
if (ambientSoundManager) {
|
|
terrainManager->setAmbientSoundManager(ambientSoundManager.get());
|
|
}
|
|
// Pass asset manager to character renderer for texture loading
|
|
if (characterRenderer) {
|
|
characterRenderer->setAssetManager(assetManager);
|
|
}
|
|
// Wire asset manager to minimap for tile texture loading
|
|
if (minimap) {
|
|
minimap->setAssetManager(assetManager);
|
|
}
|
|
// Wire terrain manager, WMO renderer, and water renderer to camera controller
|
|
if (cameraController) {
|
|
cameraController->setTerrainManager(terrainManager.get());
|
|
if (wmoRenderer) {
|
|
cameraController->setWMORenderer(wmoRenderer.get());
|
|
}
|
|
if (m2Renderer) {
|
|
cameraController->setM2Renderer(m2Renderer.get());
|
|
}
|
|
if (waterRenderer) {
|
|
cameraController->setWaterRenderer(waterRenderer.get());
|
|
}
|
|
}
|
|
}
|
|
|
|
// Parse tile coordinates from ADT path
|
|
// Format: World\Maps\{MapName}\{MapName}_{X}_{Y}.adt
|
|
int tileX = 32, tileY = 49; // defaults
|
|
{
|
|
// Find last path separator
|
|
size_t lastSep = adtPath.find_last_of("\\/");
|
|
if (lastSep != std::string::npos) {
|
|
std::string filename = adtPath.substr(lastSep + 1);
|
|
// Find first underscore after map name
|
|
size_t firstUnderscore = filename.find('_');
|
|
if (firstUnderscore != std::string::npos) {
|
|
size_t secondUnderscore = filename.find('_', firstUnderscore + 1);
|
|
if (secondUnderscore != std::string::npos) {
|
|
size_t dot = filename.find('.', secondUnderscore);
|
|
if (dot != std::string::npos) {
|
|
tileX = std::stoi(filename.substr(firstUnderscore + 1, secondUnderscore - firstUnderscore - 1));
|
|
tileY = std::stoi(filename.substr(secondUnderscore + 1, dot - secondUnderscore - 1));
|
|
}
|
|
}
|
|
}
|
|
// Extract map name
|
|
std::string mapName = filename.substr(0, firstUnderscore != std::string::npos ? firstUnderscore : filename.size());
|
|
terrainManager->setMapName(mapName);
|
|
if (minimap) {
|
|
minimap->setMapName(mapName);
|
|
}
|
|
if (worldMap) {
|
|
worldMap->setMapName(mapName);
|
|
}
|
|
}
|
|
}
|
|
|
|
LOG_INFO("Enqueuing initial tile [", tileX, ",", tileY, "] via terrain manager");
|
|
|
|
// Enqueue the initial tile for async loading (avoids long sync stalls)
|
|
if (!terrainManager->enqueueTile(tileX, tileY)) {
|
|
LOG_ERROR("Failed to enqueue initial tile [", tileX, ",", tileY, "]");
|
|
return false;
|
|
}
|
|
|
|
terrainLoaded = true;
|
|
|
|
// Initialize music manager with asset manager
|
|
if (musicManager && assetManager && !cachedAssetManager) {
|
|
audio::AudioEngine::instance().setAssetManager(assetManager);
|
|
musicManager->initialize(assetManager);
|
|
if (footstepManager) {
|
|
footstepManager->initialize(assetManager);
|
|
}
|
|
if (activitySoundManager) {
|
|
activitySoundManager->initialize(assetManager);
|
|
}
|
|
if (mountSoundManager) {
|
|
mountSoundManager->initialize(assetManager);
|
|
}
|
|
if (npcVoiceManager) {
|
|
npcVoiceManager->initialize(assetManager);
|
|
}
|
|
if (!deferredWorldInitEnabled_) {
|
|
if (ambientSoundManager) {
|
|
ambientSoundManager->initialize(assetManager);
|
|
}
|
|
if (uiSoundManager) {
|
|
uiSoundManager->initialize(assetManager);
|
|
}
|
|
if (combatSoundManager) {
|
|
combatSoundManager->initialize(assetManager);
|
|
}
|
|
if (spellSoundManager) {
|
|
spellSoundManager->initialize(assetManager);
|
|
}
|
|
if (movementSoundManager) {
|
|
movementSoundManager->initialize(assetManager);
|
|
}
|
|
if (questMarkerRenderer) {
|
|
questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
|
|
}
|
|
|
|
if (envFlagEnabled("WOWEE_PREWARM_ZONE_MUSIC", false)) {
|
|
if (zoneManager) {
|
|
for (const auto& musicPath : zoneManager->getAllMusicPaths()) {
|
|
musicManager->preloadMusic(musicPath);
|
|
}
|
|
}
|
|
static const std::vector<std::string> tavernTracks = {
|
|
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3",
|
|
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3",
|
|
};
|
|
for (const auto& musicPath : tavernTracks) {
|
|
musicManager->preloadMusic(musicPath);
|
|
}
|
|
}
|
|
} else {
|
|
deferredWorldInitPending_ = true;
|
|
deferredWorldInitStage_ = 0;
|
|
deferredWorldInitCooldown_ = 0.25f;
|
|
}
|
|
|
|
cachedAssetManager = assetManager;
|
|
}
|
|
|
|
// Snap camera to ground now that terrain is loaded
|
|
if (cameraController) {
|
|
cameraController->reset();
|
|
}
|
|
|
|
LOG_INFO("Test terrain loaded successfully!");
|
|
LOG_INFO(" Chunks: ", terrainRenderer->getChunkCount());
|
|
LOG_INFO(" Triangles: ", terrainRenderer->getTriangleCount());
|
|
|
|
return true;
|
|
}
|
|
|
|
void Renderer::setWireframeMode(bool enabled) {
|
|
if (terrainRenderer) {
|
|
terrainRenderer->setWireframe(enabled);
|
|
}
|
|
}
|
|
|
|
bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius) {
|
|
// Create terrain renderer if not already created
|
|
if (!terrainRenderer) {
|
|
LOG_ERROR("Terrain renderer not initialized");
|
|
return false;
|
|
}
|
|
|
|
// Create terrain manager if not already created
|
|
if (!terrainManager) {
|
|
terrainManager = std::make_unique<TerrainManager>();
|
|
// Wire terrain manager to camera controller for grounding
|
|
if (cameraController) {
|
|
cameraController->setTerrainManager(terrainManager.get());
|
|
}
|
|
}
|
|
|
|
LOG_INFO("Loading terrain area: ", mapName, " [", centerX, ",", centerY, "] radius=", radius);
|
|
|
|
terrainManager->setMapName(mapName);
|
|
terrainManager->setLoadRadius(radius);
|
|
terrainManager->setUnloadRadius(radius + 1);
|
|
|
|
// Load tiles in radius
|
|
for (int dy = -radius; dy <= radius; dy++) {
|
|
for (int dx = -radius; dx <= radius; dx++) {
|
|
int tileX = centerX + dx;
|
|
int tileY = centerY + dy;
|
|
|
|
if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) {
|
|
terrainManager->loadTile(tileX, tileY);
|
|
}
|
|
}
|
|
}
|
|
|
|
terrainLoaded = true;
|
|
|
|
// Get asset manager from Application if not cached yet
|
|
if (!cachedAssetManager) {
|
|
cachedAssetManager = core::Application::getInstance().getAssetManager();
|
|
}
|
|
|
|
// Initialize music manager with asset manager
|
|
if (musicManager && cachedAssetManager) {
|
|
if (!musicManager->isInitialized()) {
|
|
musicManager->initialize(cachedAssetManager);
|
|
}
|
|
}
|
|
if (footstepManager && cachedAssetManager) {
|
|
if (!footstepManager->isInitialized()) {
|
|
footstepManager->initialize(cachedAssetManager);
|
|
}
|
|
}
|
|
if (activitySoundManager && cachedAssetManager) {
|
|
if (!activitySoundManager->isInitialized()) {
|
|
activitySoundManager->initialize(cachedAssetManager);
|
|
}
|
|
}
|
|
if (mountSoundManager && cachedAssetManager) {
|
|
mountSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (npcVoiceManager && cachedAssetManager) {
|
|
npcVoiceManager->initialize(cachedAssetManager);
|
|
}
|
|
if (!deferredWorldInitEnabled_) {
|
|
if (ambientSoundManager && cachedAssetManager) {
|
|
ambientSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (uiSoundManager && cachedAssetManager) {
|
|
uiSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (combatSoundManager && cachedAssetManager) {
|
|
combatSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (spellSoundManager && cachedAssetManager) {
|
|
spellSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (movementSoundManager && cachedAssetManager) {
|
|
movementSoundManager->initialize(cachedAssetManager);
|
|
}
|
|
if (questMarkerRenderer && cachedAssetManager) {
|
|
questMarkerRenderer->initialize(vkCtx, perFrameSetLayout, cachedAssetManager);
|
|
}
|
|
} else {
|
|
deferredWorldInitPending_ = true;
|
|
deferredWorldInitStage_ = 0;
|
|
deferredWorldInitCooldown_ = 0.1f;
|
|
}
|
|
|
|
// Wire ambient sound manager to terrain manager for emitter registration
|
|
if (terrainManager && ambientSoundManager) {
|
|
terrainManager->setAmbientSoundManager(ambientSoundManager.get());
|
|
}
|
|
|
|
// Wire WMO, M2, and water renderer to camera controller
|
|
if (cameraController && wmoRenderer) {
|
|
cameraController->setWMORenderer(wmoRenderer.get());
|
|
}
|
|
if (cameraController && m2Renderer) {
|
|
cameraController->setM2Renderer(m2Renderer.get());
|
|
}
|
|
if (cameraController && waterRenderer) {
|
|
cameraController->setWaterRenderer(waterRenderer.get());
|
|
}
|
|
|
|
// Snap camera to ground now that terrain is loaded
|
|
if (cameraController) {
|
|
cameraController->reset();
|
|
}
|
|
|
|
LOG_INFO("Terrain area loaded: ", terrainManager->getLoadedTileCount(), " tiles");
|
|
|
|
return true;
|
|
}
|
|
|
|
void Renderer::setTerrainStreaming(bool enabled) {
|
|
if (terrainManager) {
|
|
terrainManager->setStreamingEnabled(enabled);
|
|
LOG_INFO("Terrain streaming: ", enabled ? "ON" : "OFF");
|
|
}
|
|
}
|
|
|
|
void Renderer::renderHUD() {
|
|
if (performanceHUD && camera) {
|
|
performanceHUD->render(this, camera.get());
|
|
}
|
|
}
|
|
|
|
// ──────────────────────────────────────────────────────
|
|
// Shadow mapping helpers
|
|
// ──────────────────────────────────────────────────────
|
|
|
|
// initShadowMap() and compileShadowShader() removed — shadow resources now created
|
|
// in createPerFrameResources() as part of the Vulkan shadow infrastructure.
|
|
|
|
glm::mat4 Renderer::computeLightSpaceMatrix() {
|
|
constexpr float kShadowHalfExtent = 180.0f;
|
|
constexpr float kShadowLightDistance = 280.0f;
|
|
constexpr float kShadowNearPlane = 1.0f;
|
|
constexpr float kShadowFarPlane = 600.0f;
|
|
|
|
// Use active lighting direction so shadow projection matches main shading.
|
|
// Fragment shaders derive lighting with `ldir = normalize(-lightDir.xyz)`,
|
|
// therefore shadow rays must use -directionalDir to stay aligned.
|
|
glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
|
|
if (lightingManager) {
|
|
const auto& lighting = lightingManager->getLightingParams();
|
|
if (glm::length(lighting.directionalDir) > 0.001f) {
|
|
sunDir = glm::normalize(-lighting.directionalDir);
|
|
}
|
|
}
|
|
// Shadow camera expects light rays pointing downward in render space (Z up).
|
|
// Some profiles/opcode paths provide the opposite convention; normalize here.
|
|
if (sunDir.z > 0.0f) {
|
|
sunDir = -sunDir;
|
|
}
|
|
// Keep a minimum downward component so the frustum doesn't collapse at grazing angles.
|
|
if (sunDir.z > -0.08f) {
|
|
sunDir.z = -0.08f;
|
|
sunDir = glm::normalize(sunDir);
|
|
}
|
|
|
|
// Keep a stable shadow focus center and move it smoothly toward the player
|
|
// to avoid visible shadow "state jumps" during movement.
|
|
glm::vec3 desiredCenter = characterPosition;
|
|
// Don't initialize shadow center until the player has a real world position.
|
|
// characterPosition starts at (0,0,0) and gets set once the server places us.
|
|
if (!shadowCenterInitialized) {
|
|
if (glm::dot(desiredCenter, desiredCenter) < 1.0f) {
|
|
// Position not set yet — skip shadow rendering this frame.
|
|
return glm::mat4(0.0f);
|
|
}
|
|
shadowCenter = desiredCenter;
|
|
shadowCenterInitialized = true;
|
|
} else {
|
|
const bool movingNow = cameraController && cameraController->isMoving();
|
|
if (movingNow) {
|
|
// Hold projection center fixed while moving to eliminate
|
|
// frame-to-frame surface flicker from projection churn.
|
|
shadowPostMoveFrames_ = 1; // transition marker: was moving last frame
|
|
} else {
|
|
if (shadowPostMoveFrames_ == 1) {
|
|
// First frame after movement: snap once so there's no delayed catch-up.
|
|
shadowCenter = desiredCenter;
|
|
} else {
|
|
// Normal idle smoothing.
|
|
constexpr float kCenterLerp = 0.12f;
|
|
constexpr float kMaxHorizontalStep = 1.5f;
|
|
constexpr float kMaxVerticalStep = 0.6f;
|
|
|
|
glm::vec2 deltaXY(desiredCenter.x - shadowCenter.x, desiredCenter.y - shadowCenter.y);
|
|
float distXY = glm::length(deltaXY);
|
|
if (distXY > 0.001f) {
|
|
float step = std::min(distXY * kCenterLerp, kMaxHorizontalStep);
|
|
glm::vec2 move = (deltaXY / distXY) * step;
|
|
shadowCenter.x += move.x;
|
|
shadowCenter.y += move.y;
|
|
}
|
|
|
|
float deltaZ = desiredCenter.z - shadowCenter.z;
|
|
if (std::abs(deltaZ) > 0.001f) {
|
|
float stepZ = std::clamp(deltaZ * kCenterLerp, -kMaxVerticalStep, kMaxVerticalStep);
|
|
shadowCenter.z += stepZ;
|
|
}
|
|
}
|
|
shadowPostMoveFrames_ = 0;
|
|
}
|
|
}
|
|
glm::vec3 center = shadowCenter;
|
|
|
|
// Snap to shadow texel grid to keep projection stable while moving.
|
|
float halfExtent = kShadowHalfExtent;
|
|
float texelWorld = (2.0f * halfExtent) / static_cast<float>(SHADOW_MAP_SIZE);
|
|
|
|
// Build light view to get stable axes
|
|
glm::vec3 up(0.0f, 0.0f, 1.0f);
|
|
// If sunDir is nearly parallel to up, pick a different up vector
|
|
if (std::abs(glm::dot(sunDir, up)) > 0.99f) {
|
|
up = glm::vec3(0.0f, 1.0f, 0.0f);
|
|
}
|
|
glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
|
|
|
// Stable texel snapping in light space removes movement shimmer.
|
|
glm::vec4 centerLS = lightView * glm::vec4(center, 1.0f);
|
|
centerLS.x = std::round(centerLS.x / texelWorld) * texelWorld;
|
|
centerLS.y = std::round(centerLS.y / texelWorld) * texelWorld;
|
|
glm::vec4 snappedCenter = glm::inverse(lightView) * centerLS;
|
|
center = glm::vec3(snappedCenter);
|
|
shadowCenter = center;
|
|
lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
|
|
|
|
glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent,
|
|
kShadowNearPlane, kShadowFarPlane);
|
|
lightProj[1][1] *= -1.0f; // Vulkan Y-flip for shadow pass
|
|
|
|
return lightProj * lightView;
|
|
}
|
|
|
|
void Renderer::setupWater1xPass() {
|
|
if (!waterRenderer || !vkCtx) return;
|
|
VkImageView depthView = vkCtx->getDepthResolveImageView();
|
|
if (!depthView) {
|
|
LOG_WARNING("No depth resolve image available - cannot create 1x water pass");
|
|
return;
|
|
}
|
|
|
|
waterRenderer->createWater1xPass(vkCtx->getSwapchainFormat(), vkCtx->getDepthFormat());
|
|
waterRenderer->createWater1xFramebuffers(
|
|
vkCtx->getSwapchainImageViews(), depthView, vkCtx->getSwapchainExtent());
|
|
}
|
|
|
|
void Renderer::renderReflectionPass() {
|
|
if (!waterRenderer || !camera || !waterRenderer->hasReflectionPass() || !waterRenderer->hasSurfaces()) return;
|
|
if (currentCmd == VK_NULL_HANDLE || !reflPerFrameUBOMapped) return;
|
|
|
|
// Reflection pass uses 1x MSAA. Scene pipelines must be render-pass-compatible,
|
|
// which requires matching sample counts. Only render scene into reflection when MSAA is off.
|
|
bool canRenderScene = (vkCtx->getMsaaSamples() == VK_SAMPLE_COUNT_1_BIT);
|
|
|
|
// Find dominant water height near camera
|
|
auto waterH = waterRenderer->getDominantWaterHeight(camera->getPosition());
|
|
if (!waterH) return;
|
|
|
|
float waterHeight = *waterH;
|
|
|
|
// Skip reflection if camera is underwater (Z is up)
|
|
if (camera->getPosition().z < waterHeight + 0.5f) return;
|
|
|
|
// Compute reflected view and oblique projection
|
|
glm::mat4 reflView = WaterRenderer::computeReflectedView(*camera, waterHeight);
|
|
glm::mat4 reflProj = WaterRenderer::computeObliqueProjection(
|
|
camera->getProjectionMatrix(), reflView, waterHeight);
|
|
|
|
// Update water renderer's reflection UBO with the reflected viewProj
|
|
waterRenderer->updateReflectionUBO(reflProj * reflView);
|
|
|
|
// Fill the reflection per-frame UBO (same as normal but with reflected matrices)
|
|
GPUPerFrameData reflData = currentFrameData;
|
|
reflData.view = reflView;
|
|
reflData.projection = reflProj;
|
|
// Reflected camera position (Z is up)
|
|
glm::vec3 reflPos = camera->getPosition();
|
|
reflPos.z = 2.0f * waterHeight - reflPos.z;
|
|
reflData.viewPos = glm::vec4(reflPos, 1.0f);
|
|
std::memcpy(reflPerFrameUBOMapped, &reflData, sizeof(GPUPerFrameData));
|
|
|
|
// Begin reflection render pass (clears to black; scene rendered if pipeline-compatible)
|
|
if (!waterRenderer->beginReflectionPass(currentCmd)) return;
|
|
|
|
if (canRenderScene) {
|
|
// Render scene into reflection texture (sky + terrain + WMO only for perf)
|
|
if (skySystem) {
|
|
rendering::SkyParams skyParams;
|
|
skyParams.timeOfDay = (skySystem->getSkybox()) ? skySystem->getSkybox()->getTimeOfDay() : 12.0f;
|
|
if (lightingManager) {
|
|
const auto& lp = lightingManager->getLightingParams();
|
|
skyParams.directionalDir = lp.directionalDir;
|
|
skyParams.sunColor = lp.diffuseColor;
|
|
skyParams.skyTopColor = lp.skyTopColor;
|
|
skyParams.skyMiddleColor = lp.skyMiddleColor;
|
|
skyParams.skyBand1Color = lp.skyBand1Color;
|
|
skyParams.skyBand2Color = lp.skyBand2Color;
|
|
skyParams.cloudDensity = lp.cloudDensity;
|
|
skyParams.fogDensity = lp.fogDensity;
|
|
skyParams.horizonGlow = lp.horizonGlow;
|
|
}
|
|
// weatherIntensity left at default 0 for reflection pass (no game handler in scope)
|
|
skySystem->render(currentCmd, reflPerFrameDescSet, *camera, skyParams);
|
|
}
|
|
if (terrainRenderer && terrainEnabled) {
|
|
terrainRenderer->render(currentCmd, reflPerFrameDescSet, *camera);
|
|
}
|
|
if (wmoRenderer) {
|
|
wmoRenderer->render(currentCmd, reflPerFrameDescSet, *camera);
|
|
}
|
|
}
|
|
|
|
waterRenderer->endReflectionPass(currentCmd);
|
|
}
|
|
|
|
void Renderer::renderShadowPass() {
|
|
if (!shadowsEnabled || shadowDepthImage == VK_NULL_HANDLE) return;
|
|
if (currentCmd == VK_NULL_HANDLE) return;
|
|
|
|
// Compute and store light space matrix; write to per-frame UBO
|
|
lightSpaceMatrix = computeLightSpaceMatrix();
|
|
// Zero matrix means character position isn't set yet — skip shadow pass entirely.
|
|
if (lightSpaceMatrix == glm::mat4(0.0f)) return;
|
|
uint32_t frame = vkCtx->getCurrentFrame();
|
|
auto* ubo = reinterpret_cast<GPUPerFrameData*>(perFrameUBOMapped[frame]);
|
|
if (ubo) {
|
|
ubo->lightSpaceMatrix = lightSpaceMatrix;
|
|
ubo->shadowParams.x = shadowsEnabled ? 1.0f : 0.0f;
|
|
ubo->shadowParams.y = 0.8f;
|
|
}
|
|
|
|
// Barrier 1: transition shadow map into writable depth layout.
|
|
VkImageMemoryBarrier b1{};
|
|
b1.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
|
b1.oldLayout = shadowDepthLayout_;
|
|
b1.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
b1.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
b1.srcAccessMask = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
|
? VK_ACCESS_SHADER_READ_BIT
|
|
: 0;
|
|
b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
|
b1.image = shadowDepthImage;
|
|
b1.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
|
|
VkPipelineStageFlags srcStage = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
|
? VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
|
|
: VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
|
|
vkCmdPipelineBarrier(currentCmd,
|
|
srcStage, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
|
|
0, 0, nullptr, 0, nullptr, 1, &b1);
|
|
|
|
// Begin shadow render pass
|
|
VkRenderPassBeginInfo rpInfo{};
|
|
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
|
rpInfo.renderPass = shadowRenderPass;
|
|
rpInfo.framebuffer = shadowFramebuffer;
|
|
rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
|
|
VkClearValue clear{};
|
|
clear.depthStencil = {1.0f, 0};
|
|
rpInfo.clearValueCount = 1;
|
|
rpInfo.pClearValues = &clear;
|
|
vkCmdBeginRenderPass(currentCmd, &rpInfo, VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
VkViewport vp{0, 0, static_cast<float>(SHADOW_MAP_SIZE), static_cast<float>(SHADOW_MAP_SIZE), 0.0f, 1.0f};
|
|
vkCmdSetViewport(currentCmd, 0, 1, &vp);
|
|
VkRect2D sc{{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
|
|
vkCmdSetScissor(currentCmd, 0, 1, &sc);
|
|
|
|
// Phase 7/8: render shadow casters
|
|
constexpr float kShadowCullRadius = 180.0f; // match kShadowHalfExtent
|
|
if (wmoRenderer) {
|
|
wmoRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, kShadowCullRadius);
|
|
}
|
|
if (m2Renderer) {
|
|
m2Renderer->renderShadow(currentCmd, lightSpaceMatrix, globalTime, shadowCenter, kShadowCullRadius);
|
|
}
|
|
if (characterRenderer) {
|
|
characterRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, kShadowCullRadius);
|
|
}
|
|
|
|
vkCmdEndRenderPass(currentCmd);
|
|
|
|
// Barrier 2: DEPTH_STENCIL_ATTACHMENT_OPTIMAL → SHADER_READ_ONLY_OPTIMAL
|
|
VkImageMemoryBarrier b2{};
|
|
b2.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
|
b2.oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
b2.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
|
b2.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
|
b2.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
|
b2.image = shadowDepthImage;
|
|
b2.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
|
|
vkCmdPipelineBarrier(currentCmd,
|
|
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
|
0, 0, nullptr, 0, nullptr, 1, &b2);
|
|
shadowDepthLayout_ = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
|
}
|
|
|
|
} // namespace rendering
|
|
} // namespace wowee
|