Kelsidavis-WoWee/include/rendering/terrain_manager.hpp
Kelsi 9b90ab0429 Revert terrain_manager to original finalizeTile to fix water rendering
The incremental advanceFinalization state machine broke water rendering
in ways that couldn't be resolved. Reverted to the original monolithic
finalizeTile approach. The other performance optimizations (bone SSBO
pre-allocation, WMO distance culling, M2 adaptive distance tiers)
are kept.
2026-02-25 02:50:36 -08:00

367 lines
12 KiB
C++

#pragma once
#include "pipeline/adt_loader.hpp"
#include "pipeline/terrain_mesh.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/blp_loader.hpp"
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <memory>
#include <optional>
#include <thread>
#include <mutex>
#include <atomic>
#include <queue>
#include <list>
#include <vector>
#include <condition_variable>
#include <deque>
#include <glm/glm.hpp>
#include <array>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio { class AmbientSoundManager; }
namespace rendering { class TerrainRenderer; class Camera; class WaterRenderer; class M2Renderer; class WMORenderer; }
namespace rendering {
/**
* Terrain tile coordinates
*/
struct TileCoord {
int x;
int y;
bool operator==(const TileCoord& other) const {
return x == other.x && y == other.y;
}
struct Hash {
size_t operator()(const TileCoord& coord) const {
return std::hash<int>()(coord.x) ^ (std::hash<int>()(coord.y) << 1);
}
};
};
/**
* Loaded terrain tile data
*/
struct TerrainTile {
TileCoord coord;
pipeline::ADTTerrain terrain;
pipeline::TerrainMesh mesh;
bool loaded = false;
// Tile bounds in world coordinates
float minX, minY, maxX, maxY;
// Instance IDs for cleanup on unload
std::vector<uint32_t> wmoInstanceIds;
std::vector<uint32_t> wmoUniqueIds; // For WMO dedup cleanup on unload
std::vector<uint32_t> m2InstanceIds;
std::vector<uint32_t> doodadUniqueIds; // For dedup cleanup on unload
};
/**
* Pre-processed tile data ready for GPU upload (produced by background thread)
*/
struct PendingTile {
TileCoord coord;
pipeline::ADTTerrain terrain;
pipeline::TerrainMesh mesh;
// Pre-loaded M2 data
struct M2Ready {
uint32_t modelId;
pipeline::M2Model model;
std::string path;
};
std::vector<M2Ready> m2Models;
// M2 instance placement data (references modelId from m2Models)
struct M2Placement {
uint32_t modelId;
uint32_t uniqueId;
glm::vec3 position;
glm::vec3 rotation;
float scale;
};
std::vector<M2Placement> m2Placements;
// Pre-loaded WMO data
struct WMOReady {
uint32_t modelId;
uint32_t uniqueId;
pipeline::WMOModel model;
glm::vec3 position;
glm::vec3 rotation;
};
std::vector<WMOReady> wmoModels;
// WMO doodad M2 models (M2s placed inside WMOs)
struct WMODoodadReady {
uint32_t modelId;
pipeline::M2Model model;
glm::vec3 worldPosition; // For frustum culling
glm::mat4 modelMatrix; // Pre-computed world transform
};
std::vector<WMODoodadReady> wmoDoodads;
// Ambient sound emitters (detected from doodads)
struct AmbientEmitter {
glm::vec3 position;
uint32_t type; // Maps to AmbientSoundManager::AmbientType
};
std::vector<AmbientEmitter> ambientEmitters;
// Pre-loaded terrain texture BLP data (loaded on background thread to avoid
// blocking file I/O on the main thread during finalizeTile)
std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
};
/**
* Terrain manager for multi-tile terrain streaming
*
* Handles loading and unloading terrain tiles based on camera position
*/
class TerrainManager {
public:
TerrainManager();
~TerrainManager();
/**
* Initialize terrain manager
* @param assetManager Asset manager for loading files
* @param terrainRenderer Terrain renderer for GPU upload
*/
bool initialize(pipeline::AssetManager* assetManager, TerrainRenderer* terrainRenderer);
/**
* Update terrain streaming based on camera position
* @param camera Current camera
* @param deltaTime Time since last update
*/
void update(const Camera& camera, float deltaTime);
/**
* Set map name
* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
*/
void setMapName(const std::string& mapName) { this->mapName = mapName; }
/**
* Load a single tile
* @param x Tile X coordinate (0-63)
* @param y Tile Y coordinate (0-63)
* @return true if loaded successfully
*/
bool loadTile(int x, int y);
/**
* Enqueue a tile for async loading (returns false if previously failed).
*/
bool enqueueTile(int x, int y);
/**
* Unload a tile
* @param x Tile X coordinate
* @param y Tile Y coordinate
*/
void unloadTile(int x, int y);
/**
* Unload all tiles
*/
void unloadAll();
/**
* Precache a set of tiles (for taxi routes, etc.)
* @param tiles Vector of (x, y) tile coordinates to preload
*/
void precacheTiles(const std::vector<std::pair<int, int>>& tiles);
/**
* Set streaming parameters
*/
void setLoadRadius(int radius) { loadRadius = radius; }
void setUnloadRadius(int radius) { unloadRadius = radius; }
void setStreamingEnabled(bool enabled) { streamingEnabled = enabled; }
void setUpdateInterval(float seconds) { updateInterval = seconds; }
void setTaxiStreamingMode(bool enabled) { taxiStreamingMode_ = enabled; }
void setGroundClutterDensityScale(float scale) { groundClutterDensityScale_ = glm::clamp(scale, 0.0f, 1.5f); }
float getGroundClutterDensityScale() const { return groundClutterDensityScale_; }
void setWaterRenderer(WaterRenderer* renderer) { waterRenderer = renderer; }
void setM2Renderer(M2Renderer* renderer) { m2Renderer = renderer; }
void setWMORenderer(WMORenderer* renderer) { wmoRenderer = renderer; }
void setAmbientSoundManager(audio::AmbientSoundManager* manager) { ambientSoundManager = manager; }
/**
* Get terrain height at GL coordinates
* @param glX GL X position
* @param glY GL Y position
* @return Height (GL Z) if terrain loaded at that position, empty otherwise
*/
std::optional<float> getHeightAt(float glX, float glY) const;
/**
* Get dominant terrain texture name at a GL position.
* Returns empty if terrain is not loaded at that position.
*/
std::optional<std::string> getDominantTextureAt(float glX, float glY) const;
/**
* Get statistics
*/
int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
/** Total unfinished tiles (worker threads + ready queue) */
int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
TileCoord getCurrentTile() const { return currentTile; }
/** Process all ready tiles immediately (use during loading screens) */
void processAllReadyTiles();
private:
/**
* Get tile coordinates from GL world position
*/
TileCoord worldToTile(float worldX, float worldY) const;
/**
* Get world bounds for a tile
*/
void getTileBounds(const TileCoord& coord, float& minX, float& minY,
float& maxX, float& maxY) const;
/**
* Build ADT file path
*/
std::string getADTPath(const TileCoord& coord) const;
/**
* Load tiles in radius around current tile
*/
void streamTiles();
/**
* Background thread: prepare tile data (CPU work only, no OpenGL)
*/
std::shared_ptr<PendingTile> prepareTile(int x, int y);
/**
* Main thread: upload prepared tile data to GPU
*/
void finalizeTile(const std::shared_ptr<PendingTile>& pending);
/**
* Background worker thread loop
*/
void workerLoop();
/**
* Main thread: poll for completed tiles and upload to GPU
*/
void processReadyTiles();
void ensureGroundEffectTablesLoaded();
void generateGroundClutterPlacements(std::shared_ptr<PendingTile>& pending,
std::unordered_set<uint32_t>& preparedModelIds);
pipeline::AssetManager* assetManager = nullptr;
TerrainRenderer* terrainRenderer = nullptr;
WaterRenderer* waterRenderer = nullptr;
M2Renderer* m2Renderer = nullptr;
WMORenderer* wmoRenderer = nullptr;
audio::AmbientSoundManager* ambientSoundManager = nullptr;
std::string mapName = "Azeroth";
// Loaded tiles (keyed by coordinate)
std::unordered_map<TileCoord, std::unique_ptr<TerrainTile>, TileCoord::Hash> loadedTiles;
// Tiles that failed to load (don't retry)
std::unordered_map<TileCoord, bool, TileCoord::Hash> failedTiles;
// Current tile (where camera is)
TileCoord currentTile = {-1, -1};
TileCoord lastStreamTile = {-1, -1};
// Streaming parameters
bool streamingEnabled = true;
int loadRadius = 4; // Load tiles within this radius (9x9 grid = 81 tiles)
int unloadRadius = 7; // Unload tiles beyond this radius
float updateInterval = 0.033f; // Check streaming every 33ms (~30 fps)
float timeSinceLastUpdate = 0.0f;
bool taxiStreamingMode_ = false;
// Tile size constants (WoW ADT specifications)
// A tile (ADT) = 16x16 chunks = 533.33 units across
// A chunk = 8x8 vertex quads = 33.33 units across
static constexpr float TILE_SIZE = 533.33333f; // One tile = 533.33 units
static constexpr float CHUNK_SIZE = 33.33333f; // One chunk = 33.33 units
// Background loading worker pool
std::vector<std::thread> workerThreads;
int workerCount = 0;
std::mutex queueMutex;
std::condition_variable queueCV;
std::deque<TileCoord> loadQueue;
std::queue<std::shared_ptr<PendingTile>> readyQueue;
// In-RAM tile cache (LRU) to avoid re-reading from disk
struct CachedTile {
std::shared_ptr<PendingTile> tile;
size_t bytes = 0;
std::list<TileCoord>::iterator lruIt;
};
std::unordered_map<TileCoord, CachedTile, TileCoord::Hash> tileCache_;
std::list<TileCoord> tileCacheLru_;
size_t tileCacheBytes_ = 0;
size_t tileCacheBudgetBytes_ = 8ull * 1024 * 1024 * 1024; // Dynamic, set at init based on RAM
std::mutex tileCacheMutex_;
std::shared_ptr<PendingTile> getCachedTile(const TileCoord& coord);
void putCachedTile(const std::shared_ptr<PendingTile>& tile);
size_t estimatePendingTileBytes(const PendingTile& tile) const;
void logMissingAdtOnce(const std::string& adtPath);
std::atomic<bool> workerRunning{false};
// Track tiles currently queued or being processed to avoid duplicates
std::unordered_map<TileCoord, bool, TileCoord::Hash> pendingTiles;
std::unordered_set<std::string> missingAdtWarnings_;
std::mutex missingAdtWarningsMutex_;
// Dedup set for doodad placements across tile boundaries
std::unordered_set<uint32_t> placedDoodadIds;
// Dedup set for WMO placements across tile boundaries (prevents rendering Stormwind 16x)
std::unordered_set<uint32_t> placedWmoIds;
// Progressive M2 upload queue (spread heavy uploads across frames)
struct PendingM2Upload {
uint32_t modelId;
pipeline::M2Model model;
std::string path;
};
std::queue<PendingM2Upload> m2UploadQueue_;
static constexpr int MAX_M2_UPLOADS_PER_FRAME = 5; // Upload up to 5 models per frame
void processM2UploadQueue();
struct GroundEffectEntry {
std::array<uint32_t, 4> doodadIds{{0, 0, 0, 0}};
std::array<uint32_t, 4> weights{{0, 0, 0, 0}};
uint32_t density = 0;
};
bool groundEffectsLoaded_ = false;
std::unordered_map<uint32_t, GroundEffectEntry> groundEffectById_; // effectId -> config
std::unordered_map<uint32_t, std::string> groundDoodadModelById_; // doodadId -> model path
float groundClutterDensityScale_ = 1.0f;
};
} // namespace rendering
} // namespace wowee