mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-07 13:43:51 +00:00
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
230 lines
8.2 KiB
C++
230 lines
8.2 KiB
C++
#pragma once
|
||
|
||
#include "pipeline/terrain_mesh.hpp"
|
||
#include "pipeline/blp_loader.hpp"
|
||
#include "rendering/camera.hpp"
|
||
#include <vulkan/vulkan.h>
|
||
#include <vk_mem_alloc.h>
|
||
#include <glm/glm.hpp>
|
||
#include <memory>
|
||
#include <unordered_map>
|
||
#include <unordered_set>
|
||
#include <string>
|
||
|
||
namespace wowee {
|
||
|
||
// Forward declarations
|
||
namespace pipeline { class AssetManager; }
|
||
|
||
namespace rendering {
|
||
|
||
class VkContext;
|
||
class VkTexture;
|
||
class Frustum;
|
||
|
||
/**
|
||
* GPU-side terrain chunk data (Vulkan)
|
||
*/
|
||
struct TerrainChunkGPU {
|
||
::VkBuffer vertexBuffer = VK_NULL_HANDLE;
|
||
VmaAllocation vertexAlloc = VK_NULL_HANDLE;
|
||
::VkBuffer indexBuffer = VK_NULL_HANDLE;
|
||
VmaAllocation indexAlloc = VK_NULL_HANDLE;
|
||
uint32_t indexCount = 0;
|
||
|
||
// Material descriptor set (set 1: 7 samplers + params UBO)
|
||
VkDescriptorSet materialSet = VK_NULL_HANDLE;
|
||
|
||
// Per-chunk params UBO (hasLayer1/2/3)
|
||
::VkBuffer paramsUBO = VK_NULL_HANDLE;
|
||
VmaAllocation paramsAlloc = VK_NULL_HANDLE;
|
||
|
||
// Texture handles (owned by cache, NOT destroyed per-chunk)
|
||
VkTexture* baseTexture = nullptr;
|
||
VkTexture* layerTextures[3] = {nullptr, nullptr, nullptr};
|
||
VkTexture* alphaTextures[3] = {nullptr, nullptr, nullptr};
|
||
int layerCount = 0;
|
||
|
||
// Per-chunk alpha textures (owned by this chunk, destroyed on removal)
|
||
std::vector<std::unique_ptr<VkTexture>> ownedAlphaTextures;
|
||
|
||
// World position for culling
|
||
float worldX = 0.0f;
|
||
float worldY = 0.0f;
|
||
float worldZ = 0.0f;
|
||
|
||
// Owning tile coordinates (for per-tile removal)
|
||
int tileX = -1, tileY = -1;
|
||
|
||
// Bounding sphere for frustum culling
|
||
float boundingSphereRadius = 0.0f;
|
||
glm::vec3 boundingSphereCenter = glm::vec3(0.0f);
|
||
|
||
// Offsets into mega buffers for indirect drawing (-1 = not in mega buffer)
|
||
int32_t megaBaseVertex = -1;
|
||
uint32_t megaFirstIndex = 0;
|
||
uint32_t vertexCount = 0;
|
||
|
||
bool isValid() const { return vertexBuffer != VK_NULL_HANDLE && indexBuffer != VK_NULL_HANDLE; }
|
||
};
|
||
|
||
/**
|
||
* Terrain renderer (Vulkan)
|
||
*/
|
||
class TerrainRenderer {
|
||
public:
|
||
TerrainRenderer();
|
||
~TerrainRenderer();
|
||
|
||
/**
|
||
* Initialize terrain renderer
|
||
* @param ctx Vulkan context
|
||
* @param perFrameLayout Descriptor set layout for set 0 (per-frame UBO)
|
||
* @param assetManager Asset manager for loading textures
|
||
*/
|
||
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
|
||
pipeline::AssetManager* assetManager);
|
||
|
||
void shutdown();
|
||
|
||
bool loadTerrain(const pipeline::TerrainMesh& mesh,
|
||
const std::vector<std::string>& texturePaths,
|
||
int tileX = -1, int tileY = -1);
|
||
|
||
/// Upload a batch of terrain chunks incrementally. Returns true when all chunks done.
|
||
/// chunkIndex is updated to the next chunk to process (0-255 row-major).
|
||
bool loadTerrainIncremental(const pipeline::TerrainMesh& mesh,
|
||
const std::vector<std::string>& texturePaths,
|
||
int tileX, int tileY,
|
||
int& chunkIndex, int maxChunksPerCall = 16);
|
||
|
||
void removeTile(int tileX, int tileY);
|
||
|
||
void uploadPreloadedTextures(const std::unordered_map<std::string, pipeline::BLPImage>& textures);
|
||
|
||
/**
|
||
* Render terrain
|
||
* @param cmd Command buffer to record into
|
||
* @param perFrameSet Per-frame descriptor set (set 0)
|
||
* @param camera Camera for frustum culling
|
||
*/
|
||
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
|
||
|
||
/**
|
||
* Initialize terrain shadow pipeline (must be called after initialize()).
|
||
* @param shadowRenderPass Depth-only render pass used for the shadow map.
|
||
*/
|
||
bool initializeShadow(VkRenderPass shadowRenderPass);
|
||
|
||
/**
|
||
* Render terrain into the shadow depth map.
|
||
* @param cmd Command buffer (inside shadow render pass).
|
||
* @param lightSpaceMatrix Orthographic light-space transform.
|
||
* @param shadowCenter World-space centre of shadow coverage.
|
||
* @param shadowRadius Cull radius around shadowCenter.
|
||
*/
|
||
void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix,
|
||
const glm::vec3& shadowCenter, float shadowRadius);
|
||
|
||
bool hasShadowPipeline() const { return shadowPipeline_ != VK_NULL_HANDLE; }
|
||
|
||
void clear();
|
||
|
||
void recreatePipelines();
|
||
|
||
void setWireframe(bool enabled) { wireframe = enabled; }
|
||
void setFrustumCulling(bool enabled) { frustumCullingEnabled = enabled; }
|
||
void setFogEnabled(bool enabled) { fogEnabled = enabled; }
|
||
bool isFogEnabled() const { return fogEnabled; }
|
||
|
||
void setShadowMap(VkDescriptorImageInfo /*depthInfo*/, const glm::mat4& /*lightSpaceMat*/) {}
|
||
void clearShadowMap() {}
|
||
|
||
int getChunkCount() const { return static_cast<int>(chunks.size()); }
|
||
int getRenderedChunkCount() const { return renderedChunks; }
|
||
int getCulledChunkCount() const { return culledChunks; }
|
||
int getTriangleCount() const;
|
||
VkContext* getVkContext() const { return vkCtx; }
|
||
|
||
private:
|
||
TerrainChunkGPU uploadChunk(const pipeline::ChunkMesh& chunk);
|
||
VkTexture* loadTexture(const std::string& path);
|
||
VkTexture* createAlphaTexture(const std::vector<uint8_t>& alphaData);
|
||
bool isChunkVisible(const TerrainChunkGPU& chunk, const Frustum& frustum);
|
||
void calculateBoundingSphere(TerrainChunkGPU& chunk, const pipeline::ChunkMesh& meshChunk);
|
||
VkDescriptorSet allocateMaterialSet();
|
||
void writeMaterialDescriptors(VkDescriptorSet set, const TerrainChunkGPU& chunk);
|
||
void destroyChunkGPU(TerrainChunkGPU& chunk);
|
||
|
||
VkContext* vkCtx = nullptr;
|
||
pipeline::AssetManager* assetManager = nullptr;
|
||
|
||
// Main pipelines
|
||
VkPipeline pipeline = VK_NULL_HANDLE;
|
||
VkPipeline wireframePipeline = VK_NULL_HANDLE;
|
||
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
|
||
VkDescriptorSetLayout materialSetLayout = VK_NULL_HANDLE;
|
||
|
||
// Shadow pipeline
|
||
VkPipeline shadowPipeline_ = VK_NULL_HANDLE;
|
||
VkPipelineLayout shadowPipelineLayout_ = VK_NULL_HANDLE;
|
||
VkDescriptorSetLayout shadowParamsLayout_ = VK_NULL_HANDLE;
|
||
VkDescriptorPool shadowParamsPool_ = VK_NULL_HANDLE;
|
||
VkDescriptorSet shadowParamsSet_ = VK_NULL_HANDLE;
|
||
VkBuffer shadowParamsUBO_ = VK_NULL_HANDLE;
|
||
VmaAllocation shadowParamsAlloc_ = VK_NULL_HANDLE;
|
||
|
||
// Descriptor pool for material sets
|
||
VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
|
||
static constexpr uint32_t MAX_MATERIAL_SETS = 65536;
|
||
|
||
// Loaded terrain chunks
|
||
std::vector<TerrainChunkGPU> chunks;
|
||
|
||
// Texture cache (path -> VkTexture)
|
||
struct TextureCacheEntry {
|
||
std::unique_ptr<VkTexture> texture;
|
||
size_t approxBytes = 0;
|
||
uint64_t lastUse = 0;
|
||
};
|
||
std::unordered_map<std::string, TextureCacheEntry> textureCache;
|
||
size_t textureCacheBytes_ = 0;
|
||
uint64_t textureCacheCounter_ = 0;
|
||
size_t textureCacheBudgetBytes_ = 4096ull * 1024 * 1024;
|
||
std::unordered_set<std::string> failedTextureCache_;
|
||
std::unordered_set<std::string> loggedTextureLoadFails_;
|
||
uint32_t textureBudgetRejectWarnings_ = 0;
|
||
|
||
// Fallback textures
|
||
std::unique_ptr<VkTexture> whiteTexture;
|
||
std::unique_ptr<VkTexture> opaqueAlphaTexture;
|
||
|
||
// Rendering state
|
||
bool wireframe = false;
|
||
bool frustumCullingEnabled = true;
|
||
bool fogEnabled = true;
|
||
int renderedChunks = 0;
|
||
int culledChunks = 0;
|
||
|
||
// Mega vertex/index buffers for indirect drawing
|
||
// All terrain chunks share a single VB + IB, eliminating per-chunk rebinds.
|
||
// Indirect draw commands are built CPU-side each frame for visible chunks.
|
||
VkBuffer megaVB_ = VK_NULL_HANDLE;
|
||
VmaAllocation megaVBAlloc_ = VK_NULL_HANDLE;
|
||
void* megaVBMapped_ = nullptr;
|
||
VkBuffer megaIB_ = VK_NULL_HANDLE;
|
||
VmaAllocation megaIBAlloc_ = VK_NULL_HANDLE;
|
||
void* megaIBMapped_ = nullptr;
|
||
uint32_t megaVBUsed_ = 0; // vertices used
|
||
uint32_t megaIBUsed_ = 0; // indices used
|
||
static constexpr uint32_t MEGA_VB_MAX_VERTS = 1536 * 1024; // ~1.5M verts × 44B ≈ 64MB
|
||
static constexpr uint32_t MEGA_IB_MAX_INDICES = 6 * 1024 * 1024; // 6M indices × 4B = 24MB
|
||
|
||
VkBuffer indirectBuffer_ = VK_NULL_HANDLE;
|
||
VmaAllocation indirectAlloc_ = VK_NULL_HANDLE;
|
||
void* indirectMapped_ = nullptr;
|
||
static constexpr uint32_t MAX_INDIRECT_DRAWS = 8192;
|
||
};
|
||
|
||
} // namespace rendering
|
||
} // namespace wowee
|