mirror of
https://github.com/Kelsidavis/WoWee.git
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1932 lines
74 KiB
C++
1932 lines
74 KiB
C++
#include "rendering/wmo_renderer.hpp"
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#include "rendering/texture.hpp"
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#include "rendering/shader.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/frustum.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "core/logger.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include <filesystem>
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#include <fstream>
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#include <limits>
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#include <unordered_set>
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namespace wowee {
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namespace rendering {
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static void transformAABB(const glm::mat4& modelMatrix,
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const glm::vec3& localMin,
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const glm::vec3& localMax,
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glm::vec3& outMin,
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glm::vec3& outMax);
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WMORenderer::WMORenderer() {
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}
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WMORenderer::~WMORenderer() {
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shutdown();
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}
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bool WMORenderer::initialize(pipeline::AssetManager* assets) {
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core::Logger::getInstance().info("Initializing WMO renderer...");
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assetManager = assets;
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// Create WMO shader with texture support
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const char* vertexSrc = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoord;
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layout (location = 3) in vec4 aColor;
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoord;
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out vec4 VertexColor;
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void main() {
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vec4 worldPos = uModel * vec4(aPos, 1.0);
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FragPos = worldPos.xyz;
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// Use mat3(uModel) directly - avoids expensive inverse() per vertex
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// This works correctly for uniform scale transforms
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Normal = mat3(uModel) * aNormal;
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TexCoord = aTexCoord;
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VertexColor = aColor;
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gl_Position = uProjection * uView * worldPos;
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}
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)";
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const char* fragmentSrc = R"(
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#version 330 core
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoord;
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in vec4 VertexColor;
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uniform vec3 uLightDir;
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uniform vec3 uLightColor;
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uniform float uSpecularIntensity;
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uniform vec3 uViewPos;
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uniform vec3 uAmbientColor;
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uniform sampler2D uTexture;
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uniform bool uHasTexture;
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uniform bool uAlphaTest;
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uniform vec3 uFogColor;
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uniform float uFogStart;
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uniform float uFogEnd;
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uniform sampler2DShadow uShadowMap;
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uniform mat4 uLightSpaceMatrix;
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uniform bool uShadowEnabled;
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uniform float uShadowStrength;
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out vec4 FragColor;
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void main() {
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vec3 normal = normalize(Normal);
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vec3 lightDir = normalize(uLightDir);
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// Diffuse lighting
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = diff * vec3(1.0);
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// Ambient
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vec3 ambient = uAmbientColor;
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// Blinn-Phong specular
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vec3 viewDir = normalize(uViewPos - FragPos);
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vec3 halfDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
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vec3 specular = spec * uLightColor * uSpecularIntensity;
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// Sample texture or use vertex color
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vec4 texColor;
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if (uHasTexture) {
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texColor = texture(uTexture, TexCoord);
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// Alpha test only for cutout materials (lattice, grating, etc.)
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if (uAlphaTest && texColor.a < 0.5) discard;
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} else {
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// MOCV vertex color alpha is a lighting blend factor, not transparency
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texColor = vec4(VertexColor.rgb, 1.0);
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}
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// Shadow mapping
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float shadow = 1.0;
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if (uShadowEnabled) {
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vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
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if (proj.z <= 1.0 && proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0) {
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float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
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float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
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float bias = max(0.005 * (1.0 - dot(normal, lightDir)), 0.001);
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shadow = 0.0;
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vec2 texelSize = vec2(1.0 / 2048.0);
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for (int sx = -1; sx <= 1; sx++) {
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for (int sy = -1; sy <= 1; sy++) {
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shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
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}
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}
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shadow /= 9.0;
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shadow = mix(1.0, shadow, coverageFade);
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}
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}
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shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
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// Combine lighting with texture
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vec3 result = (ambient + (diffuse + specular) * shadow) * texColor.rgb;
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// Fog
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float fogDist = length(uViewPos - FragPos);
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float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0);
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result = mix(uFogColor, result, fogFactor);
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FragColor = vec4(result, 1.0);
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}
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)";
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shader = std::make_unique<Shader>();
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if (!shader->loadFromSource(vertexSrc, fragmentSrc)) {
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core::Logger::getInstance().error("Failed to create WMO shader");
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return false;
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}
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// Create default white texture for fallback
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uint8_t whitePixel[4] = {255, 255, 255, 255};
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glGenTextures(1, &whiteTexture);
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glBindTexture(GL_TEXTURE_2D, whiteTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Initialize occlusion query resources
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initOcclusionResources();
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core::Logger::getInstance().info("WMO renderer initialized");
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return true;
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}
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void WMORenderer::shutdown() {
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core::Logger::getInstance().info("Shutting down WMO renderer...");
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// Free all GPU resources
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for (auto& [id, model] : loadedModels) {
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for (auto& group : model.groups) {
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if (group.vao != 0) glDeleteVertexArrays(1, &group.vao);
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if (group.vbo != 0) glDeleteBuffers(1, &group.vbo);
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if (group.ebo != 0) glDeleteBuffers(1, &group.ebo);
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}
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}
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// Free cached textures
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for (auto& [path, texId] : textureCache) {
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if (texId != 0 && texId != whiteTexture) {
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glDeleteTextures(1, &texId);
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}
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}
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textureCache.clear();
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// Free white texture
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if (whiteTexture != 0) {
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glDeleteTextures(1, &whiteTexture);
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whiteTexture = 0;
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}
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loadedModels.clear();
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instances.clear();
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spatialGrid.clear();
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instanceIndexById.clear();
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shader.reset();
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// Free occlusion query resources
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for (auto& [key, query] : occlusionQueries) {
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glDeleteQueries(1, &query);
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}
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occlusionQueries.clear();
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occlusionResults.clear();
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if (bboxVao != 0) { glDeleteVertexArrays(1, &bboxVao); bboxVao = 0; }
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if (bboxVbo != 0) { glDeleteBuffers(1, &bboxVbo); bboxVbo = 0; }
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occlusionShader.reset();
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}
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bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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if (!model.isValid()) {
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core::Logger::getInstance().error("Cannot load invalid WMO model");
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return false;
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}
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// Check if already loaded
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if (loadedModels.find(id) != loadedModels.end()) {
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core::Logger::getInstance().warning("WMO model ", id, " already loaded");
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return true;
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}
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core::Logger::getInstance().info("Loading WMO model ", id, " with ", model.groups.size(), " groups, ",
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model.textures.size(), " textures...");
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ModelData modelData;
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modelData.id = id;
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modelData.boundingBoxMin = model.boundingBoxMin;
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modelData.boundingBoxMax = model.boundingBoxMax;
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core::Logger::getInstance().info(" WMO bounds: min=(", model.boundingBoxMin.x, ", ", model.boundingBoxMin.y, ", ", model.boundingBoxMin.z,
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") max=(", model.boundingBoxMax.x, ", ", model.boundingBoxMax.y, ", ", model.boundingBoxMax.z, ")");
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// Load textures for this model
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core::Logger::getInstance().info(" WMO has ", model.textures.size(), " texture paths, ", model.materials.size(), " materials");
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if (assetManager && !model.textures.empty()) {
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for (size_t i = 0; i < model.textures.size(); i++) {
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const auto& texPath = model.textures[i];
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core::Logger::getInstance().debug(" Loading texture ", i, ": ", texPath);
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GLuint texId = loadTexture(texPath);
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modelData.textures.push_back(texId);
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}
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core::Logger::getInstance().info(" Loaded ", modelData.textures.size(), " textures for WMO");
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}
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// Store material -> texture index mapping
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// IMPORTANT: mat.texture1 is a byte offset into MOTX, not an array index!
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// We need to convert it using the textureOffsetToIndex map
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core::Logger::getInstance().info(" textureOffsetToIndex map has ", model.textureOffsetToIndex.size(), " entries");
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static int matLogCount = 0;
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for (size_t i = 0; i < model.materials.size(); i++) {
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const auto& mat = model.materials[i];
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uint32_t texIndex = 0; // Default to first texture
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auto it = model.textureOffsetToIndex.find(mat.texture1);
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if (it != model.textureOffsetToIndex.end()) {
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texIndex = it->second;
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if (matLogCount < 20) {
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core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " -> texture index ", texIndex);
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matLogCount++;
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}
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} else if (mat.texture1 < model.textures.size()) {
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// Fallback: maybe it IS an index in some files?
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texIndex = mat.texture1;
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if (matLogCount < 20) {
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core::Logger::getInstance().info(" Material ", i, ": using texture1 as direct index: ", texIndex);
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matLogCount++;
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}
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} else {
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if (matLogCount < 20) {
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core::Logger::getInstance().info(" Material ", i, ": texture1 offset ", mat.texture1, " NOT FOUND, using default");
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matLogCount++;
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}
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}
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modelData.materialTextureIndices.push_back(texIndex);
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modelData.materialBlendModes.push_back(mat.blendMode);
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}
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// Create GPU resources for each group
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uint32_t loadedGroups = 0;
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for (const auto& wmoGroup : model.groups) {
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// Skip empty groups
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if (wmoGroup.vertices.empty() || wmoGroup.indices.empty()) {
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continue;
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}
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GroupResources resources;
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if (createGroupResources(wmoGroup, resources)) {
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modelData.groups.push_back(resources);
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loadedGroups++;
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}
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}
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if (loadedGroups == 0) {
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core::Logger::getInstance().warning("No valid groups loaded for WMO ", id);
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return false;
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}
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// Build pre-merged batches for each group (texture-sorted for efficient rendering)
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for (auto& groupRes : modelData.groups) {
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std::unordered_map<uint64_t, GroupResources::MergedBatch> batchMap;
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for (const auto& batch : groupRes.batches) {
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GLuint texId = whiteTexture;
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bool hasTexture = false;
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if (batch.materialId < modelData.materialTextureIndices.size()) {
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uint32_t texIndex = modelData.materialTextureIndices[batch.materialId];
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if (texIndex < modelData.textures.size()) {
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texId = modelData.textures[texIndex];
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hasTexture = (texId != 0 && texId != whiteTexture);
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}
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}
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bool alphaTest = false;
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if (batch.materialId < modelData.materialBlendModes.size()) {
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alphaTest = (modelData.materialBlendModes[batch.materialId] == 1);
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}
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uint64_t key = (static_cast<uint64_t>(texId) << 1) | (alphaTest ? 1 : 0);
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auto& mb = batchMap[key];
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if (mb.counts.empty()) {
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mb.texId = texId;
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mb.hasTexture = hasTexture;
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mb.alphaTest = alphaTest;
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}
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mb.counts.push_back(static_cast<GLsizei>(batch.indexCount));
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mb.offsets.push_back(reinterpret_cast<const void*>(batch.startIndex * sizeof(uint16_t)));
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}
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groupRes.mergedBatches.reserve(batchMap.size());
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for (auto& [key, mb] : batchMap) {
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groupRes.mergedBatches.push_back(std::move(mb));
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}
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}
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// Copy portal data for visibility culling
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modelData.portalVertices = model.portalVertices;
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for (const auto& portal : model.portals) {
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PortalData pd;
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pd.startVertex = portal.startVertex;
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pd.vertexCount = portal.vertexCount;
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// Compute portal plane from vertices if we have them
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if (portal.vertexCount >= 3 && portal.startVertex + portal.vertexCount <= model.portalVertices.size()) {
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glm::vec3 v0 = model.portalVertices[portal.startVertex];
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glm::vec3 v1 = model.portalVertices[portal.startVertex + 1];
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glm::vec3 v2 = model.portalVertices[portal.startVertex + 2];
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pd.normal = glm::normalize(glm::cross(v1 - v0, v2 - v0));
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pd.distance = glm::dot(pd.normal, v0);
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} else {
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pd.normal = glm::vec3(0.0f, 0.0f, 1.0f);
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pd.distance = 0.0f;
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}
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modelData.portals.push_back(pd);
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}
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for (const auto& ref : model.portalRefs) {
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PortalRef pr;
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pr.portalIndex = ref.portalIndex;
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pr.groupIndex = ref.groupIndex;
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pr.side = ref.side;
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modelData.portalRefs.push_back(pr);
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}
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// Build per-group portal ref ranges from WMOGroup data
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modelData.groupPortalRefs.resize(model.groups.size(), {0, 0});
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for (size_t gi = 0; gi < model.groups.size(); gi++) {
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modelData.groupPortalRefs[gi] = {model.groups[gi].portalStart, model.groups[gi].portalCount};
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}
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if (!modelData.portals.empty()) {
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core::Logger::getInstance().info("WMO portals: ", modelData.portals.size(),
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" refs: ", modelData.portalRefs.size());
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}
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loadedModels[id] = std::move(modelData);
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core::Logger::getInstance().info("WMO model ", id, " loaded successfully (", loadedGroups, " groups)");
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return true;
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}
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void WMORenderer::unloadModel(uint32_t id) {
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auto it = loadedModels.find(id);
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if (it == loadedModels.end()) {
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return;
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}
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// Free GPU resources
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for (auto& group : it->second.groups) {
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if (group.vao != 0) glDeleteVertexArrays(1, &group.vao);
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if (group.vbo != 0) glDeleteBuffers(1, &group.vbo);
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if (group.ebo != 0) glDeleteBuffers(1, &group.ebo);
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}
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loadedModels.erase(it);
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core::Logger::getInstance().info("WMO model ", id, " unloaded");
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}
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void WMORenderer::cleanupUnusedModels() {
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// Build set of model IDs that are still referenced by instances
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std::unordered_set<uint32_t> usedModelIds;
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for (const auto& instance : instances) {
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usedModelIds.insert(instance.modelId);
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}
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// Find and remove models with no instances
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std::vector<uint32_t> toRemove;
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for (const auto& [id, model] : loadedModels) {
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if (usedModelIds.find(id) == usedModelIds.end()) {
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toRemove.push_back(id);
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}
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}
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// Delete GPU resources and remove from map
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for (uint32_t id : toRemove) {
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unloadModel(id);
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}
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if (!toRemove.empty()) {
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core::Logger::getInstance().info("WMO cleanup: removed ", toRemove.size(), " unused models, ", loadedModels.size(), " remaining");
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}
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}
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uint32_t WMORenderer::createInstance(uint32_t modelId, const glm::vec3& position,
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const glm::vec3& rotation, float scale) {
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// Check if model is loaded
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if (loadedModels.find(modelId) == loadedModels.end()) {
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core::Logger::getInstance().error("Cannot create instance of unloaded WMO model ", modelId);
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return 0;
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}
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WMOInstance instance;
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instance.id = nextInstanceId++;
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instance.modelId = modelId;
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instance.position = position;
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instance.rotation = rotation;
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instance.scale = scale;
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instance.updateModelMatrix();
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const ModelData& model = loadedModels[modelId];
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transformAABB(instance.modelMatrix, model.boundingBoxMin, model.boundingBoxMax,
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instance.worldBoundsMin, instance.worldBoundsMax);
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// Pre-compute world-space group bounds to avoid per-frame transformAABB
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instance.worldGroupBounds.reserve(model.groups.size());
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for (const auto& group : model.groups) {
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glm::vec3 gMin, gMax;
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transformAABB(instance.modelMatrix, group.boundingBoxMin, group.boundingBoxMax, gMin, gMax);
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gMin -= glm::vec3(0.5f);
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gMax += glm::vec3(0.5f);
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instance.worldGroupBounds.emplace_back(gMin, gMax);
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}
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instances.push_back(instance);
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size_t idx = instances.size() - 1;
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instanceIndexById[instance.id] = idx;
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GridCell minCell = toCell(instance.worldBoundsMin);
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GridCell maxCell = toCell(instance.worldBoundsMax);
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for (int z = minCell.z; z <= maxCell.z; z++) {
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for (int y = minCell.y; y <= maxCell.y; y++) {
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for (int x = minCell.x; x <= maxCell.x; x++) {
|
||
spatialGrid[GridCell{x, y, z}].push_back(instance.id);
|
||
}
|
||
}
|
||
}
|
||
core::Logger::getInstance().info("Created WMO instance ", instance.id, " (model ", modelId, ")");
|
||
return instance.id;
|
||
}
|
||
|
||
void WMORenderer::removeInstance(uint32_t instanceId) {
|
||
auto it = std::find_if(instances.begin(), instances.end(),
|
||
[instanceId](const WMOInstance& inst) { return inst.id == instanceId; });
|
||
if (it != instances.end()) {
|
||
instances.erase(it);
|
||
rebuildSpatialIndex();
|
||
core::Logger::getInstance().info("Removed WMO instance ", instanceId);
|
||
}
|
||
}
|
||
|
||
void WMORenderer::clearInstances() {
|
||
instances.clear();
|
||
spatialGrid.clear();
|
||
instanceIndexById.clear();
|
||
precomputedFloorGrid.clear(); // Invalidate floor cache when instances change
|
||
core::Logger::getInstance().info("Cleared all WMO instances");
|
||
}
|
||
|
||
void WMORenderer::setCollisionFocus(const glm::vec3& worldPos, float radius) {
|
||
collisionFocusEnabled = (radius > 0.0f);
|
||
collisionFocusPos = worldPos;
|
||
collisionFocusRadius = std::max(0.0f, radius);
|
||
collisionFocusRadiusSq = collisionFocusRadius * collisionFocusRadius;
|
||
}
|
||
|
||
void WMORenderer::clearCollisionFocus() {
|
||
collisionFocusEnabled = false;
|
||
}
|
||
|
||
void WMORenderer::resetQueryStats() {
|
||
queryTimeMs = 0.0;
|
||
queryCallCount = 0;
|
||
currentFrameId++;
|
||
// Note: precomputedFloorGrid is persistent and not cleared per-frame
|
||
}
|
||
|
||
bool WMORenderer::saveFloorCache() const {
|
||
if (mapName_.empty()) {
|
||
core::Logger::getInstance().warning("Cannot save floor cache: no map name set");
|
||
return false;
|
||
}
|
||
|
||
std::string filepath = "cache/wmo_floor_" + mapName_ + ".bin";
|
||
|
||
// Create directory if needed
|
||
std::filesystem::path path(filepath);
|
||
std::filesystem::path absPath = std::filesystem::absolute(path);
|
||
core::Logger::getInstance().info("Saving floor cache to: ", absPath.string());
|
||
|
||
if (path.has_parent_path()) {
|
||
std::error_code ec;
|
||
std::filesystem::create_directories(path.parent_path(), ec);
|
||
if (ec) {
|
||
core::Logger::getInstance().error("Failed to create cache directory: ", ec.message());
|
||
}
|
||
}
|
||
|
||
std::ofstream file(filepath, std::ios::binary);
|
||
if (!file) {
|
||
core::Logger::getInstance().error("Failed to open floor cache file for writing: ", filepath);
|
||
return false;
|
||
}
|
||
|
||
// Write header: magic + version + count
|
||
const uint32_t magic = 0x574D4F46; // "WMOF"
|
||
const uint32_t version = 1;
|
||
const uint64_t count = precomputedFloorGrid.size();
|
||
|
||
file.write(reinterpret_cast<const char*>(&magic), sizeof(magic));
|
||
file.write(reinterpret_cast<const char*>(&version), sizeof(version));
|
||
file.write(reinterpret_cast<const char*>(&count), sizeof(count));
|
||
|
||
// Write each entry: key (uint64) + height (float)
|
||
for (const auto& [key, height] : precomputedFloorGrid) {
|
||
file.write(reinterpret_cast<const char*>(&key), sizeof(key));
|
||
file.write(reinterpret_cast<const char*>(&height), sizeof(height));
|
||
}
|
||
|
||
core::Logger::getInstance().info("Saved WMO floor cache (", mapName_, "): ", count, " entries");
|
||
return true;
|
||
}
|
||
|
||
bool WMORenderer::loadFloorCache() {
|
||
if (mapName_.empty()) {
|
||
core::Logger::getInstance().warning("Cannot load floor cache: no map name set");
|
||
return false;
|
||
}
|
||
|
||
std::string filepath = "cache/wmo_floor_" + mapName_ + ".bin";
|
||
|
||
std::ifstream file(filepath, std::ios::binary);
|
||
if (!file) {
|
||
core::Logger::getInstance().info("No existing floor cache for map: ", mapName_);
|
||
return false;
|
||
}
|
||
|
||
// Read and validate header
|
||
uint32_t magic = 0, version = 0;
|
||
uint64_t count = 0;
|
||
|
||
file.read(reinterpret_cast<char*>(&magic), sizeof(magic));
|
||
file.read(reinterpret_cast<char*>(&version), sizeof(version));
|
||
file.read(reinterpret_cast<char*>(&count), sizeof(count));
|
||
|
||
if (magic != 0x574D4F46 || version != 1) {
|
||
core::Logger::getInstance().warning("Invalid floor cache file format: ", filepath);
|
||
return false;
|
||
}
|
||
|
||
// Read entries
|
||
precomputedFloorGrid.clear();
|
||
precomputedFloorGrid.reserve(count);
|
||
|
||
for (uint64_t i = 0; i < count; i++) {
|
||
uint64_t key;
|
||
float height;
|
||
file.read(reinterpret_cast<char*>(&key), sizeof(key));
|
||
file.read(reinterpret_cast<char*>(&height), sizeof(height));
|
||
precomputedFloorGrid[key] = height;
|
||
}
|
||
|
||
core::Logger::getInstance().info("Loaded WMO floor cache (", mapName_, "): ", precomputedFloorGrid.size(), " entries");
|
||
return true;
|
||
}
|
||
|
||
void WMORenderer::precomputeFloorCache() {
|
||
if (instances.empty()) {
|
||
core::Logger::getInstance().info("precomputeFloorCache: no instances to precompute");
|
||
return;
|
||
}
|
||
|
||
size_t startSize = precomputedFloorGrid.size();
|
||
size_t samplesChecked = 0;
|
||
|
||
core::Logger::getInstance().info("Pre-computing floor cache for ", instances.size(), " WMO instances...");
|
||
|
||
for (const auto& instance : instances) {
|
||
// Get world bounds for this instance
|
||
const glm::vec3& boundsMin = instance.worldBoundsMin;
|
||
const glm::vec3& boundsMax = instance.worldBoundsMax;
|
||
|
||
// Sample reference Z is above the structure
|
||
float refZ = boundsMax.z + 10.0f;
|
||
|
||
// Iterate over grid points within the bounds
|
||
float startX = std::floor(boundsMin.x / FLOOR_GRID_CELL_SIZE) * FLOOR_GRID_CELL_SIZE;
|
||
float startY = std::floor(boundsMin.y / FLOOR_GRID_CELL_SIZE) * FLOOR_GRID_CELL_SIZE;
|
||
|
||
for (float x = startX; x <= boundsMax.x; x += FLOOR_GRID_CELL_SIZE) {
|
||
for (float y = startY; y <= boundsMax.y; y += FLOOR_GRID_CELL_SIZE) {
|
||
// Sample at grid cell center
|
||
float sampleX = x + FLOOR_GRID_CELL_SIZE * 0.5f;
|
||
float sampleY = y + FLOOR_GRID_CELL_SIZE * 0.5f;
|
||
|
||
// Check if already cached
|
||
uint64_t key = floorGridKey(sampleX, sampleY);
|
||
if (precomputedFloorGrid.find(key) != precomputedFloorGrid.end()) {
|
||
continue; // Already computed
|
||
}
|
||
|
||
samplesChecked++;
|
||
|
||
// getFloorHeight will compute and cache the result
|
||
getFloorHeight(sampleX, sampleY, refZ);
|
||
}
|
||
}
|
||
}
|
||
|
||
size_t newEntries = precomputedFloorGrid.size() - startSize;
|
||
core::Logger::getInstance().info("Floor cache precompute complete: ", samplesChecked, " samples checked, ",
|
||
newEntries, " new entries, total ", precomputedFloorGrid.size());
|
||
}
|
||
|
||
WMORenderer::GridCell WMORenderer::toCell(const glm::vec3& p) const {
|
||
return GridCell{
|
||
static_cast<int>(std::floor(p.x / SPATIAL_CELL_SIZE)),
|
||
static_cast<int>(std::floor(p.y / SPATIAL_CELL_SIZE)),
|
||
static_cast<int>(std::floor(p.z / SPATIAL_CELL_SIZE))
|
||
};
|
||
}
|
||
|
||
void WMORenderer::rebuildSpatialIndex() {
|
||
spatialGrid.clear();
|
||
instanceIndexById.clear();
|
||
instanceIndexById.reserve(instances.size());
|
||
|
||
for (size_t i = 0; i < instances.size(); i++) {
|
||
const auto& inst = instances[i];
|
||
instanceIndexById[inst.id] = i;
|
||
|
||
GridCell minCell = toCell(inst.worldBoundsMin);
|
||
GridCell maxCell = toCell(inst.worldBoundsMax);
|
||
for (int z = minCell.z; z <= maxCell.z; z++) {
|
||
for (int y = minCell.y; y <= maxCell.y; y++) {
|
||
for (int x = minCell.x; x <= maxCell.x; x++) {
|
||
spatialGrid[GridCell{x, y, z}].push_back(inst.id);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void WMORenderer::gatherCandidates(const glm::vec3& queryMin, const glm::vec3& queryMax,
|
||
std::vector<size_t>& outIndices) const {
|
||
outIndices.clear();
|
||
candidateIdScratch.clear();
|
||
|
||
GridCell minCell = toCell(queryMin);
|
||
GridCell maxCell = toCell(queryMax);
|
||
for (int z = minCell.z; z <= maxCell.z; z++) {
|
||
for (int y = minCell.y; y <= maxCell.y; y++) {
|
||
for (int x = minCell.x; x <= maxCell.x; x++) {
|
||
auto it = spatialGrid.find(GridCell{x, y, z});
|
||
if (it == spatialGrid.end()) continue;
|
||
for (uint32_t id : it->second) {
|
||
if (!candidateIdScratch.insert(id).second) continue;
|
||
auto idxIt = instanceIndexById.find(id);
|
||
if (idxIt != instanceIndexById.end()) {
|
||
outIndices.push_back(idxIt->second);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Safety fallback: if the grid misses due streaming/index drift, avoid
|
||
// tunneling by scanning all instances instead of returning no candidates.
|
||
if (outIndices.empty() && !instances.empty()) {
|
||
outIndices.reserve(instances.size());
|
||
for (size_t i = 0; i < instances.size(); i++) {
|
||
outIndices.push_back(i);
|
||
}
|
||
}
|
||
}
|
||
|
||
void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection) {
|
||
if (!shader || instances.empty()) {
|
||
lastDrawCalls = 0;
|
||
return;
|
||
}
|
||
|
||
lastDrawCalls = 0;
|
||
|
||
// Set shader uniforms
|
||
shader->use();
|
||
shader->setUniform("uView", view);
|
||
shader->setUniform("uProjection", projection);
|
||
shader->setUniform("uViewPos", camera.getPosition());
|
||
shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction
|
||
shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f));
|
||
shader->setUniform("uSpecularIntensity", 0.5f);
|
||
shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f));
|
||
shader->setUniform("uFogColor", fogColor);
|
||
shader->setUniform("uFogStart", fogStart);
|
||
shader->setUniform("uFogEnd", fogEnd);
|
||
shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
|
||
shader->setUniform("uShadowStrength", 0.65f);
|
||
if (shadowEnabled) {
|
||
shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
|
||
glActiveTexture(GL_TEXTURE7);
|
||
glBindTexture(GL_TEXTURE_2D, shadowDepthTex);
|
||
shader->setUniform("uShadowMap", 7);
|
||
}
|
||
|
||
// Set up texture unit 0 for diffuse textures (set once per frame)
|
||
glActiveTexture(GL_TEXTURE0);
|
||
shader->setUniform("uTexture", 0);
|
||
|
||
// Enable wireframe if requested
|
||
if (wireframeMode) {
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
}
|
||
|
||
// WMOs are opaque — ensure blending is off (alpha test via discard in shader)
|
||
glDisable(GL_BLEND);
|
||
|
||
// Disable backface culling for WMOs (some faces may have wrong winding)
|
||
glDisable(GL_CULL_FACE);
|
||
|
||
// Extract frustum planes for proper culling
|
||
Frustum frustum;
|
||
frustum.extractFromMatrix(projection * view);
|
||
|
||
lastPortalCulledGroups = 0;
|
||
lastDistanceCulledGroups = 0;
|
||
lastOcclusionCulledGroups = 0;
|
||
|
||
// Collect occlusion query results from previous frame (non-blocking)
|
||
if (occlusionCulling) {
|
||
for (auto& [queryKey, query] : occlusionQueries) {
|
||
GLuint available = 0;
|
||
glGetQueryObjectuiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
|
||
if (available) {
|
||
GLuint result = 0;
|
||
glGetQueryObjectuiv(query, GL_QUERY_RESULT, &result);
|
||
occlusionResults[queryKey] = (result > 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Render all instances with instance-level culling
|
||
for (const auto& instance : instances) {
|
||
// NOTE: Disabled hard instance-distance culling for WMOs.
|
||
// Large city WMOs can have instance origins far from local camera position,
|
||
// causing whole city sections to disappear unexpectedly.
|
||
|
||
auto modelIt = loadedModels.find(instance.modelId);
|
||
if (modelIt == loadedModels.end()) {
|
||
continue;
|
||
}
|
||
|
||
if (frustumCulling) {
|
||
glm::vec3 instMin = instance.worldBoundsMin - glm::vec3(0.5f);
|
||
glm::vec3 instMax = instance.worldBoundsMax + glm::vec3(0.5f);
|
||
if (!frustum.intersectsAABB(instMin, instMax)) {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
const ModelData& model = modelIt->second;
|
||
|
||
// Run occlusion queries for this instance (pre-pass)
|
||
if (occlusionCulling && occlusionShader && bboxVao != 0) {
|
||
runOcclusionQueries(instance, model, view, projection);
|
||
// Re-bind main shader after occlusion pass
|
||
shader->use();
|
||
}
|
||
|
||
shader->setUniform("uModel", instance.modelMatrix);
|
||
|
||
// Portal-based visibility culling
|
||
std::unordered_set<uint32_t> portalVisibleGroups;
|
||
bool usePortalCulling = portalCulling && !model.portals.empty() && !model.portalRefs.empty();
|
||
|
||
if (usePortalCulling) {
|
||
// Transform camera position to model's local space
|
||
glm::vec4 localCamPos = instance.invModelMatrix * glm::vec4(camera.getPosition(), 1.0f);
|
||
glm::vec3 cameraLocalPos(localCamPos);
|
||
|
||
getVisibleGroupsViaPortals(model, cameraLocalPos, frustum, instance.modelMatrix, portalVisibleGroups);
|
||
}
|
||
|
||
// Render all groups using cached world-space bounds
|
||
glm::vec3 camPos = camera.getPosition();
|
||
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
|
||
// Portal culling check
|
||
if (usePortalCulling && portalVisibleGroups.find(static_cast<uint32_t>(gi)) == portalVisibleGroups.end()) {
|
||
lastPortalCulledGroups++;
|
||
continue;
|
||
}
|
||
|
||
// Occlusion culling check first (uses previous frame results)
|
||
if (occlusionCulling && isGroupOccluded(instance.id, static_cast<uint32_t>(gi))) {
|
||
lastOcclusionCulledGroups++;
|
||
continue;
|
||
}
|
||
|
||
if (gi < instance.worldGroupBounds.size()) {
|
||
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
|
||
|
||
// Hard distance cutoff - skip groups entirely if closest point is too far
|
||
glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
|
||
float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
|
||
if (distSq > 25600.0f) { // Beyond 160 units - hard skip
|
||
lastDistanceCulledGroups++;
|
||
continue;
|
||
}
|
||
|
||
// Frustum culling
|
||
if (frustumCulling && !frustum.intersectsAABB(gMin, gMax)) {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
renderGroup(model.groups[gi], model, instance.modelMatrix, view, projection);
|
||
}
|
||
}
|
||
|
||
// Restore polygon mode
|
||
if (wireframeMode) {
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
}
|
||
|
||
// Re-enable backface culling
|
||
glEnable(GL_CULL_FACE);
|
||
}
|
||
|
||
void WMORenderer::renderShadow(const glm::mat4& lightView, const glm::mat4& lightProj, Shader& shadowShader) {
|
||
if (instances.empty()) return;
|
||
Frustum frustum;
|
||
frustum.extractFromMatrix(lightProj * lightView);
|
||
for (const auto& instance : instances) {
|
||
auto modelIt = loadedModels.find(instance.modelId);
|
||
if (modelIt == loadedModels.end()) continue;
|
||
if (frustumCulling) {
|
||
glm::vec3 instMin = instance.worldBoundsMin - glm::vec3(0.5f);
|
||
glm::vec3 instMax = instance.worldBoundsMax + glm::vec3(0.5f);
|
||
if (!frustum.intersectsAABB(instMin, instMax)) continue;
|
||
}
|
||
const ModelData& model = modelIt->second;
|
||
shadowShader.setUniform("uModel", instance.modelMatrix);
|
||
for (const auto& group : model.groups) {
|
||
glBindVertexArray(group.vao);
|
||
glDrawElements(GL_TRIANGLES, group.indexCount, GL_UNSIGNED_SHORT, 0);
|
||
glBindVertexArray(0);
|
||
}
|
||
}
|
||
}
|
||
|
||
uint32_t WMORenderer::getTotalTriangleCount() const {
|
||
uint32_t total = 0;
|
||
for (const auto& instance : instances) {
|
||
auto modelIt = loadedModels.find(instance.modelId);
|
||
if (modelIt != loadedModels.end()) {
|
||
total += modelIt->second.getTotalTriangles();
|
||
}
|
||
}
|
||
return total;
|
||
}
|
||
|
||
bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupResources& resources) {
|
||
if (group.vertices.empty() || group.indices.empty()) {
|
||
return false;
|
||
}
|
||
|
||
resources.vertexCount = group.vertices.size();
|
||
resources.indexCount = group.indices.size();
|
||
resources.boundingBoxMin = group.boundingBoxMin;
|
||
resources.boundingBoxMax = group.boundingBoxMax;
|
||
|
||
// Create vertex data (position, normal, texcoord, color)
|
||
struct VertexData {
|
||
glm::vec3 position;
|
||
glm::vec3 normal;
|
||
glm::vec2 texCoord;
|
||
glm::vec4 color;
|
||
};
|
||
|
||
std::vector<VertexData> vertices;
|
||
vertices.reserve(group.vertices.size());
|
||
|
||
for (const auto& v : group.vertices) {
|
||
VertexData vd;
|
||
vd.position = v.position;
|
||
vd.normal = v.normal;
|
||
vd.texCoord = v.texCoord;
|
||
vd.color = v.color;
|
||
vertices.push_back(vd);
|
||
}
|
||
|
||
// Create VAO/VBO/EBO
|
||
glGenVertexArrays(1, &resources.vao);
|
||
glGenBuffers(1, &resources.vbo);
|
||
glGenBuffers(1, &resources.ebo);
|
||
|
||
glBindVertexArray(resources.vao);
|
||
|
||
// Upload vertex data
|
||
glBindBuffer(GL_ARRAY_BUFFER, resources.vbo);
|
||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(VertexData),
|
||
vertices.data(), GL_STATIC_DRAW);
|
||
|
||
// Upload index data
|
||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, resources.ebo);
|
||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, group.indices.size() * sizeof(uint16_t),
|
||
group.indices.data(), GL_STATIC_DRAW);
|
||
|
||
// Vertex attributes
|
||
// Position
|
||
glEnableVertexAttribArray(0);
|
||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData),
|
||
(void*)offsetof(VertexData, position));
|
||
|
||
// Normal
|
||
glEnableVertexAttribArray(1);
|
||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData),
|
||
(void*)offsetof(VertexData, normal));
|
||
|
||
// TexCoord
|
||
glEnableVertexAttribArray(2);
|
||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData),
|
||
(void*)offsetof(VertexData, texCoord));
|
||
|
||
// Color
|
||
glEnableVertexAttribArray(3);
|
||
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(VertexData),
|
||
(void*)offsetof(VertexData, color));
|
||
|
||
glBindVertexArray(0);
|
||
|
||
// Store collision geometry for floor raycasting
|
||
resources.collisionVertices.reserve(group.vertices.size());
|
||
for (const auto& v : group.vertices) {
|
||
resources.collisionVertices.push_back(v.position);
|
||
}
|
||
resources.collisionIndices = group.indices;
|
||
|
||
// Compute actual bounding box from vertices (WMO header bboxes can be unreliable)
|
||
if (!resources.collisionVertices.empty()) {
|
||
resources.boundingBoxMin = resources.collisionVertices[0];
|
||
resources.boundingBoxMax = resources.collisionVertices[0];
|
||
for (const auto& v : resources.collisionVertices) {
|
||
resources.boundingBoxMin = glm::min(resources.boundingBoxMin, v);
|
||
resources.boundingBoxMax = glm::max(resources.boundingBoxMax, v);
|
||
}
|
||
}
|
||
|
||
// Create batches
|
||
if (!group.batches.empty()) {
|
||
for (const auto& batch : group.batches) {
|
||
GroupResources::Batch resBatch;
|
||
resBatch.startIndex = batch.startIndex;
|
||
resBatch.indexCount = batch.indexCount;
|
||
resBatch.materialId = batch.materialId;
|
||
resources.batches.push_back(resBatch);
|
||
}
|
||
} else {
|
||
// No batches defined - render entire group as one batch
|
||
GroupResources::Batch batch;
|
||
batch.startIndex = 0;
|
||
batch.indexCount = resources.indexCount;
|
||
batch.materialId = 0;
|
||
resources.batches.push_back(batch);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] const ModelData& model,
|
||
[[maybe_unused]] const glm::mat4& modelMatrix,
|
||
[[maybe_unused]] const glm::mat4& view,
|
||
[[maybe_unused]] const glm::mat4& projection) {
|
||
glBindVertexArray(group.vao);
|
||
|
||
// Use pre-computed merged batches (built at load time)
|
||
// Track bound state to avoid redundant GL calls
|
||
static GLuint lastBoundTex = 0;
|
||
static bool lastHasTexture = false;
|
||
static bool lastAlphaTest = false;
|
||
|
||
for (const auto& mb : group.mergedBatches) {
|
||
if (mb.texId != lastBoundTex) {
|
||
glBindTexture(GL_TEXTURE_2D, mb.texId);
|
||
lastBoundTex = mb.texId;
|
||
}
|
||
if (mb.hasTexture != lastHasTexture) {
|
||
shader->setUniform("uHasTexture", mb.hasTexture);
|
||
lastHasTexture = mb.hasTexture;
|
||
}
|
||
if (mb.alphaTest != lastAlphaTest) {
|
||
shader->setUniform("uAlphaTest", mb.alphaTest);
|
||
lastAlphaTest = mb.alphaTest;
|
||
}
|
||
|
||
glMultiDrawElements(GL_TRIANGLES, mb.counts.data(), GL_UNSIGNED_SHORT,
|
||
mb.offsets.data(), static_cast<GLsizei>(mb.counts.size()));
|
||
lastDrawCalls++;
|
||
}
|
||
|
||
glBindVertexArray(0);
|
||
}
|
||
|
||
bool WMORenderer::isGroupVisible(const GroupResources& group, const glm::mat4& modelMatrix,
|
||
const Camera& camera) const {
|
||
// Simple frustum culling using bounding box
|
||
// Transform bounding box corners to world space
|
||
glm::vec3 corners[8] = {
|
||
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMin.z),
|
||
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMin.z),
|
||
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMin.z),
|
||
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMin.z),
|
||
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMin.y, group.boundingBoxMax.z),
|
||
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMin.y, group.boundingBoxMax.z),
|
||
glm::vec3(group.boundingBoxMin.x, group.boundingBoxMax.y, group.boundingBoxMax.z),
|
||
glm::vec3(group.boundingBoxMax.x, group.boundingBoxMax.y, group.boundingBoxMax.z)
|
||
};
|
||
|
||
// Transform corners to world space
|
||
for (int i = 0; i < 8; i++) {
|
||
glm::vec4 worldPos = modelMatrix * glm::vec4(corners[i], 1.0f);
|
||
corners[i] = glm::vec3(worldPos);
|
||
}
|
||
|
||
// Simple check: if all corners are behind camera, cull
|
||
// (This is a very basic culling implementation - a full frustum test would be better)
|
||
glm::vec3 forward = camera.getForward();
|
||
glm::vec3 camPos = camera.getPosition();
|
||
|
||
int behindCount = 0;
|
||
for (int i = 0; i < 8; i++) {
|
||
glm::vec3 toCorner = corners[i] - camPos;
|
||
if (glm::dot(toCorner, forward) < 0.0f) {
|
||
behindCount++;
|
||
}
|
||
}
|
||
|
||
// If all corners are behind camera, cull
|
||
return behindCount < 8;
|
||
}
|
||
|
||
int WMORenderer::findContainingGroup(const ModelData& model, const glm::vec3& localPos) const {
|
||
// Find which group's bounding box contains the position
|
||
// Prefer interior groups (smaller volume) when multiple match
|
||
int bestGroup = -1;
|
||
float bestVolume = std::numeric_limits<float>::max();
|
||
|
||
for (size_t gi = 0; gi < model.groups.size(); gi++) {
|
||
const auto& group = model.groups[gi];
|
||
if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x &&
|
||
localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y &&
|
||
localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) {
|
||
glm::vec3 size = group.boundingBoxMax - group.boundingBoxMin;
|
||
float volume = size.x * size.y * size.z;
|
||
if (volume < bestVolume) {
|
||
bestVolume = volume;
|
||
bestGroup = static_cast<int>(gi);
|
||
}
|
||
}
|
||
}
|
||
return bestGroup;
|
||
}
|
||
|
||
bool WMORenderer::isPortalVisible(const ModelData& model, uint16_t portalIndex,
|
||
[[maybe_unused]] const glm::vec3& cameraLocalPos,
|
||
const Frustum& frustum,
|
||
const glm::mat4& modelMatrix) const {
|
||
if (portalIndex >= model.portals.size()) return false;
|
||
|
||
const auto& portal = model.portals[portalIndex];
|
||
if (portal.vertexCount < 3) return false;
|
||
if (portal.startVertex + portal.vertexCount > model.portalVertices.size()) return false;
|
||
|
||
// Get portal polygon center and bounds for frustum test
|
||
glm::vec3 center(0.0f);
|
||
glm::vec3 pMin = model.portalVertices[portal.startVertex];
|
||
glm::vec3 pMax = pMin;
|
||
for (uint16_t i = 0; i < portal.vertexCount; i++) {
|
||
const auto& v = model.portalVertices[portal.startVertex + i];
|
||
center += v;
|
||
pMin = glm::min(pMin, v);
|
||
pMax = glm::max(pMax, v);
|
||
}
|
||
center /= static_cast<float>(portal.vertexCount);
|
||
|
||
// Transform bounds to world space for frustum test
|
||
glm::vec4 worldMin = modelMatrix * glm::vec4(pMin, 1.0f);
|
||
glm::vec4 worldMax = modelMatrix * glm::vec4(pMax, 1.0f);
|
||
|
||
// Check if portal AABB intersects frustum (more robust than point test)
|
||
return frustum.intersectsAABB(glm::vec3(worldMin), glm::vec3(worldMax));
|
||
}
|
||
|
||
void WMORenderer::getVisibleGroupsViaPortals(const ModelData& model,
|
||
const glm::vec3& cameraLocalPos,
|
||
const Frustum& frustum,
|
||
const glm::mat4& modelMatrix,
|
||
std::unordered_set<uint32_t>& outVisibleGroups) const {
|
||
// Find camera's containing group
|
||
int cameraGroup = findContainingGroup(model, cameraLocalPos);
|
||
|
||
// If camera is outside all groups, fall back to frustum culling only
|
||
if (cameraGroup < 0) {
|
||
// Camera outside WMO - mark all groups as potentially visible
|
||
// (will still be frustum culled in render)
|
||
for (size_t gi = 0; gi < model.groups.size(); gi++) {
|
||
outVisibleGroups.insert(static_cast<uint32_t>(gi));
|
||
}
|
||
return;
|
||
}
|
||
|
||
// BFS through portals from camera's group
|
||
std::vector<bool> visited(model.groups.size(), false);
|
||
std::vector<uint32_t> queue;
|
||
queue.push_back(static_cast<uint32_t>(cameraGroup));
|
||
visited[cameraGroup] = true;
|
||
outVisibleGroups.insert(static_cast<uint32_t>(cameraGroup));
|
||
|
||
size_t queueIdx = 0;
|
||
while (queueIdx < queue.size()) {
|
||
uint32_t currentGroup = queue[queueIdx++];
|
||
|
||
// Get portal refs for this group
|
||
if (currentGroup >= model.groupPortalRefs.size()) continue;
|
||
auto [portalStart, portalCount] = model.groupPortalRefs[currentGroup];
|
||
|
||
for (uint16_t pi = 0; pi < portalCount; pi++) {
|
||
uint16_t refIdx = portalStart + pi;
|
||
if (refIdx >= model.portalRefs.size()) continue;
|
||
|
||
const auto& ref = model.portalRefs[refIdx];
|
||
uint32_t targetGroup = ref.groupIndex;
|
||
|
||
if (targetGroup >= model.groups.size()) continue;
|
||
if (visited[targetGroup]) continue;
|
||
|
||
// Check if portal is visible from camera
|
||
if (isPortalVisible(model, ref.portalIndex, cameraLocalPos, frustum, modelMatrix)) {
|
||
visited[targetGroup] = true;
|
||
outVisibleGroups.insert(targetGroup);
|
||
queue.push_back(targetGroup);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void WMORenderer::WMOInstance::updateModelMatrix() {
|
||
modelMatrix = glm::mat4(1.0f);
|
||
modelMatrix = glm::translate(modelMatrix, position);
|
||
|
||
// Apply MODF placement rotation (WoW-to-GL coordinate transform)
|
||
// WoW Ry(B)*Rx(A)*Rz(C) becomes GL Rz(B)*Ry(-A)*Rx(-C)
|
||
// rotation stored as (-C, -A, B) in radians by caller
|
||
// Apply in Z, Y, X order to get Rz(B) * Ry(-A) * Rx(-C)
|
||
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
||
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
||
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
|
||
|
||
modelMatrix = glm::scale(modelMatrix, glm::vec3(scale));
|
||
|
||
// Cache inverse for collision detection
|
||
invModelMatrix = glm::inverse(modelMatrix);
|
||
}
|
||
|
||
GLuint WMORenderer::loadTexture(const std::string& path) {
|
||
if (!assetManager) {
|
||
return whiteTexture;
|
||
}
|
||
|
||
// Check cache first
|
||
auto it = textureCache.find(path);
|
||
if (it != textureCache.end()) {
|
||
return it->second;
|
||
}
|
||
|
||
// Load BLP texture
|
||
pipeline::BLPImage blp = assetManager->loadTexture(path);
|
||
if (!blp.isValid()) {
|
||
core::Logger::getInstance().warning("WMO: Failed to load texture: ", path);
|
||
textureCache[path] = whiteTexture;
|
||
return whiteTexture;
|
||
}
|
||
|
||
core::Logger::getInstance().debug("WMO texture: ", path, " size=", blp.width, "x", blp.height);
|
||
|
||
// Create OpenGL texture
|
||
GLuint textureID;
|
||
glGenTextures(1, &textureID);
|
||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||
|
||
// Upload texture data (BLP loader outputs RGBA8)
|
||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
||
blp.width, blp.height, 0,
|
||
GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data());
|
||
|
||
// Set texture parameters with mipmaps
|
||
glGenerateMipmap(GL_TEXTURE_2D);
|
||
applyAnisotropicFiltering();
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
||
// Cache it
|
||
textureCache[path] = textureID;
|
||
core::Logger::getInstance().debug("WMO: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
|
||
|
||
return textureID;
|
||
}
|
||
|
||
// Ray-AABB intersection (slab method)
|
||
// Returns true if the ray intersects the axis-aligned bounding box
|
||
static bool rayIntersectsAABB(const glm::vec3& origin, const glm::vec3& dir,
|
||
const glm::vec3& bmin, const glm::vec3& bmax) {
|
||
float tmin = -1e30f, tmax = 1e30f;
|
||
for (int i = 0; i < 3; i++) {
|
||
if (std::abs(dir[i]) < 1e-8f) {
|
||
// Ray is parallel to this slab — check if origin is inside
|
||
if (origin[i] < bmin[i] || origin[i] > bmax[i]) return false;
|
||
} else {
|
||
float invD = 1.0f / dir[i];
|
||
float t0 = (bmin[i] - origin[i]) * invD;
|
||
float t1 = (bmax[i] - origin[i]) * invD;
|
||
if (t0 > t1) std::swap(t0, t1);
|
||
tmin = std::max(tmin, t0);
|
||
tmax = std::min(tmax, t1);
|
||
if (tmin > tmax) return false;
|
||
}
|
||
}
|
||
return tmax >= 0.0f; // At least part of the ray is forward
|
||
}
|
||
|
||
static void transformAABB(const glm::mat4& modelMatrix,
|
||
const glm::vec3& localMin,
|
||
const glm::vec3& localMax,
|
||
glm::vec3& outMin,
|
||
glm::vec3& outMax) {
|
||
const glm::vec3 corners[8] = {
|
||
{localMin.x, localMin.y, localMin.z},
|
||
{localMin.x, localMin.y, localMax.z},
|
||
{localMin.x, localMax.y, localMin.z},
|
||
{localMin.x, localMax.y, localMax.z},
|
||
{localMax.x, localMin.y, localMin.z},
|
||
{localMax.x, localMin.y, localMax.z},
|
||
{localMax.x, localMax.y, localMin.z},
|
||
{localMax.x, localMax.y, localMax.z}
|
||
};
|
||
|
||
outMin = glm::vec3(std::numeric_limits<float>::max());
|
||
outMax = glm::vec3(-std::numeric_limits<float>::max());
|
||
for (const glm::vec3& corner : corners) {
|
||
glm::vec3 world = glm::vec3(modelMatrix * glm::vec4(corner, 1.0f));
|
||
outMin = glm::min(outMin, world);
|
||
outMax = glm::max(outMax, world);
|
||
}
|
||
}
|
||
|
||
static float pointAABBDistanceSq(const glm::vec3& p, const glm::vec3& bmin, const glm::vec3& bmax) {
|
||
glm::vec3 q = glm::clamp(p, bmin, bmax);
|
||
glm::vec3 d = p - q;
|
||
return glm::dot(d, d);
|
||
}
|
||
|
||
struct QueryTimer {
|
||
double* totalMs = nullptr;
|
||
uint32_t* callCount = nullptr;
|
||
std::chrono::steady_clock::time_point start = std::chrono::steady_clock::now();
|
||
QueryTimer(double* total, uint32_t* calls) : totalMs(total), callCount(calls) {}
|
||
~QueryTimer() {
|
||
if (callCount) {
|
||
(*callCount)++;
|
||
}
|
||
if (totalMs) {
|
||
auto end = std::chrono::steady_clock::now();
|
||
*totalMs += std::chrono::duration<double, std::milli>(end - start).count();
|
||
}
|
||
}
|
||
};
|
||
|
||
// Möller–Trumbore ray-triangle intersection
|
||
// Returns distance along ray if hit, or negative if miss
|
||
static float rayTriangleIntersect(const glm::vec3& origin, const glm::vec3& dir,
|
||
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2) {
|
||
const float EPSILON = 1e-6f;
|
||
glm::vec3 e1 = v1 - v0;
|
||
glm::vec3 e2 = v2 - v0;
|
||
glm::vec3 h = glm::cross(dir, e2);
|
||
float a = glm::dot(e1, h);
|
||
if (a > -EPSILON && a < EPSILON) return -1.0f;
|
||
|
||
float f = 1.0f / a;
|
||
glm::vec3 s = origin - v0;
|
||
float u = f * glm::dot(s, h);
|
||
if (u < 0.0f || u > 1.0f) return -1.0f;
|
||
|
||
glm::vec3 q = glm::cross(s, e1);
|
||
float v = f * glm::dot(dir, q);
|
||
if (v < 0.0f || u + v > 1.0f) return -1.0f;
|
||
|
||
float t = f * glm::dot(e2, q);
|
||
return t > EPSILON ? t : -1.0f;
|
||
}
|
||
|
||
// Closest point on triangle (from Real-Time Collision Detection).
|
||
static glm::vec3 closestPointOnTriangle(const glm::vec3& p, const glm::vec3& a,
|
||
const glm::vec3& b, const glm::vec3& c) {
|
||
glm::vec3 ab = b - a;
|
||
glm::vec3 ac = c - a;
|
||
glm::vec3 ap = p - a;
|
||
float d1 = glm::dot(ab, ap);
|
||
float d2 = glm::dot(ac, ap);
|
||
if (d1 <= 0.0f && d2 <= 0.0f) return a;
|
||
|
||
glm::vec3 bp = p - b;
|
||
float d3 = glm::dot(ab, bp);
|
||
float d4 = glm::dot(ac, bp);
|
||
if (d3 >= 0.0f && d4 <= d3) return b;
|
||
|
||
float vc = d1 * d4 - d3 * d2;
|
||
if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) {
|
||
float v = d1 / (d1 - d3);
|
||
return a + v * ab;
|
||
}
|
||
|
||
glm::vec3 cp = p - c;
|
||
float d5 = glm::dot(ab, cp);
|
||
float d6 = glm::dot(ac, cp);
|
||
if (d6 >= 0.0f && d5 <= d6) return c;
|
||
|
||
float vb = d5 * d2 - d1 * d6;
|
||
if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) {
|
||
float w = d2 / (d2 - d6);
|
||
return a + w * ac;
|
||
}
|
||
|
||
float va = d3 * d6 - d5 * d4;
|
||
if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) {
|
||
float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
|
||
return b + w * (c - b);
|
||
}
|
||
|
||
float denom = 1.0f / (va + vb + vc);
|
||
float v = vb * denom;
|
||
float w = vc * denom;
|
||
return a + ab * v + ac * w;
|
||
}
|
||
|
||
std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ) const {
|
||
// Check persistent grid cache first (computed lazily, never expires)
|
||
uint64_t gridKey = floorGridKey(glX, glY);
|
||
auto gridIt = precomputedFloorGrid.find(gridKey);
|
||
if (gridIt != precomputedFloorGrid.end()) {
|
||
float cachedHeight = gridIt->second;
|
||
// Only use cache if floor is close to query point (within ~4 units below).
|
||
// For multi-story buildings, the cache has the top floor - if we're on a
|
||
// lower floor, skip cache and do full raycast to find actual floor.
|
||
if (cachedHeight <= glZ + 2.0f && cachedHeight >= glZ - 4.0f) {
|
||
return cachedHeight;
|
||
}
|
||
}
|
||
|
||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||
std::optional<float> bestFloor;
|
||
|
||
// World-space ray: from high above, pointing straight down
|
||
glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
|
||
glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
|
||
|
||
// Debug: log when no instances
|
||
static int debugCounter = 0;
|
||
if (instances.empty() && (debugCounter++ % 300 == 0)) {
|
||
core::Logger::getInstance().warning("WMO getFloorHeight: no instances loaded!");
|
||
}
|
||
|
||
glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 8.0f);
|
||
glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 10.0f);
|
||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||
|
||
for (size_t idx : candidateScratch) {
|
||
const auto& instance = instances[idx];
|
||
if (collisionFocusEnabled &&
|
||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||
continue;
|
||
}
|
||
|
||
// Broad-phase reject in world space to avoid expensive matrix transforms.
|
||
if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
|
||
glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
|
||
glZ < instance.worldBoundsMin.z - 2.0f || glZ > instance.worldBoundsMax.z + 4.0f) {
|
||
continue;
|
||
}
|
||
|
||
auto it = loadedModels.find(instance.modelId);
|
||
if (it == loadedModels.end()) continue;
|
||
|
||
const ModelData& model = it->second;
|
||
|
||
// Use cached inverse matrix
|
||
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
|
||
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
|
||
|
||
int groupsChecked = 0;
|
||
int groupsSkipped = 0;
|
||
int trianglesHit = 0;
|
||
|
||
for (const auto& group : model.groups) {
|
||
// Quick bounding box check
|
||
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
|
||
groupsSkipped++;
|
||
continue;
|
||
}
|
||
groupsChecked++;
|
||
|
||
// Raycast against triangles
|
||
const auto& verts = group.collisionVertices;
|
||
const auto& indices = group.collisionIndices;
|
||
|
||
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
|
||
const glm::vec3& v0 = verts[indices[i]];
|
||
const glm::vec3& v1 = verts[indices[i + 1]];
|
||
const glm::vec3& v2 = verts[indices[i + 2]];
|
||
|
||
// Try both winding orders (two-sided collision)
|
||
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
|
||
if (t <= 0.0f) {
|
||
// Try reverse winding
|
||
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
|
||
}
|
||
|
||
if (t > 0.0f) {
|
||
trianglesHit++;
|
||
// Hit point in local space -> world space
|
||
glm::vec3 hitLocal = localOrigin + localDir * t;
|
||
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
|
||
|
||
// Only use floors below or near the query point.
|
||
// Callers already elevate glZ by +5..+6; keep buffer small
|
||
// to avoid selecting ceilings above the player.
|
||
if (hitWorld.z <= glZ + 0.5f) {
|
||
if (!bestFloor || hitWorld.z > *bestFloor) {
|
||
bestFloor = hitWorld.z;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Debug logging (every ~5 seconds at 60fps)
|
||
static int logCounter = 0;
|
||
if ((logCounter++ % 300 == 0) && (groupsChecked > 0 || groupsSkipped > 0)) {
|
||
core::Logger::getInstance().debug("Floor check: ", groupsChecked, " groups checked, ",
|
||
groupsSkipped, " skipped, ", trianglesHit, " hits, best=",
|
||
bestFloor ? std::to_string(*bestFloor) : "none");
|
||
}
|
||
}
|
||
|
||
// Cache the result in persistent grid.
|
||
// Only update cache if we found a floor that's close to query height,
|
||
// to avoid caching wrong floors when player is on different stories.
|
||
if (bestFloor && *bestFloor >= glZ - 6.0f) {
|
||
precomputedFloorGrid[gridKey] = *bestFloor;
|
||
}
|
||
|
||
return bestFloor;
|
||
}
|
||
|
||
bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos) const {
|
||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||
adjustedPos = to;
|
||
bool blocked = false;
|
||
|
||
glm::vec3 moveDir = to - from;
|
||
float moveDistXY = glm::length(glm::vec2(moveDir.x, moveDir.y));
|
||
if (moveDistXY < 0.001f) return false;
|
||
|
||
// Player collision parameters
|
||
const float PLAYER_RADIUS = 0.70f; // Wider radius for better wall collision
|
||
const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks
|
||
const float MAX_STEP_HEIGHT = 1.0f; // Allow stepping up stairs
|
||
|
||
// Debug logging
|
||
static int wallDebugCounter = 0;
|
||
int groupsChecked = 0;
|
||
int wallsHit = 0;
|
||
|
||
glm::vec3 queryMin = glm::min(from, to) - glm::vec3(8.0f, 8.0f, 5.0f);
|
||
glm::vec3 queryMax = glm::max(from, to) + glm::vec3(8.0f, 8.0f, 5.0f);
|
||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||
|
||
for (size_t idx : candidateScratch) {
|
||
const auto& instance = instances[idx];
|
||
if (collisionFocusEnabled &&
|
||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||
continue;
|
||
}
|
||
|
||
const float broadMargin = PLAYER_RADIUS + 1.5f;
|
||
if (from.x < instance.worldBoundsMin.x - broadMargin && to.x < instance.worldBoundsMin.x - broadMargin) continue;
|
||
if (from.x > instance.worldBoundsMax.x + broadMargin && to.x > instance.worldBoundsMax.x + broadMargin) continue;
|
||
if (from.y < instance.worldBoundsMin.y - broadMargin && to.y < instance.worldBoundsMin.y - broadMargin) continue;
|
||
if (from.y > instance.worldBoundsMax.y + broadMargin && to.y > instance.worldBoundsMax.y + broadMargin) continue;
|
||
if (from.z > instance.worldBoundsMax.z + PLAYER_HEIGHT && to.z > instance.worldBoundsMax.z + PLAYER_HEIGHT) continue;
|
||
if (from.z + PLAYER_HEIGHT < instance.worldBoundsMin.z && to.z + PLAYER_HEIGHT < instance.worldBoundsMin.z) continue;
|
||
|
||
auto it = loadedModels.find(instance.modelId);
|
||
if (it == loadedModels.end()) continue;
|
||
|
||
const ModelData& model = it->second;
|
||
|
||
// Transform positions into local space using cached inverse
|
||
glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f));
|
||
glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
|
||
float localFeetZ = localTo.z;
|
||
// Use a tiny Z threshold so ramp-side logic still triggers with
|
||
// smoothed ground snapping and small per-step vertical deltas.
|
||
bool steppingUp = (localTo.z > localFrom.z + 0.005f);
|
||
bool steppingDown = (localTo.z < localFrom.z - 0.005f);
|
||
|
||
for (const auto& group : model.groups) {
|
||
// Quick bounding box check
|
||
float margin = PLAYER_RADIUS + 2.0f;
|
||
if (localTo.x < group.boundingBoxMin.x - margin || localTo.x > group.boundingBoxMax.x + margin ||
|
||
localTo.y < group.boundingBoxMin.y - margin || localTo.y > group.boundingBoxMax.y + margin ||
|
||
localTo.z < group.boundingBoxMin.z - margin || localTo.z > group.boundingBoxMax.z + margin) {
|
||
continue;
|
||
}
|
||
groupsChecked++;
|
||
|
||
const auto& verts = group.collisionVertices;
|
||
const auto& indices = group.collisionIndices;
|
||
|
||
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
|
||
const glm::vec3& v0 = verts[indices[i]];
|
||
const glm::vec3& v1 = verts[indices[i + 1]];
|
||
const glm::vec3& v2 = verts[indices[i + 2]];
|
||
|
||
// Get triangle normal
|
||
glm::vec3 edge1 = v1 - v0;
|
||
glm::vec3 edge2 = v2 - v0;
|
||
glm::vec3 normal = glm::cross(edge1, edge2);
|
||
float normalLen = glm::length(normal);
|
||
if (normalLen < 0.001f) continue;
|
||
normal /= normalLen;
|
||
|
||
// Skip near-horizontal triangles (floors/ceilings).
|
||
if (std::abs(normal.z) > 0.85f) continue;
|
||
|
||
// Get triangle Z range
|
||
float triMinZ = std::min({v0.z, v1.z, v2.z});
|
||
float triMaxZ = std::max({v0.z, v1.z, v2.z});
|
||
float fromDist = glm::dot(localFrom - v0, normal);
|
||
float toDist = glm::dot(localTo - v0, normal);
|
||
bool towardWallMotion = (std::abs(toDist) + 1e-4f < std::abs(fromDist));
|
||
bool awayFromWallMotion = !towardWallMotion;
|
||
|
||
// Only collide with walls in player's vertical range
|
||
if (triMaxZ < localFeetZ + 0.3f) continue;
|
||
if (triMinZ > localFeetZ + PLAYER_HEIGHT) continue;
|
||
|
||
// Simplified wall detection: any vertical-ish triangle above step height is a wall.
|
||
float triHeight = triMaxZ - triMinZ;
|
||
|
||
// Skip low geometry that can be stepped over
|
||
if (triMaxZ <= localFeetZ + MAX_STEP_HEIGHT) continue;
|
||
|
||
// Skip ramp surfaces (facing mostly upward) that are low
|
||
if (normal.z > 0.50f && triMaxZ <= localFeetZ + 1.2f) continue;
|
||
|
||
// Skip short vertical surfaces (stair risers) - real walls are tall
|
||
if (triHeight < 1.2f && triMaxZ <= localFeetZ + 1.5f) continue;
|
||
|
||
// Swept test: prevent tunneling when crossing a wall between frames.
|
||
if ((fromDist > PLAYER_RADIUS && toDist < -PLAYER_RADIUS) ||
|
||
(fromDist < -PLAYER_RADIUS && toDist > PLAYER_RADIUS)) {
|
||
float denom = (fromDist - toDist);
|
||
if (std::abs(denom) > 1e-6f) {
|
||
float tHit = fromDist / denom;
|
||
if (tHit >= 0.0f && tHit <= 1.0f) {
|
||
glm::vec3 hitPoint = localFrom + (localTo - localFrom) * tHit;
|
||
glm::vec3 hitClosest = closestPointOnTriangle(hitPoint, v0, v1, v2);
|
||
float hitErrSq = glm::dot(hitClosest - hitPoint, hitClosest - hitPoint);
|
||
if (hitErrSq <= 0.04f * 0.04f) {
|
||
float side = fromDist > 0.0f ? 1.0f : -1.0f;
|
||
glm::vec3 safeLocal = hitPoint + normal * side * (PLAYER_RADIUS + 0.05f);
|
||
glm::vec3 safeWorld = glm::vec3(instance.modelMatrix * glm::vec4(safeLocal, 1.0f));
|
||
adjustedPos.x = safeWorld.x;
|
||
adjustedPos.y = safeWorld.y;
|
||
blocked = true;
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Distance-based collision: push player out of walls
|
||
glm::vec3 closest = closestPointOnTriangle(localTo, v0, v1, v2);
|
||
glm::vec3 delta = localTo - closest;
|
||
float horizDist = glm::length(glm::vec2(delta.x, delta.y));
|
||
if (horizDist <= PLAYER_RADIUS) {
|
||
wallsHit++;
|
||
float pushDist = PLAYER_RADIUS - horizDist + 0.02f;
|
||
glm::vec2 pushDir2;
|
||
if (horizDist > 1e-4f) {
|
||
pushDir2 = glm::normalize(glm::vec2(delta.x, delta.y));
|
||
} else {
|
||
glm::vec2 n2(normal.x, normal.y);
|
||
if (glm::length(n2) < 1e-4f) continue;
|
||
pushDir2 = glm::normalize(n2);
|
||
}
|
||
glm::vec3 pushLocal(pushDir2.x * pushDist, pushDir2.y * pushDist, 0.0f);
|
||
|
||
// Transform push vector back to world space
|
||
glm::vec3 pushWorld = glm::vec3(instance.modelMatrix * glm::vec4(pushLocal, 0.0f));
|
||
|
||
// Only horizontal push
|
||
adjustedPos.x += pushWorld.x;
|
||
adjustedPos.y += pushWorld.y;
|
||
blocked = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Debug logging every ~5 seconds
|
||
if ((wallDebugCounter++ % 300 == 0) && !instances.empty()) {
|
||
core::Logger::getInstance().debug("Wall collision: ", instances.size(), " instances, ",
|
||
groupsChecked, " groups checked, ", wallsHit, " walls hit, blocked=", blocked);
|
||
}
|
||
|
||
return blocked;
|
||
}
|
||
|
||
bool WMORenderer::isInsideWMO(float glX, float glY, float glZ, uint32_t* outModelId) const {
|
||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||
glm::vec3 queryMin(glX - 0.5f, glY - 0.5f, glZ - 0.5f);
|
||
glm::vec3 queryMax(glX + 0.5f, glY + 0.5f, glZ + 0.5f);
|
||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||
|
||
for (size_t idx : candidateScratch) {
|
||
const auto& instance = instances[idx];
|
||
if (collisionFocusEnabled &&
|
||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||
continue;
|
||
}
|
||
|
||
if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
|
||
glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
|
||
glZ < instance.worldBoundsMin.z || glZ > instance.worldBoundsMax.z) {
|
||
continue;
|
||
}
|
||
|
||
auto it = loadedModels.find(instance.modelId);
|
||
if (it == loadedModels.end()) continue;
|
||
|
||
const ModelData& model = it->second;
|
||
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
|
||
|
||
// Check if inside any group's bounding box
|
||
for (const auto& group : model.groups) {
|
||
if (localPos.x >= group.boundingBoxMin.x && localPos.x <= group.boundingBoxMax.x &&
|
||
localPos.y >= group.boundingBoxMin.y && localPos.y <= group.boundingBoxMax.y &&
|
||
localPos.z >= group.boundingBoxMin.z && localPos.z <= group.boundingBoxMax.z) {
|
||
if (outModelId) *outModelId = instance.modelId;
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
float WMORenderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
|
||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||
float closestHit = maxDistance;
|
||
// Camera collision should primarily react to walls.
|
||
// Treat near-horizontal triangles as floor/ceiling and ignore them here so
|
||
// ramps/stairs don't constantly pull the camera in and clip the floor view.
|
||
constexpr float MAX_WALKABLE_ABS_NORMAL_Z = 0.20f;
|
||
constexpr float MAX_HIT_BELOW_ORIGIN = 0.90f;
|
||
constexpr float MAX_HIT_ABOVE_ORIGIN = 0.80f;
|
||
constexpr float MIN_SURFACE_ALIGNMENT = 0.25f;
|
||
|
||
glm::vec3 rayEnd = origin + direction * maxDistance;
|
||
glm::vec3 queryMin = glm::min(origin, rayEnd) - glm::vec3(1.0f);
|
||
glm::vec3 queryMax = glm::max(origin, rayEnd) + glm::vec3(1.0f);
|
||
gatherCandidates(queryMin, queryMax, candidateScratch);
|
||
|
||
for (size_t idx : candidateScratch) {
|
||
const auto& instance = instances[idx];
|
||
if (collisionFocusEnabled &&
|
||
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
|
||
continue;
|
||
}
|
||
|
||
glm::vec3 center = (instance.worldBoundsMin + instance.worldBoundsMax) * 0.5f;
|
||
float radius = glm::length(instance.worldBoundsMax - center);
|
||
if (glm::length(center - origin) > (maxDistance + radius + 1.0f)) {
|
||
continue;
|
||
}
|
||
|
||
glm::vec3 worldMin = instance.worldBoundsMin - glm::vec3(0.5f);
|
||
glm::vec3 worldMax = instance.worldBoundsMax + glm::vec3(0.5f);
|
||
if (!rayIntersectsAABB(origin, direction, worldMin, worldMax)) {
|
||
continue;
|
||
}
|
||
|
||
auto it = loadedModels.find(instance.modelId);
|
||
if (it == loadedModels.end()) continue;
|
||
|
||
const ModelData& model = it->second;
|
||
|
||
// Use cached inverse matrix
|
||
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(origin, 1.0f));
|
||
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(direction, 0.0f)));
|
||
|
||
for (const auto& group : model.groups) {
|
||
// Broad-phase cull with local AABB first.
|
||
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
|
||
continue;
|
||
}
|
||
|
||
// Narrow-phase: triangle raycast for accurate camera collision.
|
||
const auto& verts = group.collisionVertices;
|
||
const auto& indices = group.collisionIndices;
|
||
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
|
||
const glm::vec3& v0 = verts[indices[i]];
|
||
const glm::vec3& v1 = verts[indices[i + 1]];
|
||
const glm::vec3& v2 = verts[indices[i + 2]];
|
||
glm::vec3 triNormal = glm::cross(v1 - v0, v2 - v0);
|
||
float normalLenSq = glm::dot(triNormal, triNormal);
|
||
if (normalLenSq < 1e-8f) {
|
||
continue;
|
||
}
|
||
triNormal /= std::sqrt(normalLenSq);
|
||
if (std::abs(triNormal.z) > MAX_WALKABLE_ABS_NORMAL_Z) {
|
||
continue;
|
||
}
|
||
// Ignore near-grazing intersections that tend to come from ramps/arches
|
||
// and cause camera pull-in even when no meaningful wall is behind the player.
|
||
if (std::abs(glm::dot(triNormal, localDir)) < MIN_SURFACE_ALIGNMENT) {
|
||
continue;
|
||
}
|
||
|
||
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
|
||
if (t <= 0.0f) {
|
||
// Two-sided collision.
|
||
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
|
||
}
|
||
if (t <= 0.0f) continue;
|
||
|
||
glm::vec3 localHit = localOrigin + localDir * t;
|
||
glm::vec3 worldHit = glm::vec3(instance.modelMatrix * glm::vec4(localHit, 1.0f));
|
||
// Ignore low hits; camera floor handling already keeps the camera above ground.
|
||
// This avoids gate/ramp floor geometry pulling the camera in too aggressively.
|
||
if (worldHit.z < origin.z - MAX_HIT_BELOW_ORIGIN) {
|
||
continue;
|
||
}
|
||
// Ignore very high hits (arches/ceilings) that should not clamp normal chase-cam distance.
|
||
if (worldHit.z > origin.z + MAX_HIT_ABOVE_ORIGIN) {
|
||
continue;
|
||
}
|
||
float worldDist = glm::length(worldHit - origin);
|
||
if (worldDist > 0.0f && worldDist < closestHit && worldDist <= maxDistance) {
|
||
closestHit = worldDist;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
return closestHit;
|
||
}
|
||
|
||
void WMORenderer::initOcclusionResources() {
|
||
// Simple vertex shader for bounding box rendering
|
||
const char* occVertSrc = R"(
|
||
#version 330 core
|
||
layout(location = 0) in vec3 aPos;
|
||
uniform mat4 uMVP;
|
||
void main() {
|
||
gl_Position = uMVP * vec4(aPos, 1.0);
|
||
}
|
||
)";
|
||
|
||
// Fragment shader that writes nothing (depth-only)
|
||
const char* occFragSrc = R"(
|
||
#version 330 core
|
||
void main() {
|
||
// No color output - depth only
|
||
}
|
||
)";
|
||
|
||
occlusionShader = std::make_unique<Shader>();
|
||
if (!occlusionShader->loadFromSource(occVertSrc, occFragSrc)) {
|
||
core::Logger::getInstance().warning("Failed to create occlusion shader");
|
||
occlusionCulling = false;
|
||
return;
|
||
}
|
||
|
||
// Create unit cube vertices (will be scaled to group bounds)
|
||
float cubeVerts[] = {
|
||
// Front face
|
||
0,0,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1, 0,1,1,
|
||
// Back face
|
||
1,0,0, 0,0,0, 0,1,0, 1,0,0, 0,1,0, 1,1,0,
|
||
// Left face
|
||
0,0,0, 0,0,1, 0,1,1, 0,0,0, 0,1,1, 0,1,0,
|
||
// Right face
|
||
1,0,1, 1,0,0, 1,1,0, 1,0,1, 1,1,0, 1,1,1,
|
||
// Top face
|
||
0,1,1, 1,1,1, 1,1,0, 0,1,1, 1,1,0, 0,1,0,
|
||
// Bottom face
|
||
0,0,0, 1,0,0, 1,0,1, 0,0,0, 1,0,1, 0,0,1,
|
||
};
|
||
|
||
glGenVertexArrays(1, &bboxVao);
|
||
glGenBuffers(1, &bboxVbo);
|
||
|
||
glBindVertexArray(bboxVao);
|
||
glBindBuffer(GL_ARRAY_BUFFER, bboxVbo);
|
||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
|
||
|
||
glEnableVertexAttribArray(0);
|
||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||
|
||
glBindVertexArray(0);
|
||
|
||
core::Logger::getInstance().info("Occlusion query resources initialized");
|
||
}
|
||
|
||
void WMORenderer::runOcclusionQueries(const WMOInstance& instance, const ModelData& model,
|
||
const glm::mat4& view, const glm::mat4& projection) {
|
||
if (!occlusionShader || bboxVao == 0) return;
|
||
|
||
occlusionShader->use();
|
||
glBindVertexArray(bboxVao);
|
||
|
||
// Disable color writes, keep depth test
|
||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||
glDepthMask(GL_FALSE); // Don't write depth
|
||
|
||
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
|
||
const auto& group = model.groups[gi];
|
||
|
||
// Create query key
|
||
uint32_t queryKey = (instance.id << 16) | static_cast<uint32_t>(gi);
|
||
|
||
// Get or create query object
|
||
GLuint query;
|
||
auto it = occlusionQueries.find(queryKey);
|
||
if (it == occlusionQueries.end()) {
|
||
glGenQueries(1, &query);
|
||
occlusionQueries[queryKey] = query;
|
||
} else {
|
||
query = it->second;
|
||
}
|
||
|
||
// Compute MVP for this group's bounding box
|
||
glm::vec3 bboxSize = group.boundingBoxMax - group.boundingBoxMin;
|
||
glm::mat4 bboxModel = instance.modelMatrix;
|
||
bboxModel = glm::translate(bboxModel, group.boundingBoxMin);
|
||
bboxModel = glm::scale(bboxModel, bboxSize);
|
||
glm::mat4 mvp = projection * view * bboxModel;
|
||
|
||
occlusionShader->setUniform("uMVP", mvp);
|
||
|
||
// Run occlusion query
|
||
glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
|
||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||
glEndQuery(GL_ANY_SAMPLES_PASSED);
|
||
}
|
||
|
||
// Restore state
|
||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||
glDepthMask(GL_TRUE);
|
||
glBindVertexArray(0);
|
||
}
|
||
|
||
bool WMORenderer::isGroupOccluded(uint32_t instanceId, uint32_t groupIndex) const {
|
||
uint32_t queryKey = (instanceId << 16) | groupIndex;
|
||
|
||
// Check previous frame's result
|
||
auto resultIt = occlusionResults.find(queryKey);
|
||
if (resultIt != occlusionResults.end()) {
|
||
return !resultIt->second; // Return true if NOT visible
|
||
}
|
||
|
||
// No result yet - assume visible
|
||
return false;
|
||
}
|
||
|
||
} // namespace rendering
|
||
} // namespace wowee
|