Kelsidavis-WoWee/src/rendering/m2_renderer.cpp
Kelsi aeccddddeb Add centralized anisotropic filtering, fog, and Blinn-Phong specular to all renderers
Anisotropic filtering now queries GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT once
and applies via a single applyAnisotropicFiltering() utility, replacing
hardcoded calls across all renderers. Fog (sky horizon color, 100-600
range) and Blinn-Phong specular highlights are added to WMO, M2, and
character shaders for visual parity with terrain. Shadow sampling
plumbing (sampler2DShadow with 3x3 PCF) is wired into all three shaders
gated by uShadowEnabled, ready for a future shadow map pass.
2026-02-04 15:05:46 -08:00

1753 lines
69 KiB
C++

#include "rendering/m2_renderer.hpp"
#include "rendering/texture.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "rendering/frustum.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/logger.hpp"
#include <chrono>
#include <cctype>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/quaternion.hpp>
#include <unordered_set>
#include <algorithm>
#include <cmath>
#include <limits>
namespace wowee {
namespace rendering {
namespace {
void getTightCollisionBounds(const M2ModelGPU& model, glm::vec3& outMin, glm::vec3& outMax) {
glm::vec3 center = (model.boundMin + model.boundMax) * 0.5f;
glm::vec3 half = (model.boundMax - model.boundMin) * 0.5f;
// Per-shape collision fitting:
// - small solid props (boxes/crates/chests): tighter than full mesh, but
// larger than default to prevent walk-through on narrow objects
// - default: tighter fit (avoid oversized blockers)
// - stepped low platforms (tree curbs/planters): wider XY + lower Z
if (model.collisionTreeTrunk) {
// Tree trunk: proportional cylinder at the base of the tree.
float modelHoriz = std::max(model.boundMax.x - model.boundMin.x,
model.boundMax.y - model.boundMin.y);
float trunkHalf = std::clamp(modelHoriz * 0.05f, 0.5f, 5.0f);
half.x = trunkHalf;
half.y = trunkHalf;
// Height proportional to trunk width, capped at 3.5 units.
half.z = std::min(trunkHalf * 2.5f, 3.5f);
// Shift center down so collision is at the base (trunk), not mid-canopy.
center.z = model.boundMin.z + half.z;
} else if (model.collisionNarrowVerticalProp) {
// Tall thin props (lamps/posts): keep passable gaps near walls.
half.x *= 0.30f;
half.y *= 0.30f;
half.z *= 0.96f;
} else if (model.collisionSmallSolidProp) {
// Keep full tight mesh bounds for small solid props to avoid clip-through.
half.x *= 1.00f;
half.y *= 1.00f;
half.z *= 1.00f;
} else if (model.collisionSteppedLowPlatform) {
half.x *= 0.98f;
half.y *= 0.98f;
half.z *= 0.52f;
} else {
half.x *= 0.66f;
half.y *= 0.66f;
half.z *= 0.76f;
}
outMin = center - half;
outMax = center + half;
}
float getEffectiveCollisionTopLocal(const M2ModelGPU& model,
const glm::vec3& localPos,
const glm::vec3& localMin,
const glm::vec3& localMax) {
if (!model.collisionSteppedFountain && !model.collisionSteppedLowPlatform) {
return localMax.z;
}
glm::vec2 center((localMin.x + localMax.x) * 0.5f, (localMin.y + localMax.y) * 0.5f);
glm::vec2 half((localMax.x - localMin.x) * 0.5f, (localMax.y - localMin.y) * 0.5f);
if (half.x < 1e-4f || half.y < 1e-4f) {
return localMax.z;
}
float nx = (localPos.x - center.x) / half.x;
float ny = (localPos.y - center.y) / half.y;
float r = std::sqrt(nx * nx + ny * ny);
float h = localMax.z - localMin.z;
if (model.collisionSteppedFountain) {
if (r > 0.85f) return localMin.z + h * 0.18f; // outer lip
if (r > 0.65f) return localMin.z + h * 0.36f; // mid step
if (r > 0.45f) return localMin.z + h * 0.54f; // inner step
if (r > 0.28f) return localMin.z + h * 0.70f; // center platform / statue base
if (r > 0.14f) return localMin.z + h * 0.84f; // statue body / sword
return localMin.z + h * 0.96f; // statue head / top
}
// Low square curb/planter profile:
// use edge distance (not radial) so corner blocks don't become too low and
// clip-through at diagonals.
float edge = std::max(std::abs(nx), std::abs(ny));
if (edge > 0.92f) return localMin.z + h * 0.06f;
if (edge > 0.72f) return localMin.z + h * 0.30f;
return localMin.z + h * 0.62f;
}
bool segmentIntersectsAABB(const glm::vec3& from, const glm::vec3& to,
const glm::vec3& bmin, const glm::vec3& bmax,
float& outEnterT) {
glm::vec3 d = to - from;
float tEnter = 0.0f;
float tExit = 1.0f;
for (int axis = 0; axis < 3; axis++) {
if (std::abs(d[axis]) < 1e-6f) {
if (from[axis] < bmin[axis] || from[axis] > bmax[axis]) {
return false;
}
continue;
}
float inv = 1.0f / d[axis];
float t0 = (bmin[axis] - from[axis]) * inv;
float t1 = (bmax[axis] - from[axis]) * inv;
if (t0 > t1) std::swap(t0, t1);
tEnter = std::max(tEnter, t0);
tExit = std::min(tExit, t1);
if (tEnter > tExit) return false;
}
outEnterT = tEnter;
return tExit >= 0.0f && tEnter <= 1.0f;
}
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 auto& c : corners) {
glm::vec3 wc = glm::vec3(modelMatrix * glm::vec4(c, 1.0f));
outMin = glm::min(outMin, wc);
outMax = glm::max(outMax, wc);
}
}
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();
}
}
};
} // namespace
void M2Instance::updateModelMatrix() {
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
// Rotation in radians
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, glm::vec3(scale));
invModelMatrix = glm::inverse(modelMatrix);
}
M2Renderer::M2Renderer() {
}
M2Renderer::~M2Renderer() {
shutdown();
}
bool M2Renderer::initialize(pipeline::AssetManager* assets) {
assetManager = assets;
LOG_INFO("Initializing M2 renderer...");
// Create M2 shader with skeletal animation support
const char* vertexSrc = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec4 aBoneWeights;
layout (location = 4) in vec4 aBoneIndicesF;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
uniform bool uUseBones;
uniform mat4 uBones[128];
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
void main() {
vec3 pos = aPos;
vec3 norm = aNormal;
if (uUseBones) {
ivec4 bi = ivec4(aBoneIndicesF);
mat4 boneTransform = uBones[bi.x] * aBoneWeights.x
+ uBones[bi.y] * aBoneWeights.y
+ uBones[bi.z] * aBoneWeights.z
+ uBones[bi.w] * aBoneWeights.w;
pos = vec3(boneTransform * vec4(aPos, 1.0));
norm = mat3(boneTransform) * aNormal;
}
vec4 worldPos = uModel * vec4(pos, 1.0);
FragPos = worldPos.xyz;
Normal = mat3(uModel) * norm;
TexCoord = aTexCoord;
gl_Position = uProjection * uView * worldPos;
}
)";
const char* fragmentSrc = R"(
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform vec3 uLightDir;
uniform vec3 uAmbientColor;
uniform vec3 uViewPos;
uniform sampler2D uTexture;
uniform bool uHasTexture;
uniform bool uAlphaTest;
uniform float uFadeAlpha;
uniform vec3 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform sampler2DShadow uShadowMap;
uniform mat4 uLightSpaceMatrix;
uniform bool uShadowEnabled;
out vec4 FragColor;
void main() {
vec4 texColor;
if (uHasTexture) {
texColor = texture(uTexture, TexCoord);
} else {
texColor = vec4(0.6, 0.5, 0.4, 1.0); // Fallback brownish
}
// Alpha test for leaves, fences, etc.
if (uAlphaTest && texColor.a < 0.5) {
discard;
}
// Distance fade - discard nearly invisible fragments
float finalAlpha = texColor.a * uFadeAlpha;
if (finalAlpha < 0.02) {
discard;
}
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(uLightDir);
// Two-sided lighting for foliage
float diff = max(abs(dot(normal, lightDir)), 0.3);
// Blinn-Phong specular
vec3 viewDir = normalize(uViewPos - FragPos);
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
vec3 specular = spec * vec3(0.1);
// Shadow mapping
float shadow = 1.0;
if (uShadowEnabled) {
vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
if (proj.z <= 1.0 && proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0) {
float bias = max(0.005 * (1.0 - abs(dot(normal, lightDir))), 0.001);
shadow = 0.0;
vec2 texelSize = vec2(1.0 / 2048.0);
for (int sx = -1; sx <= 1; sx++) {
for (int sy = -1; sy <= 1; sy++) {
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
}
}
shadow /= 9.0;
}
}
vec3 ambient = uAmbientColor * texColor.rgb;
vec3 diffuse = diff * texColor.rgb;
vec3 result = ambient + (diffuse + specular) * shadow;
// Fog
float fogDist = length(uViewPos - FragPos);
float fogFactor = clamp((uFogEnd - fogDist) / (uFogEnd - uFogStart), 0.0, 1.0);
result = mix(uFogColor, result, fogFactor);
FragColor = vec4(result, finalAlpha);
}
)";
shader = std::make_unique<Shader>();
if (!shader->loadFromSource(vertexSrc, fragmentSrc)) {
LOG_ERROR("Failed to create M2 shader");
return false;
}
// Create smoke particle shader
const char* smokeVertSrc = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in float aLifeRatio;
layout (location = 2) in float aSize;
layout (location = 3) in float aIsSpark;
uniform mat4 uView;
uniform mat4 uProjection;
uniform float uScreenHeight;
out float vLifeRatio;
out float vIsSpark;
void main() {
vec4 viewPos = uView * vec4(aPos, 1.0);
gl_Position = uProjection * viewPos;
float dist = -viewPos.z;
float scale = (aIsSpark > 0.5) ? 0.12 : 0.3;
gl_PointSize = clamp(aSize * (uScreenHeight * scale) / max(dist, 1.0), 2.0, 200.0);
vLifeRatio = aLifeRatio;
vIsSpark = aIsSpark;
}
)";
const char* smokeFragSrc = R"(
#version 330 core
in float vLifeRatio;
in float vIsSpark;
out vec4 FragColor;
void main() {
vec2 coord = gl_PointCoord - vec2(0.5);
float dist = length(coord) * 2.0;
if (vIsSpark > 0.5) {
// Ember/spark: bright hot dot, fades quickly
float circle = 1.0 - smoothstep(0.3, 0.8, dist);
float fade = 1.0 - smoothstep(0.0, 1.0, vLifeRatio);
float alpha = circle * fade;
vec3 color = mix(vec3(1.0, 0.6, 0.1), vec3(1.0, 0.2, 0.0), vLifeRatio);
FragColor = vec4(color, alpha);
} else {
// Smoke: soft gray circle
float circle = 1.0 - smoothstep(0.5, 1.0, dist);
float fadeIn = smoothstep(0.0, 0.1, vLifeRatio);
float fadeOut = 1.0 - smoothstep(0.4, 1.0, vLifeRatio);
float alpha = circle * fadeIn * fadeOut * 0.5;
vec3 color = mix(vec3(0.5, 0.5, 0.53), vec3(0.65, 0.65, 0.68), vLifeRatio);
FragColor = vec4(color, alpha);
}
}
)";
smokeShader = std::make_unique<Shader>();
if (!smokeShader->loadFromSource(smokeVertSrc, smokeFragSrc)) {
LOG_ERROR("Failed to create smoke particle shader (non-fatal)");
smokeShader.reset();
}
// Create smoke particle VAO/VBO (only if shader compiled)
if (smokeShader) {
glGenVertexArrays(1, &smokeVAO);
glGenBuffers(1, &smokeVBO);
glBindVertexArray(smokeVAO);
glBindBuffer(GL_ARRAY_BUFFER, smokeVBO);
// 5 floats per particle: pos(3) + lifeRatio(1) + size(1)
// 6 floats per particle: pos(3) + lifeRatio(1) + size(1) + isSpark(1)
glBufferData(GL_ARRAY_BUFFER, MAX_SMOKE_PARTICLES * 6 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
// Life ratio
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
// Size
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(4 * sizeof(float)));
// IsSpark
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(5 * sizeof(float)));
glBindVertexArray(0);
}
// Create white fallback texture
uint8_t white[] = {255, 255, 255, 255};
glGenTextures(1, &whiteTexture);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, white);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
LOG_INFO("M2 renderer initialized");
return true;
}
void M2Renderer::shutdown() {
LOG_INFO("Shutting down M2 renderer...");
// Delete GPU resources
for (auto& [id, model] : models) {
if (model.vao != 0) glDeleteVertexArrays(1, &model.vao);
if (model.vbo != 0) glDeleteBuffers(1, &model.vbo);
if (model.ebo != 0) glDeleteBuffers(1, &model.ebo);
}
models.clear();
instances.clear();
spatialGrid.clear();
instanceIndexById.clear();
// Delete cached textures
for (auto& [path, texId] : textureCache) {
if (texId != 0 && texId != whiteTexture) {
glDeleteTextures(1, &texId);
}
}
textureCache.clear();
if (whiteTexture != 0) {
glDeleteTextures(1, &whiteTexture);
whiteTexture = 0;
}
shader.reset();
// Clean up smoke particle resources
if (smokeVAO != 0) { glDeleteVertexArrays(1, &smokeVAO); smokeVAO = 0; }
if (smokeVBO != 0) { glDeleteBuffers(1, &smokeVBO); smokeVBO = 0; }
smokeShader.reset();
smokeParticles.clear();
}
bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
if (models.find(modelId) != models.end()) {
// Already loaded
return true;
}
if (model.vertices.empty() || model.indices.empty()) {
LOG_WARNING("M2 model has no geometry: ", model.name);
return false;
}
M2ModelGPU gpuModel;
gpuModel.name = model.name;
// Use tight bounds from actual vertices for collision/camera occlusion.
// Header bounds in some M2s are overly conservative.
glm::vec3 tightMin( std::numeric_limits<float>::max());
glm::vec3 tightMax(-std::numeric_limits<float>::max());
for (const auto& v : model.vertices) {
tightMin = glm::min(tightMin, v.position);
tightMax = glm::max(tightMax, v.position);
}
{
std::string lowerName = model.name;
std::transform(lowerName.begin(), lowerName.end(), lowerName.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
gpuModel.collisionSteppedFountain = (lowerName.find("fountain") != std::string::npos);
glm::vec3 dims = tightMax - tightMin;
float horiz = std::max(dims.x, dims.y);
float vert = std::max(0.0f, dims.z);
bool lowWideShape = (horiz > 1.4f && vert > 0.2f && vert < horiz * 0.70f);
bool likelyCurbName =
(lowerName.find("planter") != std::string::npos) ||
(lowerName.find("curb") != std::string::npos) ||
(lowerName.find("base") != std::string::npos) ||
(lowerName.find("ring") != std::string::npos) ||
(lowerName.find("well") != std::string::npos);
bool knownStormwindPlanter =
(lowerName.find("stormwindplanter") != std::string::npos) ||
(lowerName.find("stormwindwindowplanter") != std::string::npos);
bool lowPlatformShape = (horiz > 1.8f && vert > 0.2f && vert < 1.8f);
gpuModel.collisionSteppedLowPlatform = (!gpuModel.collisionSteppedFountain) &&
(knownStormwindPlanter ||
(likelyCurbName && (lowPlatformShape || lowWideShape)));
bool isPlanter = (lowerName.find("planter") != std::string::npos);
gpuModel.collisionPlanter = isPlanter;
bool statueName =
(lowerName.find("statue") != std::string::npos) ||
(lowerName.find("monument") != std::string::npos) ||
(lowerName.find("sculpture") != std::string::npos);
gpuModel.collisionStatue = statueName;
bool smallSolidPropName =
statueName ||
(lowerName.find("crate") != std::string::npos) ||
(lowerName.find("box") != std::string::npos) ||
(lowerName.find("chest") != std::string::npos) ||
(lowerName.find("barrel") != std::string::npos);
bool foliageName =
(lowerName.find("bush") != std::string::npos) ||
(lowerName.find("grass") != std::string::npos) ||
((lowerName.find("plant") != std::string::npos) && !isPlanter) ||
(lowerName.find("flower") != std::string::npos) ||
(lowerName.find("shrub") != std::string::npos) ||
(lowerName.find("fern") != std::string::npos) ||
(lowerName.find("vine") != std::string::npos) ||
(lowerName.find("lily") != std::string::npos) ||
(lowerName.find("weed") != std::string::npos);
bool treeLike = (lowerName.find("tree") != std::string::npos);
bool hardTreePart =
(lowerName.find("trunk") != std::string::npos) ||
(lowerName.find("stump") != std::string::npos) ||
(lowerName.find("log") != std::string::npos);
// Only large trees (canopy > 20 model units wide) get trunk collision.
// Small/mid trees are walkthrough to avoid getting stuck between them.
// Only large trees get trunk collision; all smaller trees are walkthrough.
bool treeWithTrunk = treeLike && !hardTreePart && !foliageName && horiz > 40.0f;
bool softTree = treeLike && !hardTreePart && !treeWithTrunk;
bool forceSolidCurb = gpuModel.collisionSteppedLowPlatform || knownStormwindPlanter || likelyCurbName || gpuModel.collisionPlanter;
bool narrowVerticalName =
(lowerName.find("lamp") != std::string::npos) ||
(lowerName.find("lantern") != std::string::npos) ||
(lowerName.find("post") != std::string::npos) ||
(lowerName.find("pole") != std::string::npos);
bool narrowVerticalShape =
(horiz > 0.12f && horiz < 2.0f && vert > 2.2f && vert > horiz * 1.8f);
gpuModel.collisionTreeTrunk = treeWithTrunk;
gpuModel.collisionNarrowVerticalProp =
!gpuModel.collisionSteppedFountain &&
!gpuModel.collisionSteppedLowPlatform &&
(narrowVerticalName || narrowVerticalShape);
bool genericSolidPropShape =
(horiz > 0.6f && horiz < 6.0f && vert > 0.30f && vert < 4.0f && vert > horiz * 0.16f) ||
statueName;
bool curbLikeName =
(lowerName.find("curb") != std::string::npos) ||
(lowerName.find("planter") != std::string::npos) ||
(lowerName.find("ring") != std::string::npos) ||
(lowerName.find("well") != std::string::npos) ||
(lowerName.find("base") != std::string::npos);
bool lowPlatformLikeShape = lowWideShape || lowPlatformShape;
gpuModel.collisionSmallSolidProp =
!gpuModel.collisionSteppedFountain &&
!gpuModel.collisionSteppedLowPlatform &&
!gpuModel.collisionNarrowVerticalProp &&
!gpuModel.collisionTreeTrunk &&
!curbLikeName &&
!lowPlatformLikeShape &&
(smallSolidPropName || (genericSolidPropShape && !foliageName && !softTree));
gpuModel.collisionNoBlock = ((foliageName || softTree) &&
!forceSolidCurb);
}
gpuModel.boundMin = tightMin;
gpuModel.boundMax = tightMax;
gpuModel.boundRadius = model.boundRadius;
gpuModel.indexCount = static_cast<uint32_t>(model.indices.size());
gpuModel.vertexCount = static_cast<uint32_t>(model.vertices.size());
// Create VAO
glGenVertexArrays(1, &gpuModel.vao);
glBindVertexArray(gpuModel.vao);
// Store bone/sequence data for animation
gpuModel.bones = model.bones;
gpuModel.sequences = model.sequences;
gpuModel.globalSequenceDurations = model.globalSequenceDurations;
gpuModel.hasAnimation = false;
for (const auto& bone : model.bones) {
if (bone.translation.hasData() || bone.rotation.hasData() || bone.scale.hasData()) {
gpuModel.hasAnimation = true;
break;
}
}
// Flag smoke models for UV scroll animation (particle emitters not implemented)
{
std::string smokeName = model.name;
std::transform(smokeName.begin(), smokeName.end(), smokeName.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
gpuModel.isSmoke = (smokeName.find("smoke") != std::string::npos);
}
// Identify idle variation sequences (animation ID 0 = Stand)
for (int i = 0; i < static_cast<int>(model.sequences.size()); i++) {
if (model.sequences[i].id == 0 && model.sequences[i].duration > 0) {
gpuModel.idleVariationIndices.push_back(i);
}
}
// Create VBO with interleaved vertex data
// Format: position (3), normal (3), texcoord (2), boneWeights (4), boneIndices (4 as float)
const size_t floatsPerVertex = 16;
std::vector<float> vertexData;
vertexData.reserve(model.vertices.size() * floatsPerVertex);
for (const auto& v : model.vertices) {
vertexData.push_back(v.position.x);
vertexData.push_back(v.position.y);
vertexData.push_back(v.position.z);
vertexData.push_back(v.normal.x);
vertexData.push_back(v.normal.y);
vertexData.push_back(v.normal.z);
vertexData.push_back(v.texCoords[0].x);
vertexData.push_back(v.texCoords[0].y);
// Bone weights (normalized 0-1)
float w0 = v.boneWeights[0] / 255.0f;
float w1 = v.boneWeights[1] / 255.0f;
float w2 = v.boneWeights[2] / 255.0f;
float w3 = v.boneWeights[3] / 255.0f;
vertexData.push_back(w0);
vertexData.push_back(w1);
vertexData.push_back(w2);
vertexData.push_back(w3);
// Bone indices (clamped to max 127 for uniform array)
vertexData.push_back(static_cast<float>(std::min(v.boneIndices[0], uint8_t(127))));
vertexData.push_back(static_cast<float>(std::min(v.boneIndices[1], uint8_t(127))));
vertexData.push_back(static_cast<float>(std::min(v.boneIndices[2], uint8_t(127))));
vertexData.push_back(static_cast<float>(std::min(v.boneIndices[3], uint8_t(127))));
}
glGenBuffers(1, &gpuModel.vbo);
glBindBuffer(GL_ARRAY_BUFFER, gpuModel.vbo);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float),
vertexData.data(), GL_STATIC_DRAW);
// Create EBO
glGenBuffers(1, &gpuModel.ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gpuModel.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, model.indices.size() * sizeof(uint16_t),
model.indices.data(), GL_STATIC_DRAW);
// Set up vertex attributes
const size_t stride = floatsPerVertex * sizeof(float);
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
// Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
// TexCoord
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
// Bone Weights
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, (void*)(8 * sizeof(float)));
// Bone Indices (as integer attribute)
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, (void*)(12 * sizeof(float)));
glBindVertexArray(0);
// Load ALL textures from the model into a local vector
std::vector<GLuint> allTextures;
if (assetManager) {
for (const auto& tex : model.textures) {
if (!tex.filename.empty()) {
allTextures.push_back(loadTexture(tex.filename));
} else {
allTextures.push_back(whiteTexture);
}
}
}
// Build per-batch GPU entries
if (!model.batches.empty()) {
for (const auto& batch : model.batches) {
M2ModelGPU::BatchGPU bgpu;
bgpu.indexStart = batch.indexStart;
bgpu.indexCount = batch.indexCount;
// Resolve texture: batch.textureIndex → textureLookup → allTextures
GLuint tex = whiteTexture;
if (batch.textureIndex < model.textureLookup.size()) {
uint16_t texIdx = model.textureLookup[batch.textureIndex];
if (texIdx < allTextures.size()) {
tex = allTextures[texIdx];
}
} else if (!allTextures.empty()) {
tex = allTextures[0];
}
bgpu.texture = tex;
bgpu.hasAlpha = (tex != 0 && tex != whiteTexture);
gpuModel.batches.push_back(bgpu);
}
} else {
// Fallback: single batch covering all indices with first texture
M2ModelGPU::BatchGPU bgpu;
bgpu.indexStart = 0;
bgpu.indexCount = gpuModel.indexCount;
bgpu.texture = allTextures.empty() ? whiteTexture : allTextures[0];
bgpu.hasAlpha = (bgpu.texture != 0 && bgpu.texture != whiteTexture);
gpuModel.batches.push_back(bgpu);
}
models[modelId] = std::move(gpuModel);
LOG_DEBUG("Loaded M2 model: ", model.name, " (", models[modelId].vertexCount, " vertices, ",
models[modelId].indexCount / 3, " triangles, ", models[modelId].batches.size(), " batches)");
return true;
}
uint32_t M2Renderer::createInstance(uint32_t modelId, const glm::vec3& position,
const glm::vec3& rotation, float scale) {
if (models.find(modelId) == models.end()) {
LOG_WARNING("Cannot create instance: model ", modelId, " not loaded");
return 0;
}
// Deduplicate: skip if same model already at nearly the same position
for (const auto& existing : instances) {
if (existing.modelId == modelId) {
glm::vec3 d = existing.position - position;
if (glm::dot(d, d) < 0.01f) {
return existing.id;
}
}
}
M2Instance instance;
instance.id = nextInstanceId++;
instance.modelId = modelId;
instance.position = position;
instance.rotation = rotation;
instance.scale = scale;
instance.updateModelMatrix();
glm::vec3 localMin, localMax;
getTightCollisionBounds(models[modelId], localMin, localMax);
transformAABB(instance.modelMatrix, localMin, localMax, instance.worldBoundsMin, instance.worldBoundsMax);
// Initialize animation: play first sequence (usually Stand/Idle)
const auto& mdl = models[modelId];
if (mdl.hasAnimation && !mdl.sequences.empty()) {
instance.currentSequenceIndex = 0;
instance.idleSequenceIndex = 0;
instance.animDuration = static_cast<float>(mdl.sequences[0].duration);
instance.animTime = static_cast<float>(rand() % std::max(1u, mdl.sequences[0].duration));
instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
}
instances.push_back(instance);
size_t idx = instances.size() - 1;
instanceIndexById[instance.id] = idx;
GridCell minCell = toCell(instance.worldBoundsMin);
GridCell maxCell = toCell(instance.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(instance.id);
}
}
}
return instance.id;
}
uint32_t M2Renderer::createInstanceWithMatrix(uint32_t modelId, const glm::mat4& modelMatrix,
const glm::vec3& position) {
if (models.find(modelId) == models.end()) {
LOG_WARNING("Cannot create instance: model ", modelId, " not loaded");
return 0;
}
// Deduplicate: skip if same model already at nearly the same position
for (const auto& existing : instances) {
if (existing.modelId == modelId) {
glm::vec3 d = existing.position - position;
if (glm::dot(d, d) < 0.01f) {
return existing.id;
}
}
}
M2Instance instance;
instance.id = nextInstanceId++;
instance.modelId = modelId;
instance.position = position; // Used for frustum culling
instance.rotation = glm::vec3(0.0f);
instance.scale = 1.0f;
instance.modelMatrix = modelMatrix;
instance.invModelMatrix = glm::inverse(modelMatrix);
glm::vec3 localMin, localMax;
getTightCollisionBounds(models[modelId], localMin, localMax);
transformAABB(instance.modelMatrix, localMin, localMax, instance.worldBoundsMin, instance.worldBoundsMax);
// Initialize animation
const auto& mdl2 = models[modelId];
if (mdl2.hasAnimation && !mdl2.sequences.empty()) {
instance.currentSequenceIndex = 0;
instance.idleSequenceIndex = 0;
instance.animDuration = static_cast<float>(mdl2.sequences[0].duration);
instance.animTime = static_cast<float>(rand() % std::max(1u, mdl2.sequences[0].duration));
instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
} else {
instance.animTime = static_cast<float>(rand()) / RAND_MAX * 10000.0f;
}
instances.push_back(instance);
size_t idx = instances.size() - 1;
instanceIndexById[instance.id] = idx;
GridCell minCell = toCell(instance.worldBoundsMin);
GridCell maxCell = toCell(instance.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(instance.id);
}
}
}
return instance.id;
}
// --- Bone animation helpers (same logic as CharacterRenderer) ---
static int findKeyframeIndex(const std::vector<uint32_t>& timestamps, float time) {
if (timestamps.empty()) return -1;
if (timestamps.size() == 1) return 0;
for (size_t i = 0; i < timestamps.size() - 1; i++) {
if (time < static_cast<float>(timestamps[i + 1])) {
return static_cast<int>(i);
}
}
return static_cast<int>(timestamps.size() - 2);
}
// Resolve sequence index and time for a track, handling global sequences.
static void resolveTrackTime(const pipeline::M2AnimationTrack& track,
int seqIdx, float time,
const std::vector<uint32_t>& globalSeqDurations,
int& outSeqIdx, float& outTime) {
if (track.globalSequence >= 0 &&
static_cast<size_t>(track.globalSequence) < globalSeqDurations.size()) {
// Global sequence: always use sub-array 0, wrap time at global duration
outSeqIdx = 0;
float dur = static_cast<float>(globalSeqDurations[track.globalSequence]);
outTime = (dur > 0.0f) ? std::fmod(time, dur) : 0.0f;
} else {
outSeqIdx = seqIdx;
outTime = time;
}
}
static glm::vec3 interpVec3(const pipeline::M2AnimationTrack& track,
int seqIdx, float time, const glm::vec3& def,
const std::vector<uint32_t>& globalSeqDurations) {
if (!track.hasData()) return def;
int si; float t;
resolveTrackTime(track, seqIdx, time, globalSeqDurations, si, t);
if (si < 0 || si >= static_cast<int>(track.sequences.size())) return def;
const auto& keys = track.sequences[si];
if (keys.timestamps.empty() || keys.vec3Values.empty()) return def;
auto safe = [&](const glm::vec3& v) -> glm::vec3 {
if (std::isnan(v.x) || std::isnan(v.y) || std::isnan(v.z)) return def;
return v;
};
if (keys.vec3Values.size() == 1) return safe(keys.vec3Values[0]);
int idx = findKeyframeIndex(keys.timestamps, t);
if (idx < 0) return def;
size_t i0 = static_cast<size_t>(idx);
size_t i1 = std::min(i0 + 1, keys.vec3Values.size() - 1);
if (i0 == i1) return safe(keys.vec3Values[i0]);
float t0 = static_cast<float>(keys.timestamps[i0]);
float t1 = static_cast<float>(keys.timestamps[i1]);
float dur = t1 - t0;
float frac = (dur > 0.0f) ? glm::clamp((t - t0) / dur, 0.0f, 1.0f) : 0.0f;
return safe(glm::mix(keys.vec3Values[i0], keys.vec3Values[i1], frac));
}
static glm::quat interpQuat(const pipeline::M2AnimationTrack& track,
int seqIdx, float time,
const std::vector<uint32_t>& globalSeqDurations) {
glm::quat identity(1.0f, 0.0f, 0.0f, 0.0f);
if (!track.hasData()) return identity;
int si; float t;
resolveTrackTime(track, seqIdx, time, globalSeqDurations, si, t);
if (si < 0 || si >= static_cast<int>(track.sequences.size())) return identity;
const auto& keys = track.sequences[si];
if (keys.timestamps.empty() || keys.quatValues.empty()) return identity;
auto safe = [&](const glm::quat& q) -> glm::quat {
float len = glm::length(q);
if (len < 0.001f || std::isnan(len)) return identity;
return q;
};
if (keys.quatValues.size() == 1) return safe(keys.quatValues[0]);
int idx = findKeyframeIndex(keys.timestamps, t);
if (idx < 0) return identity;
size_t i0 = static_cast<size_t>(idx);
size_t i1 = std::min(i0 + 1, keys.quatValues.size() - 1);
if (i0 == i1) return safe(keys.quatValues[i0]);
float t0 = static_cast<float>(keys.timestamps[i0]);
float t1 = static_cast<float>(keys.timestamps[i1]);
float dur = t1 - t0;
float frac = (dur > 0.0f) ? glm::clamp((t - t0) / dur, 0.0f, 1.0f) : 0.0f;
return glm::slerp(safe(keys.quatValues[i0]), safe(keys.quatValues[i1]), frac);
}
static void computeBoneMatrices(const M2ModelGPU& model, M2Instance& instance) {
size_t numBones = std::min(model.bones.size(), size_t(128));
if (numBones == 0) return;
instance.boneMatrices.resize(numBones);
const auto& gsd = model.globalSequenceDurations;
for (size_t i = 0; i < numBones; i++) {
const auto& bone = model.bones[i];
glm::vec3 trans = interpVec3(bone.translation, instance.currentSequenceIndex, instance.animTime, glm::vec3(0.0f), gsd);
glm::quat rot = interpQuat(bone.rotation, instance.currentSequenceIndex, instance.animTime, gsd);
glm::vec3 scl = interpVec3(bone.scale, instance.currentSequenceIndex, instance.animTime, glm::vec3(1.0f), gsd);
// Sanity check scale to avoid degenerate matrices
if (scl.x < 0.001f) scl.x = 1.0f;
if (scl.y < 0.001f) scl.y = 1.0f;
if (scl.z < 0.001f) scl.z = 1.0f;
glm::mat4 local = glm::translate(glm::mat4(1.0f), bone.pivot);
local = glm::translate(local, trans);
local *= glm::toMat4(rot);
local = glm::scale(local, scl);
local = glm::translate(local, -bone.pivot);
if (bone.parentBone >= 0 && static_cast<size_t>(bone.parentBone) < numBones) {
instance.boneMatrices[i] = instance.boneMatrices[bone.parentBone] * local;
} else {
instance.boneMatrices[i] = local;
}
}
}
void M2Renderer::update(float deltaTime) {
float dtMs = deltaTime * 1000.0f;
// --- Smoke particle spawning ---
std::uniform_real_distribution<float> distXY(-0.4f, 0.4f);
std::uniform_real_distribution<float> distVelXY(-0.3f, 0.3f);
std::uniform_real_distribution<float> distVelZ(3.0f, 5.0f);
std::uniform_real_distribution<float> distLife(4.0f, 7.0f);
std::uniform_real_distribution<float> distDrift(-0.2f, 0.2f);
smokeEmitAccum += deltaTime;
float emitInterval = 1.0f / 8.0f; // 8 particles per second per emitter
for (auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (model.isSmoke && smokeEmitAccum >= emitInterval &&
static_cast<int>(smokeParticles.size()) < MAX_SMOKE_PARTICLES) {
// Emission point: model origin in world space (model matrix already positions at chimney)
glm::vec3 emitWorld = glm::vec3(instance.modelMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
// Occasionally spawn a spark instead of smoke (~1 in 8)
bool spark = (smokeRng() % 8 == 0);
SmokeParticle p;
p.position = emitWorld + glm::vec3(distXY(smokeRng), distXY(smokeRng), 0.0f);
if (spark) {
p.velocity = glm::vec3(distVelXY(smokeRng) * 2.0f, distVelXY(smokeRng) * 2.0f, distVelZ(smokeRng) * 1.5f);
p.maxLife = 0.8f + static_cast<float>(smokeRng() % 100) / 100.0f * 1.2f; // 0.8-2.0s
p.size = 0.5f;
p.isSpark = 1.0f;
} else {
p.velocity = glm::vec3(distVelXY(smokeRng), distVelXY(smokeRng), distVelZ(smokeRng));
p.maxLife = distLife(smokeRng);
p.size = 1.0f;
p.isSpark = 0.0f;
}
p.life = 0.0f;
p.instanceId = instance.id;
smokeParticles.push_back(p);
}
}
if (smokeEmitAccum >= emitInterval) {
smokeEmitAccum = 0.0f;
}
// --- Update existing smoke particles ---
for (auto it = smokeParticles.begin(); it != smokeParticles.end(); ) {
it->life += deltaTime;
if (it->life >= it->maxLife) {
it = smokeParticles.erase(it);
continue;
}
it->position += it->velocity * deltaTime;
it->velocity.z *= 0.98f; // Slight deceleration
it->velocity.x += distDrift(smokeRng) * deltaTime;
it->velocity.y += distDrift(smokeRng) * deltaTime;
// Grow from 1.0 to 3.5 over lifetime
float t = it->life / it->maxLife;
it->size = 1.0f + t * 2.5f;
++it;
}
// --- Normal M2 animation update ---
for (auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (!model.hasAnimation) {
instance.animTime += dtMs;
continue;
}
instance.animTime += dtMs * instance.animSpeed;
// Validate sequence index
if (instance.currentSequenceIndex < 0 ||
instance.currentSequenceIndex >= static_cast<int>(model.sequences.size())) {
instance.currentSequenceIndex = 0;
if (!model.sequences.empty()) {
instance.animDuration = static_cast<float>(model.sequences[0].duration);
}
}
// Handle animation looping / variation transitions
if (instance.animDuration > 0.0f && instance.animTime >= instance.animDuration) {
if (instance.playingVariation) {
// Variation finished — return to idle
instance.playingVariation = false;
instance.currentSequenceIndex = instance.idleSequenceIndex;
if (instance.idleSequenceIndex < static_cast<int>(model.sequences.size())) {
instance.animDuration = static_cast<float>(model.sequences[instance.idleSequenceIndex].duration);
}
instance.animTime = 0.0f;
instance.variationTimer = 4000.0f + static_cast<float>(rand() % 6000);
} else {
// Loop idle
instance.animTime = std::fmod(instance.animTime, std::max(1.0f, instance.animDuration));
}
}
// Idle variation timer — occasionally play a different idle sequence
if (!instance.playingVariation && model.idleVariationIndices.size() > 1) {
instance.variationTimer -= dtMs;
if (instance.variationTimer <= 0.0f) {
int pick = rand() % static_cast<int>(model.idleVariationIndices.size());
int newSeq = model.idleVariationIndices[pick];
if (newSeq != instance.currentSequenceIndex && newSeq < static_cast<int>(model.sequences.size())) {
instance.playingVariation = true;
instance.currentSequenceIndex = newSeq;
instance.animDuration = static_cast<float>(model.sequences[newSeq].duration);
instance.animTime = 0.0f;
} else {
instance.variationTimer = 2000.0f + static_cast<float>(rand() % 4000);
}
}
}
computeBoneMatrices(model, instance);
}
}
void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection) {
if (instances.empty() || !shader) {
return;
}
// Debug: log once when we start rendering
static bool loggedOnce = false;
if (!loggedOnce) {
loggedOnce = true;
LOG_INFO("M2 render: ", instances.size(), " instances, ", models.size(), " models");
}
// Set up GL state for M2 rendering
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); // Some M2 geometry is single-sided
// Build frustum for culling
Frustum frustum;
frustum.extractFromMatrix(projection * view);
shader->use();
shader->setUniform("uView", view);
shader->setUniform("uProjection", projection);
shader->setUniform("uLightDir", lightDir);
shader->setUniform("uAmbientColor", ambientColor);
shader->setUniform("uViewPos", camera.getPosition());
shader->setUniform("uFogColor", fogColor);
shader->setUniform("uFogStart", fogStart);
shader->setUniform("uFogEnd", fogEnd);
shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
if (shadowEnabled) {
shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, shadowDepthTex);
shader->setUniform("uShadowMap", 7);
}
lastDrawCallCount = 0;
// Adaptive render distance: shorter in dense areas (cities), longer in open terrain
const float maxRenderDistance = (instances.size() > 600) ? 180.0f : 2000.0f;
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
const float fadeStartFraction = 0.75f;
const glm::vec3 camPos = camera.getPosition();
for (const auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (!model.isValid()) continue;
// Skip smoke models — replaced by particle emitters
if (model.isSmoke) continue;
// Distance culling for small objects (scaled by object size)
glm::vec3 toCam = instance.position - camPos;
float distSq = glm::dot(toCam, toCam);
float worldRadius = model.boundRadius * instance.scale;
// Cull small objects (radius < 20) at distance, keep larger objects visible longer
float effectiveMaxDistSq = maxRenderDistanceSq * std::max(1.0f, worldRadius / 12.0f);
if (worldRadius < 0.8f) {
effectiveMaxDistSq = std::min(effectiveMaxDistSq, 65.0f * 65.0f);
} else if (worldRadius < 1.5f) {
effectiveMaxDistSq = std::min(effectiveMaxDistSq, 95.0f * 95.0f);
}
if (distSq > effectiveMaxDistSq) {
continue;
}
// Frustum cull: test bounding sphere in world space
if (worldRadius > 0.0f && !frustum.intersectsSphere(instance.position, worldRadius)) {
continue;
}
// Distance-based fade alpha for smooth pop-in
float fadeAlpha = 1.0f;
float fadeStartDistSq = effectiveMaxDistSq * fadeStartFraction * fadeStartFraction;
if (distSq > fadeStartDistSq) {
float dist = std::sqrt(distSq);
float effectiveMaxDist = std::sqrt(effectiveMaxDistSq);
float fadeStartDist = effectiveMaxDist * fadeStartFraction;
fadeAlpha = std::clamp((effectiveMaxDist - dist) / (effectiveMaxDist - fadeStartDist), 0.0f, 1.0f);
}
shader->setUniform("uModel", instance.modelMatrix);
shader->setUniform("uFadeAlpha", fadeAlpha);
// Upload bone matrices if model has skeletal animation
bool useBones = model.hasAnimation && !instance.boneMatrices.empty();
shader->setUniform("uUseBones", useBones);
if (useBones) {
int numBones = std::min(static_cast<int>(instance.boneMatrices.size()), 128);
shader->setUniformMatrixArray("uBones[0]", instance.boneMatrices.data(), numBones);
}
// Disable depth writes for fading objects to avoid z-fighting
if (fadeAlpha < 1.0f) {
glDepthMask(GL_FALSE);
}
glBindVertexArray(model.vao);
for (const auto& batch : model.batches) {
if (batch.indexCount == 0) continue;
bool hasTexture = (batch.texture != 0);
shader->setUniform("uHasTexture", hasTexture);
shader->setUniform("uAlphaTest", batch.hasAlpha);
if (hasTexture) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, batch.texture);
shader->setUniform("uTexture", 0);
}
glDrawElements(GL_TRIANGLES, batch.indexCount, GL_UNSIGNED_SHORT,
(void*)(batch.indexStart * sizeof(uint16_t)));
lastDrawCallCount++;
}
glBindVertexArray(0);
if (fadeAlpha < 1.0f) {
glDepthMask(GL_TRUE);
}
}
// Restore state
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
}
void M2Renderer::renderSmokeParticles(const Camera& /*camera*/, const glm::mat4& view, const glm::mat4& projection) {
if (smokeParticles.empty() || !smokeShader || smokeVAO == 0) return;
// Build vertex data: pos(3) + lifeRatio(1) + size(1) + isSpark(1) per particle
std::vector<float> data;
data.reserve(smokeParticles.size() * 6);
for (const auto& p : smokeParticles) {
data.push_back(p.position.x);
data.push_back(p.position.y);
data.push_back(p.position.z);
data.push_back(p.life / p.maxLife);
data.push_back(p.size);
data.push_back(p.isSpark);
}
// Upload to VBO
glBindBuffer(GL_ARRAY_BUFFER, smokeVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Set GL state
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST); // Occlude behind buildings
glDepthMask(GL_FALSE);
glEnable(GL_PROGRAM_POINT_SIZE);
glDisable(GL_CULL_FACE);
smokeShader->use();
smokeShader->setUniform("uView", view);
smokeShader->setUniform("uProjection", projection);
// Get viewport height for point size scaling
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
smokeShader->setUniform("uScreenHeight", static_cast<float>(viewport[3]));
glBindVertexArray(smokeVAO);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(smokeParticles.size()));
glBindVertexArray(0);
// Restore state
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
glDisable(GL_PROGRAM_POINT_SIZE);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
}
void M2Renderer::removeInstance(uint32_t instanceId) {
for (auto it = instances.begin(); it != instances.end(); ++it) {
if (it->id == instanceId) {
instances.erase(it);
rebuildSpatialIndex();
return;
}
}
}
void M2Renderer::clear() {
for (auto& [id, model] : models) {
if (model.vao != 0) glDeleteVertexArrays(1, &model.vao);
if (model.vbo != 0) glDeleteBuffers(1, &model.vbo);
if (model.ebo != 0) glDeleteBuffers(1, &model.ebo);
}
models.clear();
instances.clear();
spatialGrid.clear();
instanceIndexById.clear();
smokeParticles.clear();
smokeEmitAccum = 0.0f;
}
void M2Renderer::setCollisionFocus(const glm::vec3& worldPos, float radius) {
collisionFocusEnabled = (radius > 0.0f);
collisionFocusPos = worldPos;
collisionFocusRadius = std::max(0.0f, radius);
collisionFocusRadiusSq = collisionFocusRadius * collisionFocusRadius;
}
void M2Renderer::clearCollisionFocus() {
collisionFocusEnabled = false;
}
void M2Renderer::resetQueryStats() {
queryTimeMs = 0.0;
queryCallCount = 0;
}
M2Renderer::GridCell M2Renderer::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 M2Renderer::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 M2Renderer::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 to preserve collision correctness if the spatial index
// misses candidates (e.g. during streaming churn).
if (outIndices.empty() && !instances.empty()) {
outIndices.reserve(instances.size());
for (size_t i = 0; i < instances.size(); i++) {
outIndices.push_back(i);
}
}
}
void M2Renderer::cleanupUnusedModels() {
// Build set of model IDs that are still referenced by instances
std::unordered_set<uint32_t> usedModelIds;
for (const auto& instance : instances) {
usedModelIds.insert(instance.modelId);
}
// Find and remove models with no instances
std::vector<uint32_t> toRemove;
for (const auto& [id, model] : models) {
if (usedModelIds.find(id) == usedModelIds.end()) {
toRemove.push_back(id);
}
}
// Delete GPU resources and remove from map
for (uint32_t id : toRemove) {
auto it = models.find(id);
if (it != models.end()) {
if (it->second.vao != 0) glDeleteVertexArrays(1, &it->second.vao);
if (it->second.vbo != 0) glDeleteBuffers(1, &it->second.vbo);
if (it->second.ebo != 0) glDeleteBuffers(1, &it->second.ebo);
models.erase(it);
}
}
if (!toRemove.empty()) {
LOG_INFO("M2 cleanup: removed ", toRemove.size(), " unused models, ", models.size(), " remaining");
}
}
GLuint M2Renderer::loadTexture(const std::string& path) {
// Check cache
auto it = textureCache.find(path);
if (it != textureCache.end()) {
return it->second;
}
// Load BLP texture
pipeline::BLPImage blp = assetManager->loadTexture(path);
if (!blp.isValid()) {
LOG_WARNING("M2: Failed to load texture: ", path);
textureCache[path] = whiteTexture;
return whiteTexture;
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
blp.width, blp.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, blp.data.data());
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);
glGenerateMipmap(GL_TEXTURE_2D);
applyAnisotropicFiltering();
glBindTexture(GL_TEXTURE_2D, 0);
textureCache[path] = textureID;
LOG_DEBUG("M2: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
return textureID;
}
uint32_t M2Renderer::getTotalTriangleCount() const {
uint32_t total = 0;
for (const auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it != models.end()) {
total += it->second.indexCount / 3;
}
}
return total;
}
std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ) const {
QueryTimer timer(&queryTimeMs, &queryCallCount);
std::optional<float> bestFloor;
glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 6.0f);
glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 8.0f);
gatherCandidates(queryMin, queryMax, candidateScratch);
for (size_t idx : candidateScratch) {
const auto& instance = instances[idx];
if (collisionFocusEnabled &&
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
continue;
}
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 + 2.0f) {
continue;
}
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
if (instance.scale <= 0.001f) continue;
const M2ModelGPU& model = it->second;
if (model.collisionNoBlock) continue;
glm::vec3 localMin, localMax;
getTightCollisionBounds(model, localMin, localMax);
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(glX, glY, glZ, 1.0f));
// Must be within doodad footprint in local XY.
// Stepped low platforms get a small pad so walk-up snapping catches edges.
float footprintPad = 0.0f;
if (model.collisionSteppedLowPlatform) {
footprintPad = model.collisionPlanter ? 0.22f : 0.16f;
}
if (localPos.x < localMin.x - footprintPad || localPos.x > localMax.x + footprintPad ||
localPos.y < localMin.y - footprintPad || localPos.y > localMax.y + footprintPad) {
continue;
}
// Construct "top" point at queried XY in local space, then transform back.
float localTopZ = getEffectiveCollisionTopLocal(model, localPos, localMin, localMax);
glm::vec3 localTop(localPos.x, localPos.y, localTopZ);
glm::vec3 worldTop = glm::vec3(instance.modelMatrix * glm::vec4(localTop, 1.0f));
// Reachability filter: allow a bit more climb for stepped low platforms.
float maxStepUp = 1.0f;
if (model.collisionStatue) {
maxStepUp = 2.5f;
} else if (model.collisionSmallSolidProp) {
maxStepUp = 2.0f;
} else if (model.collisionSteppedFountain) {
maxStepUp = 2.5f;
} else if (model.collisionSteppedLowPlatform) {
maxStepUp = model.collisionPlanter ? 3.0f : 2.4f;
}
if (worldTop.z > glZ + maxStepUp) continue;
if (!bestFloor || worldTop.z > *bestFloor) {
bestFloor = worldTop.z;
}
}
return bestFloor;
}
bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
glm::vec3& adjustedPos, float playerRadius) const {
QueryTimer timer(&queryTimeMs, &queryCallCount);
adjustedPos = to;
bool collided = false;
glm::vec3 queryMin = glm::min(from, to) - glm::vec3(7.0f, 7.0f, 5.0f);
glm::vec3 queryMax = glm::max(from, to) + glm::vec3(7.0f, 7.0f, 5.0f);
gatherCandidates(queryMin, queryMax, candidateScratch);
// Check against all M2 instances in local space (rotation-aware).
for (size_t idx : candidateScratch) {
const auto& instance = instances[idx];
if (collisionFocusEnabled &&
pointAABBDistanceSq(collisionFocusPos, instance.worldBoundsMin, instance.worldBoundsMax) > collisionFocusRadiusSq) {
continue;
}
const float broadMargin = playerRadius + 1.0f;
if (from.x < instance.worldBoundsMin.x - broadMargin && adjustedPos.x < instance.worldBoundsMin.x - broadMargin) continue;
if (from.x > instance.worldBoundsMax.x + broadMargin && adjustedPos.x > instance.worldBoundsMax.x + broadMargin) continue;
if (from.y < instance.worldBoundsMin.y - broadMargin && adjustedPos.y < instance.worldBoundsMin.y - broadMargin) continue;
if (from.y > instance.worldBoundsMax.y + broadMargin && adjustedPos.y > instance.worldBoundsMax.y + broadMargin) continue;
if (from.z > instance.worldBoundsMax.z + 2.5f && adjustedPos.z > instance.worldBoundsMax.z + 2.5f) continue;
if (from.z + 2.5f < instance.worldBoundsMin.z && adjustedPos.z + 2.5f < instance.worldBoundsMin.z) continue;
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (model.collisionNoBlock) continue;
if (instance.scale <= 0.001f) continue;
glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f));
glm::vec3 localPos = glm::vec3(instance.invModelMatrix * glm::vec4(adjustedPos, 1.0f));
float radiusScale = model.collisionNarrowVerticalProp ? 0.45f : 1.0f;
float localRadius = (playerRadius * radiusScale) / instance.scale;
glm::vec3 rawMin, rawMax;
getTightCollisionBounds(model, rawMin, rawMax);
glm::vec3 localMin = rawMin - glm::vec3(localRadius);
glm::vec3 localMax = rawMax + glm::vec3(localRadius);
float effectiveTop = getEffectiveCollisionTopLocal(model, localPos, rawMin, rawMax) + localRadius;
glm::vec2 localCenter((localMin.x + localMax.x) * 0.5f, (localMin.y + localMax.y) * 0.5f);
float fromR = glm::length(glm::vec2(localFrom.x, localFrom.y) - localCenter);
float toR = glm::length(glm::vec2(localPos.x, localPos.y) - localCenter);
// Feet-based vertical overlap test: ignore objects fully above/below us.
constexpr float PLAYER_HEIGHT = 2.0f;
if (localPos.z + PLAYER_HEIGHT < localMin.z || localPos.z > effectiveTop) {
continue;
}
bool fromInsideXY =
(localFrom.x >= localMin.x && localFrom.x <= localMax.x &&
localFrom.y >= localMin.y && localFrom.y <= localMax.y);
bool fromInsideZ = (localFrom.z + PLAYER_HEIGHT >= localMin.z && localFrom.z <= effectiveTop);
bool escapingOverlap = (fromInsideXY && fromInsideZ && (toR > fromR + 1e-4f));
bool allowEscapeRelax = escapingOverlap && !model.collisionSmallSolidProp;
// Swept hard clamp for taller blockers only.
// Low/stepable objects should be climbable and not "shove" the player off.
float maxStepUp = 1.20f;
if (model.collisionStatue) {
maxStepUp = 2.5f;
} else if (model.collisionSmallSolidProp) {
// Keep box/crate-class props hard-solid to prevent phase-through.
maxStepUp = 0.75f;
} else if (model.collisionSteppedFountain) {
maxStepUp = 2.5f;
} else if (model.collisionSteppedLowPlatform) {
maxStepUp = model.collisionPlanter ? 2.8f : 2.4f;
}
bool stepableLowObject = (effectiveTop <= localFrom.z + maxStepUp);
bool climbingAttempt = (localPos.z > localFrom.z + 0.18f);
bool nearTop = (localFrom.z >= effectiveTop - 0.30f);
float climbAllowance = model.collisionPlanter ? 0.95f : 0.60f;
if (model.collisionSteppedLowPlatform && !model.collisionPlanter) {
// Let low curb/planter blocks be stepable without sticky side shoves.
climbAllowance = 1.00f;
}
if (model.collisionSmallSolidProp) {
climbAllowance = 1.05f;
}
bool climbingTowardTop = climbingAttempt && (localFrom.z + climbAllowance >= effectiveTop);
bool forceHardLateral =
model.collisionSmallSolidProp &&
!nearTop && !climbingTowardTop;
if ((!stepableLowObject || forceHardLateral) && !allowEscapeRelax) {
float tEnter = 0.0f;
glm::vec3 sweepMax = localMax;
sweepMax.z = std::min(sweepMax.z, effectiveTop);
if (segmentIntersectsAABB(localFrom, localPos, localMin, sweepMax, tEnter)) {
float tSafe = std::clamp(tEnter - 0.03f, 0.0f, 1.0f);
glm::vec3 localSafe = localFrom + (localPos - localFrom) * tSafe;
glm::vec3 worldSafe = glm::vec3(instance.modelMatrix * glm::vec4(localSafe, 1.0f));
adjustedPos.x = worldSafe.x;
adjustedPos.y = worldSafe.y;
collided = true;
continue;
}
}
if (localPos.x < localMin.x || localPos.x > localMax.x ||
localPos.y < localMin.y || localPos.y > localMax.y) {
continue;
}
float pushLeft = localPos.x - localMin.x;
float pushRight = localMax.x - localPos.x;
float pushBack = localPos.y - localMin.y;
float pushFront = localMax.y - localPos.y;
float minPush = std::min({pushLeft, pushRight, pushBack, pushFront});
if (allowEscapeRelax) {
continue;
}
if ((model.collisionSteppedLowPlatform || model.collisionSteppedFountain) && stepableLowObject) {
// Already on/near top surface: don't apply lateral push that ejects
// the player from the object when landing.
continue;
}
// Gentle fallback push for overlapping cases.
float pushAmount;
if (model.collisionNarrowVerticalProp) {
pushAmount = std::clamp(minPush * 0.10f, 0.001f, 0.010f);
} else if (model.collisionSteppedLowPlatform) {
if (model.collisionPlanter && stepableLowObject) {
pushAmount = std::clamp(minPush * 0.06f, 0.001f, 0.006f);
} else {
pushAmount = std::clamp(minPush * 0.12f, 0.003f, 0.012f);
}
} else if (stepableLowObject) {
pushAmount = std::clamp(minPush * 0.12f, 0.002f, 0.015f);
} else {
pushAmount = std::clamp(minPush * 0.28f, 0.010f, 0.045f);
}
glm::vec3 localPush(0.0f);
if (minPush == pushLeft) {
localPush.x = -pushAmount;
} else if (minPush == pushRight) {
localPush.x = pushAmount;
} else if (minPush == pushBack) {
localPush.y = -pushAmount;
} else {
localPush.y = pushAmount;
}
glm::vec3 worldPush = glm::vec3(instance.modelMatrix * glm::vec4(localPush, 0.0f));
adjustedPos.x += worldPush.x;
adjustedPos.y += worldPush.y;
collided = true;
}
return collided;
}
float M2Renderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
QueryTimer timer(&queryTimeMs, &queryCallCount);
float closestHit = maxDistance;
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;
}
// Cheap world-space broad-phase.
float tEnter = 0.0f;
glm::vec3 worldMin = instance.worldBoundsMin - glm::vec3(0.35f);
glm::vec3 worldMax = instance.worldBoundsMax + glm::vec3(0.35f);
if (!segmentIntersectsAABB(origin, origin + direction * maxDistance, worldMin, worldMax, tEnter)) {
continue;
}
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (model.collisionNoBlock) continue;
glm::vec3 localMin, localMax;
getTightCollisionBounds(model, localMin, localMax);
// Skip tiny doodads for camera occlusion; they cause jitter and false hits.
glm::vec3 extents = (localMax - localMin) * instance.scale;
if (glm::length(extents) < 0.75f) continue;
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)));
if (!std::isfinite(localDir.x) || !std::isfinite(localDir.y) || !std::isfinite(localDir.z)) {
continue;
}
// Local-space AABB slab intersection.
glm::vec3 invDir = 1.0f / localDir;
glm::vec3 tMin = (localMin - localOrigin) * invDir;
glm::vec3 tMax = (localMax - localOrigin) * invDir;
glm::vec3 t1 = glm::min(tMin, tMax);
glm::vec3 t2 = glm::max(tMin, tMax);
float tNear = std::max({t1.x, t1.y, t1.z});
float tFar = std::min({t2.x, t2.y, t2.z});
if (tNear > tFar || tFar <= 0.0f) continue;
float tHit = tNear > 0.0f ? tNear : tFar;
glm::vec3 localHit = localOrigin + localDir * tHit;
glm::vec3 worldHit = glm::vec3(instance.modelMatrix * glm::vec4(localHit, 1.0f));
float worldDist = glm::length(worldHit - origin);
if (worldDist > 0.0f && worldDist < closestHit) {
closestHit = worldDist;
}
}
return closestHit;
}
} // namespace rendering
} // namespace wowee