Files
WoWee/include/rendering/renderer.hpp
Kelsi 51398f371b Fix combat vocalizations with correct MPQ paths, add combat idle stance
Use actual WoW 3.3.5a PlayerExertions and Vox sound paths from MPQ
manifests for attack grunts, wounds, and death sounds. Handle Blizzard
naming quirks (HumanFeamle typo, OrcMale no Final suffix, Scourge→Undead).
Add COMBAT_IDLE animation state with ready weapon stance between swings.
Restore deleted MPQ sound manifest docs.
2026-02-19 21:50:32 -08:00

371 lines
15 KiB
C++

#pragma once
#include <memory>
#include <string>
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
namespace wowee {
namespace core { class Window; }
namespace game { class World; class ZoneManager; class GameHandler; }
namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; class AmbientSoundManager; class UiSoundManager; class CombatSoundManager; class SpellSoundManager; class MovementSoundManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
namespace pipeline { class AssetManager; }
namespace rendering {
class Camera;
class CameraController;
class Scene;
class TerrainRenderer;
class TerrainManager;
class PerformanceHUD;
class WaterRenderer;
class Skybox;
class Celestial;
class StarField;
class Clouds;
class LensFlare;
class Weather;
class LightingManager;
class SkySystem;
class SwimEffects;
class MountDust;
class LevelUpEffect;
class ChargeEffect;
class CharacterRenderer;
class WMORenderer;
class M2Renderer;
class Minimap;
class QuestMarkerRenderer;
class Shader;
class Renderer {
public:
Renderer();
~Renderer();
bool initialize(core::Window* window);
void shutdown();
void beginFrame();
void endFrame();
void renderWorld(game::World* world, game::GameHandler* gameHandler = nullptr);
/**
* Update renderer (camera, etc.)
*/
void update(float deltaTime);
/**
* Load test terrain for debugging
* @param assetManager Asset manager to load terrain data
* @param adtPath Path to ADT file (e.g., "World\\Maps\\Azeroth\\Azeroth_32_49.adt")
*/
bool loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath);
/**
* Enable/disable terrain rendering
*/
void setTerrainEnabled(bool enabled) { terrainEnabled = enabled; }
/**
* Enable/disable wireframe mode
*/
void setWireframeMode(bool enabled);
/**
* Load terrain tiles around position
* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
* @param centerX Center tile X coordinate
* @param centerY Center tile Y coordinate
* @param radius Load radius in tiles
*/
bool loadTerrainArea(const std::string& mapName, int centerX, int centerY, int radius = 1);
/**
* Enable/disable terrain streaming
*/
void setTerrainStreaming(bool enabled);
/**
* Render performance HUD
*/
void renderHUD();
Camera* getCamera() { return camera.get(); }
CameraController* getCameraController() { return cameraController.get(); }
Scene* getScene() { return scene.get(); }
TerrainRenderer* getTerrainRenderer() const { return terrainRenderer.get(); }
TerrainManager* getTerrainManager() const { return terrainManager.get(); }
PerformanceHUD* getPerformanceHUD() { return performanceHUD.get(); }
WaterRenderer* getWaterRenderer() const { return waterRenderer.get(); }
Skybox* getSkybox() const { return skybox.get(); }
Celestial* getCelestial() const { return celestial.get(); }
StarField* getStarField() const { return starField.get(); }
Clouds* getClouds() const { return clouds.get(); }
LensFlare* getLensFlare() const { return lensFlare.get(); }
Weather* getWeather() const { return weather.get(); }
CharacterRenderer* getCharacterRenderer() const { return characterRenderer.get(); }
WMORenderer* getWMORenderer() const { return wmoRenderer.get(); }
M2Renderer* getM2Renderer() const { return m2Renderer.get(); }
Minimap* getMinimap() const { return minimap.get(); }
QuestMarkerRenderer* getQuestMarkerRenderer() const { return questMarkerRenderer.get(); }
SkySystem* getSkySystem() const { return skySystem.get(); }
const std::string& getCurrentZoneName() const { return currentZoneName; }
// Third-person character follow
void setCharacterFollow(uint32_t instanceId);
glm::vec3& getCharacterPosition() { return characterPosition; }
uint32_t getCharacterInstanceId() const { return characterInstanceId; }
float getCharacterYaw() const { return characterYaw; }
void setCharacterYaw(float yawDeg) { characterYaw = yawDeg; }
// Emote support
void playEmote(const std::string& emoteName);
void triggerLevelUpEffect(const glm::vec3& position);
void cancelEmote();
bool isEmoteActive() const { return emoteActive; }
static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
static uint32_t getEmoteDbcId(const std::string& emoteName);
static std::string getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName, const std::string* targetName = nullptr);
static uint32_t getEmoteAnimByDbcId(uint32_t dbcId);
// Targeting support
void setTargetPosition(const glm::vec3* pos);
void setInCombat(bool combat) { inCombat_ = combat; }
bool isMoving() const;
void triggerMeleeSwing();
void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
void setCharging(bool charging) { charging_ = charging; }
bool isCharging() const { return charging_; }
void startChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void emitChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void stopChargeEffect();
// Mount rendering
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
void setTaxiFlight(bool onTaxi) { taxiFlight_ = onTaxi; }
void setMountPitchRoll(float pitch, float roll) { mountPitch_ = pitch; mountRoll_ = roll; }
void clearMount();
bool isMounted() const { return mountInstanceId_ != 0; }
// Selection circle for targeted entity
void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
void clearSelectionCircle();
// CPU timing stats (milliseconds, last frame).
double getLastUpdateMs() const { return lastUpdateMs; }
double getLastRenderMs() const { return lastRenderMs; }
double getLastCameraUpdateMs() const { return lastCameraUpdateMs; }
double getLastTerrainRenderMs() const { return lastTerrainRenderMs; }
double getLastWMORenderMs() const { return lastWMORenderMs; }
double getLastM2RenderMs() const { return lastM2RenderMs; }
audio::MusicManager* getMusicManager() { return musicManager.get(); }
game::ZoneManager* getZoneManager() { return zoneManager.get(); }
audio::FootstepManager* getFootstepManager() { return footstepManager.get(); }
audio::ActivitySoundManager* getActivitySoundManager() { return activitySoundManager.get(); }
audio::MountSoundManager* getMountSoundManager() { return mountSoundManager.get(); }
audio::NpcVoiceManager* getNpcVoiceManager() { return npcVoiceManager.get(); }
audio::AmbientSoundManager* getAmbientSoundManager() { return ambientSoundManager.get(); }
audio::UiSoundManager* getUiSoundManager() { return uiSoundManager.get(); }
audio::CombatSoundManager* getCombatSoundManager() { return combatSoundManager.get(); }
audio::SpellSoundManager* getSpellSoundManager() { return spellSoundManager.get(); }
audio::MovementSoundManager* getMovementSoundManager() { return movementSoundManager.get(); }
LightingManager* getLightingManager() { return lightingManager.get(); }
private:
core::Window* window = nullptr;
std::unique_ptr<Camera> camera;
std::unique_ptr<CameraController> cameraController;
std::unique_ptr<Scene> scene;
std::unique_ptr<TerrainRenderer> terrainRenderer;
std::unique_ptr<TerrainManager> terrainManager;
std::unique_ptr<PerformanceHUD> performanceHUD;
std::unique_ptr<WaterRenderer> waterRenderer;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Celestial> celestial;
std::unique_ptr<StarField> starField;
std::unique_ptr<Clouds> clouds;
std::unique_ptr<LensFlare> lensFlare;
std::unique_ptr<Weather> weather;
std::unique_ptr<LightingManager> lightingManager;
std::unique_ptr<SkySystem> skySystem; // Coordinator for sky rendering
std::unique_ptr<SwimEffects> swimEffects;
std::unique_ptr<MountDust> mountDust;
std::unique_ptr<LevelUpEffect> levelUpEffect;
std::unique_ptr<ChargeEffect> chargeEffect;
std::unique_ptr<CharacterRenderer> characterRenderer;
std::unique_ptr<WMORenderer> wmoRenderer;
std::unique_ptr<M2Renderer> m2Renderer;
std::unique_ptr<Minimap> minimap;
std::unique_ptr<QuestMarkerRenderer> questMarkerRenderer;
std::unique_ptr<audio::MusicManager> musicManager;
std::unique_ptr<audio::FootstepManager> footstepManager;
std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
std::unique_ptr<audio::MountSoundManager> mountSoundManager;
std::unique_ptr<audio::NpcVoiceManager> npcVoiceManager;
std::unique_ptr<audio::AmbientSoundManager> ambientSoundManager;
std::unique_ptr<audio::UiSoundManager> uiSoundManager;
std::unique_ptr<audio::CombatSoundManager> combatSoundManager;
std::unique_ptr<audio::SpellSoundManager> spellSoundManager;
std::unique_ptr<audio::MovementSoundManager> movementSoundManager;
std::unique_ptr<game::ZoneManager> zoneManager;
std::unique_ptr<Shader> underwaterOverlayShader;
uint32_t underwaterOverlayVAO = 0;
uint32_t underwaterOverlayVBO = 0;
// Post-process FBO pipeline (HDR MSAA → resolve → tonemap)
uint32_t sceneFBO = 0; // MSAA render target
uint32_t sceneColorRBO = 0; // GL_RGBA16F multisampled renderbuffer
uint32_t sceneDepthRBO = 0; // GL_DEPTH_COMPONENT24 multisampled renderbuffer
uint32_t resolveFBO = 0; // Non-MSAA resolve target
uint32_t resolveColorTex = 0; // GL_RGBA16F resolved texture (sampled by post-process)
uint32_t resolveDepthTex = 0; // GL_DEPTH_COMPONENT24 resolved texture (for future SSAO)
uint32_t screenQuadVAO = 0;
uint32_t screenQuadVBO = 0;
std::unique_ptr<Shader> postProcessShader;
int fbWidth = 0, fbHeight = 0;
void initPostProcess(int w, int h);
void resizePostProcess(int w, int h);
void shutdownPostProcess();
// Shadow mapping
static constexpr int SHADOW_MAP_SIZE = 1024;
uint32_t shadowFBO = 0;
uint32_t shadowDepthTex = 0;
uint32_t shadowShaderProgram = 0;
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
glm::vec3 shadowCenter = glm::vec3(0.0f);
bool shadowCenterInitialized = false;
bool shadowsEnabled = false;
int shadowFrameCounter_ = 0; // throttle: only re-render depth map every 2 frames
public:
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
bool areShadowsEnabled() const { return shadowsEnabled; }
private:
void initShadowMap();
void renderShadowPass();
uint32_t compileShadowShader();
glm::mat4 computeLightSpaceMatrix();
pipeline::AssetManager* cachedAssetManager = nullptr;
uint32_t currentZoneId = 0;
std::string currentZoneName;
bool inTavern_ = false;
bool inBlacksmith_ = false;
float musicSwitchCooldown_ = 0.0f;
// Third-person character state
glm::vec3 characterPosition = glm::vec3(0.0f);
uint32_t characterInstanceId = 0;
float characterYaw = 0.0f;
// Character animation state
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE };
CharAnimState charAnimState = CharAnimState::IDLE;
void updateCharacterAnimation();
bool isFootstepAnimationState() const;
bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);
audio::FootstepSurface resolveFootstepSurface() const;
uint32_t resolveMeleeAnimId();
// Emote state
bool emoteActive = false;
uint32_t emoteAnimId = 0;
bool emoteLoop = false;
// Target facing
const glm::vec3* targetPosition = nullptr;
bool inCombat_ = false;
// Selection circle rendering
uint32_t selCircleVAO = 0;
uint32_t selCircleVBO = 0;
uint32_t selCircleShader = 0;
int selCircleVertCount = 0;
void initSelectionCircle();
void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection);
glm::vec3 selCirclePos{0.0f};
glm::vec3 selCircleColor{1.0f, 0.0f, 0.0f};
float selCircleRadius = 1.5f;
bool selCircleVisible = false;
// Footstep event tracking (animation-driven)
uint32_t footstepLastAnimationId = 0;
float footstepLastNormTime = 0.0f;
bool footstepNormInitialized = false;
// Footstep surface cache (avoid expensive queries every step)
mutable audio::FootstepSurface cachedFootstepSurface{};
mutable glm::vec3 cachedFootstepPosition{0.0f, 0.0f, 0.0f};
mutable float cachedFootstepUpdateTimer{999.0f}; // Force initial query
// Mount footstep tracking (separate from player's)
uint32_t mountFootstepLastAnimId = 0;
float mountFootstepLastNormTime = 0.0f;
bool mountFootstepNormInitialized = false;
bool sfxStateInitialized = false;
bool sfxPrevGrounded = true;
bool sfxPrevJumping = false;
bool sfxPrevFalling = false;
bool sfxPrevSwimming = false;
bool charging_ = false;
float meleeSwingTimer = 0.0f;
float meleeSwingCooldown = 0.0f;
float meleeAnimDurationMs = 0.0f;
uint32_t meleeAnimId = 0;
uint32_t equippedWeaponInvType_ = 0;
// Mount state
// Mount animation capabilities (discovered at mount time, varies per model)
struct MountAnimSet {
uint32_t jumpStart = 0; // Jump start animation
uint32_t jumpLoop = 0; // Jump airborne loop
uint32_t jumpEnd = 0; // Jump landing
uint32_t rearUp = 0; // Rear-up / special flourish
uint32_t run = 0; // Run animation (discovered, don't assume)
uint32_t stand = 0; // Stand animation (discovered)
std::vector<uint32_t> fidgets; // Idle fidget animations (head turn, tail swish, etc.)
};
enum class MountAction { None, Jump, RearUp };
uint32_t mountInstanceId_ = 0;
float mountHeightOffset_ = 0.0f;
float mountPitch_ = 0.0f; // Up/down tilt (radians)
float mountRoll_ = 0.0f; // Left/right banking (radians)
int mountSeatAttachmentId_ = -1; // -1 unknown, -2 unavailable
glm::vec3 smoothedMountSeatPos_ = glm::vec3(0.0f);
bool mountSeatSmoothingInit_ = false;
float prevMountYaw_ = 0.0f; // Previous yaw for turn rate calculation (procedural lean)
float lastDeltaTime_ = 0.0f; // Cached for use in updateCharacterAnimation()
MountAction mountAction_ = MountAction::None; // Current mount action (jump/rear-up)
uint32_t mountActionPhase_ = 0; // 0=start, 1=loop, 2=end (for jump chaining)
MountAnimSet mountAnims_; // Cached animation IDs for current mount
float mountIdleFidgetTimer_ = 0.0f; // Timer for random idle fidgets
float mountIdleSoundTimer_ = 0.0f; // Timer for ambient idle sounds
uint32_t mountActiveFidget_ = 0; // Currently playing fidget animation ID (0 = none)
bool taxiFlight_ = false;
bool taxiAnimsLogged_ = false;
bool terrainEnabled = true;
bool terrainLoaded = false;
// CPU timing stats (last frame/update).
double lastUpdateMs = 0.0;
double lastRenderMs = 0.0;
double lastCameraUpdateMs = 0.0;
double lastTerrainRenderMs = 0.0;
double lastWMORenderMs = 0.0;
double lastM2RenderMs = 0.0;
};
} // namespace rendering
} // namespace wowee