mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-02-20 08:14:55 -05:00
Enrich online inventory from local DB when server data is incomplete, add resolveOnlineItemGuid fallback for sell/equip/use, use async enqueueTile for initial terrain load, improve walk/run animation fallbacks, clear target on loot close, and broaden equipability detection to include armor/subclass.
291 lines
8.3 KiB
C++
291 lines
8.3 KiB
C++
#pragma once
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <memory>
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#include <optional>
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#include <thread>
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#include <mutex>
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#include <atomic>
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#include <queue>
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#include <vector>
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#include <condition_variable>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class TerrainRenderer; class Camera; class WaterRenderer; class M2Renderer; class WMORenderer; }
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namespace rendering {
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/**
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* Terrain tile coordinates
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*/
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struct TileCoord {
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int x;
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int y;
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bool operator==(const TileCoord& other) const {
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return x == other.x && y == other.y;
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}
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struct Hash {
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size_t operator()(const TileCoord& coord) const {
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return std::hash<int>()(coord.x) ^ (std::hash<int>()(coord.y) << 1);
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}
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};
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};
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/**
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* Loaded terrain tile data
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*/
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struct TerrainTile {
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TileCoord coord;
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pipeline::ADTTerrain terrain;
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pipeline::TerrainMesh mesh;
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bool loaded = false;
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// Tile bounds in world coordinates
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float minX, minY, maxX, maxY;
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// Instance IDs for cleanup on unload
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> doodadUniqueIds; // For dedup cleanup on unload
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};
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/**
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* Pre-processed tile data ready for GPU upload (produced by background thread)
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*/
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struct PendingTile {
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TileCoord coord;
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pipeline::ADTTerrain terrain;
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pipeline::TerrainMesh mesh;
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// Pre-loaded M2 data
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struct M2Ready {
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uint32_t modelId;
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pipeline::M2Model model;
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std::string path;
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};
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std::vector<M2Ready> m2Models;
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// M2 instance placement data (references modelId from m2Models)
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struct M2Placement {
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uint32_t modelId;
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uint32_t uniqueId;
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glm::vec3 position;
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glm::vec3 rotation;
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float scale;
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};
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std::vector<M2Placement> m2Placements;
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// Pre-loaded WMO data
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struct WMOReady {
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uint32_t modelId;
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pipeline::WMOModel model;
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glm::vec3 position;
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glm::vec3 rotation;
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};
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std::vector<WMOReady> wmoModels;
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// WMO doodad M2 models (M2s placed inside WMOs)
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struct WMODoodadReady {
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uint32_t modelId;
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pipeline::M2Model model;
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glm::vec3 worldPosition; // For frustum culling
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glm::mat4 modelMatrix; // Pre-computed world transform
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};
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std::vector<WMODoodadReady> wmoDoodads;
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};
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/**
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* Terrain manager for multi-tile terrain streaming
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*
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* Handles loading and unloading terrain tiles based on camera position
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*/
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class TerrainManager {
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public:
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TerrainManager();
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~TerrainManager();
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/**
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* Initialize terrain manager
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* @param assetManager Asset manager for loading files
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* @param terrainRenderer Terrain renderer for GPU upload
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*/
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bool initialize(pipeline::AssetManager* assetManager, TerrainRenderer* terrainRenderer);
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/**
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* Update terrain streaming based on camera position
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* @param camera Current camera
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* @param deltaTime Time since last update
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*/
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void update(const Camera& camera, float deltaTime);
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/**
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* Set map name
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* @param mapName Map name (e.g., "Azeroth", "Kalimdor")
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*/
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void setMapName(const std::string& mapName) { this->mapName = mapName; }
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/**
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* Load a single tile
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* @param x Tile X coordinate (0-63)
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* @param y Tile Y coordinate (0-63)
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* @return true if loaded successfully
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*/
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bool loadTile(int x, int y);
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/**
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* Enqueue a tile for async loading (returns false if previously failed).
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*/
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bool enqueueTile(int x, int y);
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/**
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* Unload a tile
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* @param x Tile X coordinate
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* @param y Tile Y coordinate
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*/
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void unloadTile(int x, int y);
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/**
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* Unload all tiles
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*/
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void unloadAll();
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/**
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* Set streaming parameters
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*/
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void setLoadRadius(int radius) { loadRadius = radius; }
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void setUnloadRadius(int radius) { unloadRadius = radius; }
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void setStreamingEnabled(bool enabled) { streamingEnabled = enabled; }
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void setWaterRenderer(WaterRenderer* renderer) { waterRenderer = renderer; }
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void setM2Renderer(M2Renderer* renderer) { m2Renderer = renderer; }
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void setWMORenderer(WMORenderer* renderer) { wmoRenderer = renderer; }
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/**
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* Get terrain height at GL coordinates
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* @param glX GL X position
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* @param glY GL Y position
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* @return Height (GL Z) if terrain loaded at that position, empty otherwise
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*/
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std::optional<float> getHeightAt(float glX, float glY) const;
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/**
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* Get dominant terrain texture name at a GL position.
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* Returns empty if terrain is not loaded at that position.
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*/
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std::optional<std::string> getDominantTextureAt(float glX, float glY) const;
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/**
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* Get statistics
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*/
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int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
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int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
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int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
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TileCoord getCurrentTile() const { return currentTile; }
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/** Process all ready tiles immediately (use during loading screens) */
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void processAllReadyTiles();
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private:
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/**
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* Get tile coordinates from GL world position
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*/
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TileCoord worldToTile(float worldX, float worldY) const;
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/**
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* Get world bounds for a tile
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*/
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void getTileBounds(const TileCoord& coord, float& minX, float& minY,
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float& maxX, float& maxY) const;
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/**
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* Build ADT file path
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*/
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std::string getADTPath(const TileCoord& coord) const;
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/**
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* Load tiles in radius around current tile
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*/
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void streamTiles();
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/**
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* Background thread: prepare tile data (CPU work only, no OpenGL)
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*/
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std::unique_ptr<PendingTile> prepareTile(int x, int y);
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/**
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* Main thread: upload prepared tile data to GPU
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*/
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void finalizeTile(std::unique_ptr<PendingTile> pending);
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/**
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* Background worker thread loop
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*/
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void workerLoop();
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/**
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* Main thread: poll for completed tiles and upload to GPU
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*/
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void processReadyTiles();
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pipeline::AssetManager* assetManager = nullptr;
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TerrainRenderer* terrainRenderer = nullptr;
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WaterRenderer* waterRenderer = nullptr;
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M2Renderer* m2Renderer = nullptr;
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WMORenderer* wmoRenderer = nullptr;
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std::string mapName = "Azeroth";
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// Loaded tiles (keyed by coordinate)
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std::unordered_map<TileCoord, std::unique_ptr<TerrainTile>, TileCoord::Hash> loadedTiles;
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// Tiles that failed to load (don't retry)
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std::unordered_map<TileCoord, bool, TileCoord::Hash> failedTiles;
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// Current tile (where camera is)
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TileCoord currentTile = {-1, -1};
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TileCoord lastStreamTile = {-1, -1};
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// Streaming parameters
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bool streamingEnabled = true;
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int loadRadius = 2; // Load tiles within this radius (5x5 grid)
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int unloadRadius = 3; // Unload tiles beyond this radius
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float updateInterval = 0.1f; // Check streaming every 0.1 seconds
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float timeSinceLastUpdate = 0.0f;
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// Tile size constants (WoW ADT specifications)
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// A tile (ADT) = 16x16 chunks = 533.33 units across
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// A chunk = 8x8 vertex quads = 33.33 units across
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static constexpr float TILE_SIZE = 533.33333f; // One tile = 533.33 units
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static constexpr float CHUNK_SIZE = 33.33333f; // One chunk = 33.33 units
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// Background loading worker pool
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std::vector<std::thread> workerThreads;
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int workerCount = 0;
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std::mutex queueMutex;
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std::condition_variable queueCV;
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std::queue<TileCoord> loadQueue;
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std::queue<std::unique_ptr<PendingTile>> readyQueue;
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std::atomic<bool> workerRunning{false};
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// Track tiles currently queued or being processed to avoid duplicates
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std::unordered_map<TileCoord, bool, TileCoord::Hash> pendingTiles;
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// Dedup set for doodad placements across tile boundaries
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std::unordered_set<uint32_t> placedDoodadIds;
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};
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} // namespace rendering
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} // namespace wowee
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