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Pin game object M2 models so the 60s unused-model reaper can't evict them while the player is away, exempt game objects from the adaptive doodad render distance that collapses to ~200 units in a city, and key GPU cull results by instance ID so a respawned object can't inherit the verdict of whatever instance held its array slot two frames earlier.
91 lines
4.5 KiB
C++
91 lines
4.5 KiB
C++
#pragma once
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#include <cstdint>
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// Rendering-domain constants: distances, LOD thresholds, particle tuning.
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namespace wowee {
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namespace rendering {
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// ---------------------------------------------------------------------------
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// M2 instance-count → render-distance mapping
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// ---------------------------------------------------------------------------
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constexpr uint32_t M2_HIGH_DENSITY_INSTANCE_THRESHOLD = 2000;
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constexpr float M2_MAX_RENDER_DISTANCE_HIGH_DENSITY = 800.0f;
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constexpr float M2_MAX_RENDER_DISTANCE_LOW_DENSITY = 2800.0f;
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// ---------------------------------------------------------------------------
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// M2 LOD / bone-update distance thresholds (world units)
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// ---------------------------------------------------------------------------
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constexpr float M2_LOD3_DISTANCE = 150.0f; // Beyond this: no bone updates
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constexpr float M2_BONE_SKIP_DIST_FAR = 100.0f; // Beyond this: every 4th frame
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constexpr float M2_BONE_SKIP_DIST_MID = 50.0f; // Beyond this: every 2nd frame
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// Flying ambient models have obvious, rapid wing motion. They are exempt from
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// bone frame-skipping and the LOD3 bone freeze (their flight path is baked into
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// bone animation), so they stay fully animated out to this range instead of
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// despawning at the generic no-bone LOD boundary.
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constexpr float M2_SKY_BIRD_MAX_RENDER_DISTANCE = 320.0f;
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// ---------------------------------------------------------------------------
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// M2 culling geometry
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// ---------------------------------------------------------------------------
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constexpr float M2_CULL_RADIUS_SCALE_DIVISOR = 12.0f;
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constexpr float M2_PADDED_RADIUS_SCALE = 1.5f;
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constexpr float M2_PADDED_RADIUS_MIN_MARGIN = 3.0f;
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// Distance floor for server game objects (mailboxes, chests, nodes, doors).
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// The adaptive doodad distance collapses to its densest-scene value in any
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// populated area — a city holds ~100k M2 instances, so ambient doodads are cut
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// at 300 * viewDistanceScale, i.e. 200 world units at a mid view-distance
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// setting. Applying that to game objects hides objects the player interacts
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// with. The server only sends a game object when it is inside its own
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// visibility radius, so anything we have been told about is worth drawing:
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// this floor sits comfortably beyond any server visibility setting, leaving
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// frustum and occlusion culling to do the real work.
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constexpr float M2_GAME_OBJECT_MIN_RENDER_DISTANCE = 600.0f;
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// ---------------------------------------------------------------------------
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// M2 variation / idle animation timing (milliseconds)
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// ---------------------------------------------------------------------------
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constexpr float M2_VARIATION_TIMER_MIN_MS = 3000.0f;
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constexpr float M2_VARIATION_TIMER_MAX_MS = 11000.0f;
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constexpr float M2_LOOP_VARIATION_TIMER_MIN_MS = 4000.0f;
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constexpr float M2_LOOP_VARIATION_TIMER_MAX_MS = 10000.0f;
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constexpr float M2_IDLE_VARIATION_TIMER_MIN_MS = 2000.0f;
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constexpr float M2_IDLE_VARIATION_TIMER_MAX_MS = 6000.0f;
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constexpr float M2_DEFAULT_PARTICLE_ANIM_MS = 3333.0f;
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// ---------------------------------------------------------------------------
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// HiZ occlusion culling
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// ---------------------------------------------------------------------------
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// VP matrix diff threshold — below this HiZ is considered safe.
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// Typical tracking camera (following a walking character) produces 0.05–0.25.
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constexpr float HIZ_VP_DIFF_THRESHOLD = 0.5f;
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// ---------------------------------------------------------------------------
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// Smoke / spark particle tuning
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// ---------------------------------------------------------------------------
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constexpr float SMOKE_OFFSET_XY_MIN = -0.4f;
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constexpr float SMOKE_OFFSET_XY_MAX = 0.4f;
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constexpr float SMOKE_VEL_Z_MIN = 3.0f;
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constexpr float SMOKE_VEL_Z_MAX = 5.0f;
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constexpr float SMOKE_LIFETIME_MIN = 4.0f;
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constexpr float SMOKE_LIFETIME_MAX = 7.0f;
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constexpr float SMOKE_Z_VEL_DAMPING = 0.98f;
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constexpr float SMOKE_SIZE_START = 1.0f;
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constexpr float SMOKE_SIZE_GROWTH = 2.5f;
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constexpr int SPARK_PROBABILITY_DENOM = 8; // 1-in-8 chance per frame
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constexpr float SPARK_LIFE_BASE = 0.8f;
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constexpr float SPARK_LIFE_RANGE = 1.2f;
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// ---------------------------------------------------------------------------
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// Character rendering
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// ---------------------------------------------------------------------------
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// Default frustum-cull radius when model bounds are unavailable (world units).
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// 4.0 covers Tauren, mounted characters, and most creature models.
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constexpr float DEFAULT_CHARACTER_CULL_RADIUS = 4.0f;
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} // namespace rendering
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} // namespace wowee
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