# World Renderer ## Metadata | Field | Value | |---|---| | Status | Partial | | Target/work package | M00 active; декомпозиция M01–M03 | | Owners | Renderer workstream / milestone integrator | | Last verified | M00 visual-diff worktree, 2026-07-11 | | Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete | ## Purpose Загрузить и визуализировать мир WoW 3.3.5a вокруг streaming focus: terrain, ADT placements, M2, WMO, liquids, sky/light и character/world presentation experiments. Система должна скрывать I/O/parsing/finalization latency за prewarm и per-frame budgets. ## Non-goals - Не владеет gameplay/world authoritative state. - Не читает network packets или server DB. - Не определяет player input/movement rules. - Не является Content Project или editor source of truth. - Текущий module не заявляет визуальное соответствие `1:1`; gaps ведутся в [`../../RENDER.md`](../../RENDER.md). ## Context and boundaries ```mermaid flowchart LR Focus[Camera/player/editor focus] --> Loader[StreamingWorldLoader] Assets[Extracted WDT/ADT/M2/WMO/BLP] --> Native[Native loaders] Cache[Baked terrain/M2/WMO caches] --> Loader Native --> Parsed[Parsed tile/model data] Parsed --> Loader Loader --> Scene[SceneTree nodes] Loader --> RS[RenderingServer RIDs/MultiMesh] Sky[DBC sky/light data] --> SkyController[WowSkyController] SkyController --> Scene ``` Allowed dependencies: - native format loaders; - render builders/material helpers; - immutable/cached render resources; - renderer configuration and focus; - Godot rendering/scene APIs. Forbidden dependencies: - packet codecs/world session; - gameplay reducers/quest/combat state; - runtime UI Controls; - direct TrinityCore/AzerothCore database access. ## Public API Текущая система ещё не имеет стабильного facade. Фактический integration surface — `StreamingWorldLoader` Node3D и exported properties. M03 должен заменить этот surface на `WorldRenderFacade`. | Symbol | Kind | Purpose | Thread/lifetime | Errors | |---|---|---|---|---| | `map_name` | Exported property | WDT/map directory name | Set before world load | Missing WDT produces diagnostic/empty world | | `extracted_dir` | Exported property | Root of legally extracted client data | Session lifetime | Missing files reported per loader path | | `camera_path` | Exported property | Current streaming focus compatibility path | Main thread, scene lifetime | Missing camera prevents normal focus update | | `quality_preset` | Exported property | Applies renderer budgets/radii | Before/at runtime depending property | Invalid combination should be diagnosed | | `runtime_stats_enabled` | Exported property | Enables periodic performance snapshot | Runtime mutable | Logging overhead only | | `hitch_profiler_enabled` | Exported property | Enables named hitch sections | Runtime mutable | Logging overhead only | Публичным contract не считаются внутренние dictionaries, queues, job records и generated node names. ## Inputs and outputs | Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime | |---|---|---|---|---|---| | Input | Map/focus/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session | | Input | WDT/ADT/M2/WMO/BLP bytes | Extracted asset repository | Native loaders/builders | Loader result owns parsed data | Worker or controlled load | | Input | Baked resources | Cache build tools | Streamer/builders | Shared immutable resource/cache entry | Session/cache lifetime | | Output | Desired tile/detail operations | Streaming planner inside loader | Finalize queues | Loader-owned | Cross-frame | | Output | Terrain/M2/WMO/liquid instances | Loader/builders | Godot world/renderer | Loader/world owner | Main-thread attach | | Output | Metrics/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame | Side effects: - reads extracted files and generated caches; - creates/frees scene nodes, meshes, materials, MultiMeshes and RIDs; - submits worker tasks; - mutates shader globals/environment through render/sky paths; - writes logs and baseline captures through tools. ## Data flow ```mermaid flowchart TD F[Streaming focus] --> T[Compute desired ADT tiles] WDT[WDT tile catalog] --> T T --> Q[Tile load queue] Q --> P[Worker parse/cache load] P --> R[Result queues] R --> B[Per-frame budget scheduler] B --> Terrain[Terrain attach/upgrade] B --> M2[M2 group/MultiMesh attach] B --> WMO[WMO instance/group attach] B --> Liquid[Liquid attach] Terrain --> World[Godot world] M2 --> World WMO --> World Liquid --> World F --> E[Eviction/retention decisions] E --> World ``` ## Lifecycle/state ```mermaid stateDiagram-v2 [*] --> Initializing Initializing --> Ready: WDT/catalog/config ready Initializing --> Degraded: missing loaders/data/cache Ready --> Streaming: focus update Streaming --> Streaming: load/finalize/evict ticks Streaming --> SwitchingMap: map/focus reset SwitchingMap --> Initializing Ready --> ShuttingDown Degraded --> ShuttingDown Streaming --> ShuttingDown ShuttingDown --> [*] ``` ## Main sequence ```mermaid sequenceDiagram participant Focus as Camera/Player/Editor participant Stream as StreamingWorldLoader participant Worker as Worker task participant Budget as Main-thread budget participant Render as SceneTree/RenderingServer Focus->>Stream: focus position changed Stream->>Stream: desired tiles and priorities Stream->>Worker: parse/load tile and detail data Worker-->>Stream: immutable result Stream->>Budget: enqueue finalize operations Budget->>Render: attach bounded terrain/M2/WMO/liquid work Stream->>Render: evict outside retention range Stream->>Worker: shutdown: wait for WorkerThreadPool tasks Stream->>Stream: shutdown: finish registered ResourceLoader requests Stream->>Render: clear queues, nodes, caches and RIDs ``` ## Ownership, threading and resources - `StreamingWorldLoader` владеет tile states, queues, task registries, active world instances и render caches session scope. - Worker tasks не должны менять SceneTree и shared Resource concurrently. - Parsed/grouped results передаются обратно через guarded result queues. - Mesh/material/node/RID finalization выполняется main thread и ограничивается exported budgets. - Shutdown/map switch обязан дождаться WorkerThreadPool jobs и зарегистрированных threaded ResourceLoader requests до очистки очередей, nodes, caches и RIDs. - Cache resources считаются immutable после публикации. ## Errors, cancellation and recovery | Failure | Detection | Behavior | Diagnostic | Recovery | |---|---|---|---|---| | Missing WDT/ADT | File/catalog check | Tile/map unavailable | Loader warning/error | Fix extraction/profile, reload | | Cache version mismatch | Required format constant | Reject stale cache/fallback | Version diagnostic | Rebuild matching cache | | Worker failure | Task result/empty data | Skip/degrade affected asset | Queue/task warning | Retry/rebuild source | | Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path | | D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings | | Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results | | Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report | Drain owned worker and resource requests before clearing registries | ## Configuration and capabilities | Setting/capability | Default | Profile | Runtime mutable | Effect | |---|---|---|---|---| | Quality preset | Scene-specific | All | Limited | Applies radii and finalize budgets | | Terrain control splat | Enabled in current High paths | Render | Limited | Near terrain texture quality | | M2/WMO/liquids | Scene/profile-specific | Render | Debug/config | Enables asset categories | | Runtime stats/hitch profiler | Usually debug | Dev/test | Yes | Observability cost | | Shadow flags | Mostly disabled/limited | Blizzlike/Enhanced | Profile | CPU/GPU cost and visuals | Exact exported settings and cache versions remain documented in [`../../RENDER.md`](../../RENDER.md) until extracted services receive individual specs. ## Persistence, cache and migration - Renderer reads caches under `data/cache`; caches are not committed. - Format changes require `FORMAT_VERSION`/required-version bump and rebuild instructions. - Atomic cache publication and unified manifest are target-state work from FND/M03. - Material-only changes may refresh without geometry rebake only when documented safe. ## Diagnostics and observability - Logs: `HITCH`, `PERF`, `TERRAIN_QUALITY`, `SKY_LIGHT`, `SKYBOX_MODEL`. - Metrics: queue depths, active tiles/assets, named finalize times, frame percentiles and max hitch. - Debug views: render checkpoint scenes/captures; future streaming/LOD/portal overlays. - Correlation IDs: currently mostly tile/path keys; target architecture adds session/job IDs. ## Verification - Unit/contract tests: material mapping, unique-ID dedupe, placement probes, baseline manifest, five-point coordinate calibration, synthetic perceptual checkpoint diff, camera-pose grid plan. - Integration/E2E: Eastern Kingdoms/Kalimdor streaming scenes and seven cold/warm checkpoints. - Fidelity evidence: пять локальных build 12340 reference JPG откалибровали terrain/ADT/M2/WMO/liquid viewpoints; automated paired-image metrics exist, но synthetic animation/dusk и полный human approval ещё не закрыты. - Performance budgets: M00 report records cold/warm p95 and max hitch; no final acceptance threshold yet. - Manual diagnostics: [`../RENDER_BASELINE.md`](../RENDER_BASELINE.md) and [`../../RENDER.md`](../../RENDER.md). ## Extension points - Target `WorldRenderFacade` for runtime/editor/capture callers. - Target `StreamingFocus` independent of Camera3D. - Extracted planner, budget scheduler, terrain, M2, WMO, liquid, sky and character services. - Separate Blizzlike/Enhanced material and quality profiles. ## Capability status | Capability | Status | Evidence | Gap/next step | |---|---|---|---| | ADT streaming/terrain | Partial | M00 checkpoints and current scenes | Fidelity/performance gaps remain | | Static M2 placement | Partial | MultiMesh/dedupe probes | Full materials/animation/effects | | WMO rendering | Partial | Cached group rendering | Portals/rooms/material parity | | Liquids | Partial | MH2O/MLIQ paths | LiquidType/depth/shore fidelity | | Sky/light | Partial | DBC controller/logs | Zone transition paired validation | | Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states | | Stable renderer facade | Planned | M03 | Current caller uses monolithic Node API | ## Known gaps and risks - Monolithic streamer mixes planning, jobs, caches and presentation. - Direct camera path remains until M01/M03. - Original-client paired fidelity evidence incomplete. - Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC. - Terrain-height probe исключил under-terrain состояние для всех пяти точек; waterfall exact-XZ miss классифицирован как TriangleMesh seam/edge и подтверждён nearby sample в 2 units. - Camera-occluder probe не нашёл camera containment в пяти точках; paired mismatch локализован прежде всего в manual look direction/target/FOV calibration, с явным ограничением по RID-only geometry. - Empirical FOV sweep выявил, что checkpoint camera должна явно вызывать `make_current()`; после исправления projection ranking остаётся inconclusive из-за неизвестного manual yaw/pitch/framing reference. - Camera-pose sweep can now rank bounded yaw/pitch grids without changing manifest defaults; perceptual ranking remains diagnostic and requires human framing approval. - Goldshire Inn pose evidence has no landmark-aligned optimum: full-frame error decreases as negative pitch replaces the missing inn composition with grass. The checkpoint remains a spatial/placement gap, not a validated camera offset. - D3D12 descriptor issues remain; the capture-path anonymous `RefCounted` shutdown leak is regression-covered by a clean verbose dry-run, while other RID/resource diagnostics still require independent evidence. - M2/WMO/material/particle/ribbon/portal parity incomplete. - Public API is mostly exported configuration rather than stable contracts. ## Source map | Path | Responsibility | |---|---| | `src/scenes/streaming/streaming_world_loader.gd` | Current runtime orchestration, queues, caches and attachment | | `addons/mpq_extractor/loaders/adt_builder.gd` | Terrain/material/liquid construction | | `addons/mpq_extractor/loaders/m2_builder.gd` | Static M2 mesh/material construction | | `addons/mpq_extractor/loaders/m2_native_animated_builder.gd` | Native animated M2 experiment | | `addons/mpq_extractor/loaders/wmo_builder.gd` | WMO groups/doodads/liquids construction | | `src/scenes/sky/wow_sky_controller.gd` | DBC-driven sky/light/environment | | `src/native/src/*_loader.cpp` | Native binary parsing | | `src/tools/build_*cache.gd`, `src/tools/bake_*cache.gd` | Offline cache generation | | `tools/run_render_baseline.ps1` | Unified M00 baseline runner | | `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report | | `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture | | `tools/sweep_render_checkpoint_camera_pose.ps1` | Offline yaw/pitch capture grid and paired-error ranking | | `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic | | `src/tools/probe_render_terrain_height.gd` | Offline active-mesh terrain height and camera-clearance report | | `src/tools/probe_render_camera_occluders.gd` | Scene-tree placement containment and camera-to-target AABB intersection report | ## Related decisions and references - [`../../RENDER.md`](../../RENDER.md) - [`../RENDER_BASELINE.md`](../RENDER_BASELINE.md) - [`../CAMERA_POSE_SWEEP.md`](../CAMERA_POSE_SWEEP.md) - [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md) - [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)