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open-wc/targets/roadmap/02-rendering-and-graphics.md
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RND — Rendering and Graphics

Цель

Воспроизвести визуальные правила WoW 3.3.5a и дать opt-in улучшения, сохранив frame pacing на больших мирах Godot.

RND-1. Renderer architecture

  • WorldRenderFacade принимает focus, environment snapshot и entity presentation commands.
  • StreamingTargetPlanner вычисляет desired state без Node creation.
  • RenderBudgetScheduler ограничивает main-thread finalize по типам операций.
  • Terrain, M2, WMO, liquid, sky, character, effects и debug overlays — отдельные services.
  • RenderingServer/RIDs применяются только там, где profiler доказал overhead scene tree.
  • Ownership каждого RID и cache entry документируется; world unload проверяет leaks.

RND-2. World streaming

  • WDT-driven tile catalog, priority по position/direction/velocity/camera frustum.
  • Prewarm, retain и hysteresis исключают churn на ADT boundaries.
  • Separate budgets для I/O, parse, mesh/material load, main-thread attach и eviction.
  • Cold/warm cache scenarios, teleport, rapid flight и camera rotation stress.
  • Cancellation stale jobs при teleport/map change.
  • Streaming focus не обязан быть Camera3D: player, spectator, editor viewport, capture tool.

RND-3. Terrain

  • Точная 145-vertex MCNK topology, holes, normals и coordinate seams.
  • Texture layer order, MCAL alpha variants, animation flags, repeat и mip behavior.
  • Control-splat/array implementation как Godot optimization с fidelity tests.
  • WDL/distant terrain и hierarchical LOD.
  • Terrain collision/query representation отдельно от visual mesh.
  • Editing path: sculpt, smooth, flatten, holes, texture paint, seam repair и rebake.

RND-4. M2

  • Static geometry, SKIN batches, blend modes, flags, UV transforms и texture lookup.
  • Native pivot-based skeletal animation, bone palettes, global sequences и animation lookup.
  • Billboards, attachments, key bones, events, cameras и bounding volumes.
  • Particles, ribbons, texture animation и material combiners.
  • Static doodads группировать spatial MultiMesh cells; animated/interactive entities не смешивать со static batching.
  • MultiMesh buffer updates выполнять батчем; cell size выбирать по culling, а не только draw-call minimum.

RND-5. WMO

  • Root/group materials, batches, vertex colors, multiple UV sets и doodad sets.
  • Portals/rooms, indoor/outdoor, BSP/collision, fog и group visibility.
  • MLIQ, skybox, lights и ambient color semantics.
  • Lightweight render cache для больших WMO и incremental group attach.
  • Editor tools для group/portal/doodad validation.

RND-6. Characters and creatures

  • Race/gender/customization from DBC.
  • Geosets, skin regions, hair/facial features и composited textures.
  • Equipment component models/textures, attachment points, sheath, enchant visuals.
  • Animation state resolver: locomotion, combat, casting, emotes, death, swim, mount, vehicle.
  • CreatureDisplayInfo/Extra/ModelData, NPC equipment, pets и shapeshift.
  • Character preview uses same presenter as world runtime.

RND-7. Liquids

  • MH2O/MCLQ layers, existence masks, heights, depth и liquid type.
  • Отдельные profiles water/ocean/magma/slime.
  • Blizzlike material: texture animation, alpha, lighting и fog behavior.
  • Enhanced material: normals, reflections, depth/shore blending — opt-in.
  • Liquid collision/swim state принадлежит gameplay/physics query, не shader.

RND-8. Environment

  • DBC-driven Light/LightParams/LightIntBand/LightFloatBand interpolation.
  • Server time, day/night, zone/subzone transitions.
  • Skyboxes, fog, ambient/directional light, weather visual state.
  • Blizzlike cheap shadow policy; enhanced selective character/object shadows отдельно.
  • Camera far plane, fog и streaming distances согласованы профилем.

RND-9. Effects and presentation

  • SpellVisual/SpellVisualKit-driven cast/impact/aura effects.
  • Projectiles, decals, dynamic objects, combat text и selection circles.
  • Weather particles и world emitters.
  • Cinematic/model cameras и loading transitions.
  • Effects have pooling, lifetime, visibility и per-frame budgets.

RND-10. Graphical extensions

  • Higher-resolution content overlays без модификации originals.
  • Anisotropy, extended draw distance, improved water/shadows, post-processing и upscaling.
  • Optional PBR approximation only when it does not replace Blizzlike material profile.
  • Graphics settings expose measurable cost and fallback.
  • Editor comparison viewport: Blizzlike/Enhanced side-by-side, screenshot и metric capture.

Verification

  • Paired checkpoints с original 3.3.5a по position/time/weather/camera.
  • Material/animation fixtures from independent references.
  • Perceptual diff плюс human approval для intentional deviations.
  • p50/p95/p99, max hitch, draw calls, visible objects, GPU/CPU memory и RID leak checks.
  • D3D12/Vulkan and quality profile matrix.

Gate

Видимый мир не деградирует при декомпозиции; under-foot/near-field quality готова до появления в кадре; long traversal не создаёт recurring hitches/leaks; Enhanced всегда отключаем.