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open-wc/docs/modules/world-renderer.md
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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.

Context and boundaries

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

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

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

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 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 and ../../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.
  • The first Goldshire pose grid was invalidated by WMO readiness: the inn is absent after 2 seconds but visible after the manifest-standard 8-second wait. Pose comparisons must stabilize asynchronous checkpoint content first.
  • A ready-scene Goldshire 3x3 grid improved mean error from 0.101402 at zero offsets to 0.087952 at yaw 10/pitch -10; pitch/FOV refinement remains required before manifest calibration.
  • Joint Goldshire pitch/FOV refinement had no human-approved optimum: full-frame error preferred grass-heavy FOV 62/pitch -25, while FOV 38/pitch -10 better matched building scale. Landmark/region scoring is required before calibration.
  • 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