Kelsidavis-WoWee/include/rendering/quest_marker_renderer.hpp

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#pragma once
#include <glm/glm.hpp>
#include <cstdint>
#include <vector>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering {
class Camera;
/**
* Renders quest markers as billboarded sprites above NPCs
* Uses BLP textures from Interface\GossipFrame\
*/
class QuestMarkerRenderer {
public:
QuestMarkerRenderer();
~QuestMarkerRenderer();
bool initialize(pipeline::AssetManager* assetManager);
void shutdown();
/**
* Add or update a quest marker at a position
* @param guid NPC GUID
* @param position World position (NPC base position)
* @param markerType 0=available(!), 1=turnin(?), 2=incomplete(?)
* @param boundingHeight NPC bounding height (optional, default 2.0f)
*/
void setMarker(uint64_t guid, const glm::vec3& position, int markerType, float boundingHeight = 2.0f);
/**
* Remove a quest marker
*/
void removeMarker(uint64_t guid);
/**
* Clear all markers
*/
void clear();
/**
* Render all quest markers (call after world rendering, before UI)
*/
void render(const Camera& camera);
private:
struct Marker {
glm::vec3 position;
int type; // 0=available, 1=turnin, 2=incomplete
float boundingHeight = 2.0f;
};
std::unordered_map<uint64_t, Marker> markers_;
// OpenGL resources
uint32_t vao_ = 0;
uint32_t vbo_ = 0;
uint32_t shaderProgram_ = 0;
uint32_t textures_[3] = {0, 0, 0}; // available, turnin, incomplete
void createQuad();
void loadTextures(pipeline::AssetManager* assetManager);
void createShader();
};
} // namespace rendering
} // namespace wowee