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feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
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42 changed files with 5647 additions and 3 deletions
96
tools/editor/editor_viewport.hpp
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96
tools/editor/editor_viewport.hpp
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#pragma once
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#include "rendering/vk_frame_data.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/camera.hpp"
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#include "editor_water.hpp"
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#include "editor_markers.hpp"
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#include "transform_gizmo.hpp"
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#include "object_placer.hpp"
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#include "npc_spawner.hpp"
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include <memory>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class VkContext; class VkTexture; }
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namespace editor {
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class EditorViewport {
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public:
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EditorViewport();
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~EditorViewport();
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bool initialize(rendering::VkContext* ctx, pipeline::AssetManager* am, rendering::Camera* cam);
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void shutdown();
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bool loadTerrain(const pipeline::TerrainMesh& mesh,
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const std::vector<std::string>& texturePaths,
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int tileX, int tileY);
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void clearTerrain();
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void updateWater(const pipeline::ADTTerrain& terrain, int tileX, int tileY);
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void updateMarkers(const std::vector<PlacedObject>& objects);
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void placeM2(const std::string& path, const glm::vec3& pos, const glm::vec3& rot, float scale);
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void placeWMO(const std::string& path, const glm::vec3& pos, const glm::vec3& rot);
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void clearObjects();
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void rebuildObjects(const std::vector<PlacedObject>& objects,
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const std::vector<CreatureSpawn>& npcs = {});
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void update(float deltaTime);
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void render(VkCommandBuffer cmd);
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// Ghost preview for placement
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void setGhostPreview(const std::string& path, const glm::vec3& pos,
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const glm::vec3& rotDeg, float scale);
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void clearGhostPreview();
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TransformGizmo& getGizmo() { return gizmo_; }
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void setWireframe(bool enabled);
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bool isWireframe() const { return wireframe_; }
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rendering::TerrainRenderer* getTerrainRenderer() { return terrainRenderer_.get(); }
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private:
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bool createPerFrameResources();
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void destroyPerFrameResources();
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void updatePerFrameUBO();
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rendering::VkContext* vkCtx_ = nullptr;
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pipeline::AssetManager* assetManager_ = nullptr;
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rendering::Camera* camera_ = nullptr;
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std::unique_ptr<rendering::TerrainRenderer> terrainRenderer_;
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std::unique_ptr<rendering::M2Renderer> m2Renderer_;
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std::unique_ptr<rendering::WMORenderer> wmoRenderer_;
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EditorWater waterRenderer_;
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EditorMarkers markerRenderer_;
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TransformGizmo gizmo_;
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static constexpr uint32_t MAX_FRAMES = 2;
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VkDescriptorSetLayout perFrameSetLayout_ = VK_NULL_HANDLE;
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VkDescriptorPool sceneDescPool_ = VK_NULL_HANDLE;
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VkDescriptorSet perFrameDescSets_[MAX_FRAMES] = {};
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VkBuffer perFrameUBOs_[MAX_FRAMES] = {};
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VmaAllocation perFrameUBOAllocs_[MAX_FRAMES] = {};
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void* perFrameUBOMapped_[MAX_FRAMES] = {};
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std::unique_ptr<rendering::VkTexture> dummyShadowTexture_;
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VkSampler shadowSampler_ = VK_NULL_HANDLE;
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bool wireframe_ = false;
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// Ghost preview state
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std::string ghostModelPath_;
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uint32_t ghostModelId_ = 0;
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uint32_t ghostInstanceId_ = 0;
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bool ghostActive_ = false;
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};
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} // namespace editor
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} // namespace wowee
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