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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-27 09:03:51 +00:00
Port UI icon textures from OpenGL to Vulkan, fix loading screen clear values
Replace all glGenTextures/glTexImage2D calls in UI code with Vulkan texture uploads via new VkContext::uploadImGuiTexture() helper. This fixes segfaults from calling OpenGL functions without a GL context (null GLEW function pointers). - Add uploadImGuiTexture() to VkContext with staging buffer upload pattern - Convert game_screen, inventory_screen, spellbook_screen, talent_screen from GLuint/GL calls to VkDescriptorSet/Vulkan uploads - Fix loading_screen clearValueCount (was 1, needs 2 or 3 for MSAA)
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parent
b1a9d231c7
commit
325254dfcb
11 changed files with 314 additions and 136 deletions
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@ -1,5 +1,6 @@
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#include "ui/game_screen.hpp"
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#include "rendering/character_preview.hpp"
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#include "rendering/vk_context.hpp"
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#include "core/application.hpp"
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#include "core/coordinates.hpp"
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#include "core/spawn_presets.hpp"
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@ -854,7 +855,7 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
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if (const auto* eq = findComparableEquipped(static_cast<uint8_t>(info->inventoryType))) {
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ImGui::Separator();
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ImGui::TextDisabled("Equipped:");
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GLuint eqIcon = inventoryScreen.getItemIcon(eq->item.displayInfoId);
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VkDescriptorSet eqIcon = inventoryScreen.getItemIcon(eq->item.displayInfoId);
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if (eqIcon) {
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ImGui::Image((ImTextureID)(uintptr_t)eqIcon, ImVec2(18.0f, 18.0f));
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ImGui::SameLine();
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@ -3217,8 +3218,8 @@ void GameScreen::renderWorldMap(game::GameHandler& gameHandler) {
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// Action Bar (Phase 3)
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// ============================================================
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GLuint GameScreen::getSpellIcon(uint32_t spellId, pipeline::AssetManager* am) {
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if (spellId == 0 || !am) return 0;
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VkDescriptorSet GameScreen::getSpellIcon(uint32_t spellId, pipeline::AssetManager* am) {
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if (spellId == 0 || !am) return VK_NULL_HANDLE;
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// Check cache first
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auto cit = spellIconCache_.find(spellId);
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@ -3276,43 +3277,41 @@ GLuint GameScreen::getSpellIcon(uint32_t spellId, pipeline::AssetManager* am) {
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// Look up spellId -> SpellIconID -> icon path
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auto iit = spellIconIds_.find(spellId);
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if (iit == spellIconIds_.end()) {
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spellIconCache_[spellId] = 0;
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return 0;
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spellIconCache_[spellId] = VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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auto pit = spellIconPaths_.find(iit->second);
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if (pit == spellIconPaths_.end()) {
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spellIconCache_[spellId] = 0;
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return 0;
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spellIconCache_[spellId] = VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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// Path from DBC has no extension — append .blp
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std::string iconPath = pit->second + ".blp";
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auto blpData = am->readFile(iconPath);
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if (blpData.empty()) {
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spellIconCache_[spellId] = 0;
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return 0;
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spellIconCache_[spellId] = VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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auto image = pipeline::BLPLoader::load(blpData);
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if (!image.isValid()) {
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spellIconCache_[spellId] = 0;
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return 0;
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spellIconCache_[spellId] = VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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GLuint texId = 0;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image.data.data());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Upload to Vulkan via VkContext
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auto* window = core::Application::getInstance().getWindow();
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auto* vkCtx = window ? window->getVkContext() : nullptr;
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if (!vkCtx) {
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spellIconCache_[spellId] = VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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spellIconCache_[spellId] = texId;
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return texId;
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VkDescriptorSet ds = vkCtx->uploadImGuiTexture(image.data.data(), image.width, image.height);
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spellIconCache_[spellId] = ds;
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return ds;
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}
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void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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@ -3362,7 +3361,7 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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};
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// Try to get icon texture for this slot
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GLuint iconTex = 0;
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VkDescriptorSet iconTex = VK_NULL_HANDLE;
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const game::ItemDef* barItemDef = nullptr;
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uint32_t itemDisplayInfoId = 0;
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std::string itemNameFromQuery;
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@ -3655,22 +3654,17 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
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if (!blpData.empty()) {
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auto image = pipeline::BLPLoader::load(blpData);
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if (image.isValid()) {
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glGenTextures(1, &backpackIconTexture_);
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glBindTexture(GL_TEXTURE_2D, backpackIconTexture_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image.data.data());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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auto* w = core::Application::getInstance().getWindow();
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auto* vkCtx = w ? w->getVkContext() : nullptr;
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if (vkCtx)
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backpackIconTexture_ = vkCtx->uploadImGuiTexture(image.data.data(), image.width, image.height);
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}
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}
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}
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// Track bag slot screen rects for drop detection
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ImVec2 bagSlotMins[4], bagSlotMaxs[4];
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GLuint bagIcons[4] = {};
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VkDescriptorSet bagIcons[4] = {};
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// Slots 1-4: Bag slots (leftmost)
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for (int i = 0; i < 4; ++i) {
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@ -3680,7 +3674,7 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
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game::EquipSlot bagSlot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + i);
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const auto& bagItem = inv.getEquipSlot(bagSlot);
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GLuint bagIcon = 0;
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VkDescriptorSet bagIcon = VK_NULL_HANDLE;
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if (!bagItem.empty() && bagItem.item.displayInfoId != 0) {
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bagIcon = inventoryScreen.getItemIcon(bagItem.item.displayInfoId);
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}
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@ -3844,7 +3838,7 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) {
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auto pickedEquip = static_cast<game::EquipSlot>(
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static_cast<int>(game::EquipSlot::BAG1) + bagBarPickedSlot_);
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const auto& pickedItem = inv2.getEquipSlot(pickedEquip);
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GLuint pickedIcon = 0;
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VkDescriptorSet pickedIcon = VK_NULL_HANDLE;
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if (!pickedItem.empty() && pickedItem.item.displayInfoId != 0) {
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pickedIcon = inventoryScreen.getItemIcon(pickedItem.item.displayInfoId);
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}
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@ -4429,7 +4423,7 @@ void GameScreen::renderBuffBar(game::GameHandler& gameHandler) {
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ImVec4 borderColor = isBuff ? ImVec4(0.2f, 0.8f, 0.2f, 0.9f) : ImVec4(0.8f, 0.2f, 0.2f, 0.9f);
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// Try to get spell icon
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GLuint iconTex = 0;
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VkDescriptorSet iconTex = VK_NULL_HANDLE;
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if (assetMgr) {
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iconTex = getSpellIcon(aura.spellId, assetMgr);
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}
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@ -4534,7 +4528,7 @@ void GameScreen::renderLootWindow(game::GameHandler& gameHandler) {
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// Get item icon
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uint32_t displayId = item.displayInfoId;
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if (displayId == 0 && info) displayId = info->displayInfoId;
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GLuint iconTex = inventoryScreen.getItemIcon(displayId);
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VkDescriptorSet iconTex = inventoryScreen.getItemIcon(displayId);
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ImVec2 cursor = ImGui::GetCursorScreenPos();
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float rowH = std::max(iconSize, ImGui::GetTextLineHeight() * 2.0f);
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@ -4963,7 +4957,7 @@ void GameScreen::renderQuestOfferRewardWindow(game::GameHandler& gameHandler) {
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bool selected = (selectedChoice == static_cast<int>(i));
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// Get item icon if we have displayInfoId
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uint32_t iconTex = 0;
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VkDescriptorSet iconTex = VK_NULL_HANDLE;
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if (info && info->valid && info->displayInfoId != 0) {
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iconTex = inventoryScreen.getItemIcon(info->displayInfoId);
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}
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