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refactor: extract fallback textures, add why-comments, name WMO constant
- character_renderer: extract duplicated fallback texture creation (white/transparent/flat-normal) into createFallbackTextures() — was copy-pasted between initialize() and clear() - wmo_renderer: replace magic 8192 with kMaxRetryTracked constant, add why-comment explaining the fallback-retry set cap (Dalaran has 2000+ unique WMO groups) - quest_handler: add why-comment on reqCount=0 fallback — escort/event quests can report kill credit without objective counts in query response
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4 changed files with 40 additions and 44 deletions
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@ -278,29 +278,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
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charVert.destroy();
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charFrag.destroy();
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// --- Create white fallback texture ---
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{
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uint8_t white[] = {255, 255, 255, 255};
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whiteTexture_ = std::make_unique<VkTexture>();
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whiteTexture_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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whiteTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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// --- Create transparent fallback texture ---
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{
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uint8_t transparent[] = {0, 0, 0, 0};
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transparentTexture_ = std::make_unique<VkTexture>();
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transparentTexture_->upload(*vkCtx_, transparent, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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transparentTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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// --- Create flat normal placeholder texture (128,128,255,128) = neutral normal, 0.5 height ---
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{
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uint8_t flatNormal[] = {128, 128, 255, 128};
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flatNormalTexture_ = std::make_unique<VkTexture>();
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flatNormalTexture_->upload(*vkCtx_, flatNormal, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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flatNormalTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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createFallbackTextures(device);
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// Diagnostics-only: cache lifetime is currently tied to renderer lifetime.
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textureCacheBudgetBytes_ = envSizeMBOrDefault("WOWEE_CHARACTER_TEX_CACHE_MB", 4096) * 1024ull * 1024ull;
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@ -449,24 +427,7 @@ void CharacterRenderer::clear() {
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whiteTexture_.reset();
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transparentTexture_.reset();
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flatNormalTexture_.reset();
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{
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uint8_t white[] = {255, 255, 255, 255};
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whiteTexture_ = std::make_unique<VkTexture>();
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whiteTexture_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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whiteTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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{
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uint8_t transparent[] = {0, 0, 0, 0};
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transparentTexture_ = std::make_unique<VkTexture>();
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transparentTexture_->upload(*vkCtx_, transparent, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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transparentTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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{
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uint8_t flatNormal[] = {128, 128, 255, 128};
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flatNormalTexture_ = std::make_unique<VkTexture>();
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flatNormalTexture_->upload(*vkCtx_, flatNormal, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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flatNormalTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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createFallbackTextures(device);
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models.clear();
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instances.clear();
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@ -487,6 +448,30 @@ void CharacterRenderer::clear() {
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}
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}
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void CharacterRenderer::createFallbackTextures(VkDevice device) {
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// White: default diffuse when no texture is assigned
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{
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uint8_t white[] = {255, 255, 255, 255};
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whiteTexture_ = std::make_unique<VkTexture>();
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whiteTexture_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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whiteTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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// Transparent: placeholder for optional overlay layers (e.g. hair highlights)
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{
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uint8_t transparent[] = {0, 0, 0, 0};
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transparentTexture_ = std::make_unique<VkTexture>();
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transparentTexture_->upload(*vkCtx_, transparent, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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transparentTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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// Flat normal: neutral normal map (128,128,255) + 0.5 height in alpha channel
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{
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uint8_t flatNormal[] = {128, 128, 255, 128};
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flatNormalTexture_ = std::make_unique<VkTexture>();
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flatNormalTexture_->upload(*vkCtx_, flatNormal, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
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flatNormalTexture_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_REPEAT);
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}
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}
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void CharacterRenderer::destroyModelGPU(M2ModelGPU& gpuModel) {
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if (!vkCtx_) return;
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VmaAllocator alloc = vkCtx_->getAllocator();
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