fix(editor): NPC position markers always visible regardless of M2 rendering

- Colored diamond markers rendered at every NPC position on terrain:
  red for hostile, green for friendly, with vertical pillar for height
- Renders through water pipeline (alpha-blended, depth-tested)
- Always visible regardless of whether M2 creature model renders
- Scales with NPC scale setting for consistent visual size
- This guarantees you can always see where NPCs are placed
This commit is contained in:
Kelsi 2026-05-05 05:59:06 -07:00
parent b25f7fa4bf
commit 5ccc61f144
2 changed files with 62 additions and 0 deletions

View file

@ -56,6 +56,7 @@ void EditorViewport::shutdown() {
if (!vkCtx_) return;
vkDeviceWaitIdle(vkCtx_->getDevice());
if (npcMarkerVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), npcMarkerVB_, npcMarkerVBAlloc_); npcMarkerVB_ = VK_NULL_HANDLE; }
if (brushVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), brushVB_, brushVBAlloc_); brushVB_ = VK_NULL_HANDLE; }
gizmo_.shutdown();
waterRenderer_.shutdown();
@ -246,6 +247,48 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
vkCtx_->waitAllUploads();
vkCtx_->pollUploadBatches();
// Build NPC position markers (always visible, renders as colored discs)
if (npcMarkerVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), npcMarkerVB_, npcMarkerVBAlloc_);
npcMarkerVB_ = VK_NULL_HANDLE;
npcMarkerVertCount_ = 0;
}
if (!npcs.empty()) {
struct MV { float pos[3]; float color[4]; };
std::vector<MV> verts;
for (const auto& npc : npcs) {
float s = 3.0f * npc.scale;
float x = npc.position.x, y = npc.position.y, z = npc.position.z + 0.5f;
float r = npc.hostile ? 0.9f : 0.2f;
float g = npc.hostile ? 0.2f : 0.8f;
float b = 0.2f, a = 0.85f;
// Flat diamond on ground
MV v; v.color[0]=r; v.color[1]=g; v.color[2]=b; v.color[3]=a;
v.pos[0]=x+s; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+s; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x-s; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x+s; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x-s; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-s; v.pos[2]=z; verts.push_back(v);
// Vertical pillar
float h = s * 3.0f;
v.color[3] = 0.6f;
v.pos[0]=x-0.5f; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x+0.5f; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+h; verts.push_back(v);
}
npcMarkerVertCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bi{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bi.size = verts.size() * sizeof(MV);
bi.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
VmaAllocationCreateInfo ai{}; ai.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
ai.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo mi{};
if (vmaCreateBuffer(vkCtx_->getAllocator(), &bi, &ai,
&npcMarkerVB_, &npcMarkerVBAlloc_, &mi) == VK_SUCCESS)
std::memcpy(mi.pMappedData, verts.data(), verts.size() * sizeof(MV));
}
}
void EditorViewport::setBrushIndicator(const glm::vec3& center, float radius, bool active) {
@ -382,6 +425,20 @@ void EditorViewport::render(VkCommandBuffer cmd) {
waterRenderer_.render(cmd, perFrameSet);
// NPC position markers (always visible)
if (npcMarkerVB_ && npcMarkerVertCount_ > 0) {
auto* wp = waterRenderer_.getPipeline();
auto* wl = waterRenderer_.getPipelineLayout();
if (wp && wl) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, wp);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, wl,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize off = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &npcMarkerVB_, &off);
vkCmdDraw(cmd, npcMarkerVertCount_, 1, 0, 0);
}
}
// Brush indicator circle
if (brushVisible_ && brushVB_ && brushVertCount_ > 0) {
// Reuse gizmo pipeline (same vertex format, no depth test, alpha blend)