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Implement WoW-style 3D billboard quest markers
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures. Features: - Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?) - WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade - Proper NPC height positioning with bounding box detection - Camera-facing quads with depth testing but no depth write - Shader-based alpha modulation for glow and fade effects Technical changes: - Created QuestMarkerRenderer class with billboard sprite system - Integrated into Renderer initialization for both online and offline terrain loading - Rewrote updateQuestMarkers() to use billboard system instead of M2 models - Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp - Added debug logging for initialization and marker tracking Quest markers now render with proper WoW visual fidelity.
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8 changed files with 407 additions and 63 deletions
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@ -204,12 +204,9 @@ private:
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std::vector<PendingGameObjectSpawn> pendingGameObjectSpawns_;
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void processGameObjectSpawnQueue();
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// Quest marker 3D models (billboarded above NPCs)
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uint32_t questExclamationModelId_ = 0;
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uint32_t questQuestionMarkModelId_ = 0;
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std::unordered_map<uint64_t, uint32_t> questMarkerInstances_; // npcGuid → marker instanceId
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void loadQuestMarkerModels();
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void updateQuestMarkers();
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// Quest marker billboard sprites (above NPCs)
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void loadQuestMarkerModels(); // Now loads BLP textures
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void updateQuestMarkers(); // Updates billboard positions
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};
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} // namespace core
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