Vulcan Nightmare

Experimentally bringing up vulcan support
This commit is contained in:
Kelsi 2026-02-21 19:41:21 -08:00
parent 863a786c48
commit 83b576e8d9
189 changed files with 12147 additions and 7820 deletions

View file

@ -363,11 +363,14 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
static_cast<float>(preview_->getHeight()));
}
ImGui::Image(
static_cast<ImTextureID>(preview_->getTextureId()),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f), // UV top-left (flipped Y)
ImVec2(1.0f, 0.0f)); // UV bottom-right (flipped Y)
// TODO: Vulkan offscreen preview render target
if (preview_->getTextureId()) {
ImGui::Image(
static_cast<ImTextureID>(0),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f));
}
// Mouse drag rotation on the preview image
if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {

View file

@ -301,11 +301,14 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
imgW = imgH * (static_cast<float>(preview_->getWidth()) /
static_cast<float>(preview_->getHeight()));
}
ImGui::Image(
static_cast<ImTextureID>(preview_->getTextureId()),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f), // flip Y for OpenGL
ImVec2(1.0f, 0.0f));
// TODO: Vulkan offscreen preview render target
if (preview_->getTextureId()) {
ImGui::Image(
static_cast<ImTextureID>(0),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f));
}
if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
preview_->rotate(ImGui::GetIO().MouseDelta.x * 0.2f);

View file

@ -7,6 +7,7 @@
#include "rendering/renderer.hpp"
#include "rendering/terrain_manager.hpp"
#include "rendering/minimap.hpp"
#include "rendering/world_map.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/camera.hpp"
#include "rendering/camera_controller.hpp"
@ -3129,8 +3130,8 @@ void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
charRenderer->clearCompositeCache();
// Use per-instance texture override (not model-level) to avoid deleting cached composites.
uint32_t instanceId = renderer->getCharacterInstanceId();
GLuint newTex = charRenderer->compositeWithRegions(bodySkinPath, underwearPaths, regionLayers);
if (newTex != 0 && instanceId != 0) {
auto* newTex = charRenderer->compositeWithRegions(bodySkinPath, underwearPaths, regionLayers);
if (newTex != nullptr && instanceId != 0) {
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(skinSlot), newTex);
}
@ -3155,8 +3156,8 @@ void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
std::string capeName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), dispL ? (*dispL)["LeftModelTexture"] : 3);
if (!capeName.empty()) {
std::string capePath = "Item\\ObjectComponents\\Cape\\" + capeName + ".blp";
GLuint capeTex = charRenderer->loadTexture(capePath);
if (capeTex != 0) {
auto* capeTex = charRenderer->loadTexture(capePath);
if (capeTex != nullptr) {
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(cloakSlot), capeTex);
LOG_INFO("Cloak texture applied: ", capePath);
}
@ -3176,17 +3177,17 @@ void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
void GameScreen::renderWorldMap(game::GameHandler& gameHandler) {
auto& app = core::Application::getInstance();
auto* renderer = app.getRenderer();
auto* assetMgr = app.getAssetManager();
if (!renderer || !assetMgr) return;
if (!renderer) return;
worldMap.initialize(assetMgr);
auto* wm = renderer->getWorldMap();
if (!wm) return;
// Keep map name in sync with minimap's map name
auto* minimap = renderer->getMinimap();
if (minimap) {
worldMap.setMapName(minimap->getMapName());
wm->setMapName(minimap->getMapName());
}
worldMap.setServerExplorationMask(
wm->setServerExplorationMask(
gameHandler.getPlayerExploredZoneMasks(),
gameHandler.hasPlayerExploredZoneMasks());
@ -3194,7 +3195,7 @@ void GameScreen::renderWorldMap(game::GameHandler& gameHandler) {
auto* window = app.getWindow();
int screenW = window ? window->getWidth() : 1280;
int screenH = window ? window->getHeight() : 720;
worldMap.render(playerPos, screenW, screenH);
wm->render(playerPos, screenW, screenH);
}
// ============================================================

View file

@ -4,9 +4,10 @@
#include "core/logger.hpp"
#include "auth/auth_handler.hpp"
#include "game/game_handler.hpp"
#include "rendering/vk_context.hpp"
#include <imgui.h>
#include <imgui_impl_sdl2.h>
#include <imgui_impl_opengl3.h>
#include <imgui_impl_vulkan.h>
namespace wowee {
namespace ui {
@ -26,6 +27,12 @@ bool UIManager::initialize(core::Window* win) {
window = win;
LOG_INFO("Initializing UI manager");
auto* vkCtx = window->getVkContext();
if (!vkCtx) {
LOG_ERROR("No Vulkan context available for ImGui initialization");
return false;
}
// Initialize ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@ -56,19 +63,37 @@ bool UIManager::initialize(core::Window* win) {
colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.30f, 0.50f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.20f, 0.25f, 0.45f, 1.00f);
// Initialize ImGui for SDL2 and OpenGL3
ImGui_ImplSDL2_InitForOpenGL(window->getSDLWindow(), window->getGLContext());
ImGui_ImplOpenGL3_Init("#version 330 core");
// Initialize ImGui for SDL2 + Vulkan
ImGui_ImplSDL2_InitForVulkan(window->getSDLWindow());
ImGui_ImplVulkan_InitInfo initInfo{};
initInfo.ApiVersion = VK_API_VERSION_1_1;
initInfo.Instance = vkCtx->getInstance();
initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
initInfo.Device = vkCtx->getDevice();
initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
initInfo.Queue = vkCtx->getGraphicsQueue();
initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
initInfo.MinImageCount = 2;
initInfo.ImageCount = vkCtx->getSwapchainImageCount();
initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
initInfo.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
ImGui_ImplVulkan_Init(&initInfo);
imguiInitialized = true;
LOG_INFO("UI manager initialized successfully");
LOG_INFO("UI manager initialized successfully (Vulkan)");
return true;
}
void UIManager::shutdown() {
if (imguiInitialized) {
ImGui_ImplOpenGL3_Shutdown();
auto* vkCtx = window ? window->getVkContext() : nullptr;
if (vkCtx) {
vkDeviceWaitIdle(vkCtx->getDevice());
}
ImGui_ImplVulkan_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
imguiInitialized = false;
@ -80,7 +105,7 @@ void UIManager::update([[maybe_unused]] float deltaTime) {
if (!imguiInitialized) return;
// Start ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
}
@ -126,7 +151,6 @@ void UIManager::render(core::AppState appState, auth::AuthHandler* authHandler,
case core::AppState::DISCONNECTED:
authScreen->stopLoginMusic();
// Show disconnected message
ImGui::SetNextWindowSize(ImVec2(400, 150), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x * 0.5f - 200,
ImGui::GetIO().DisplaySize.y * 0.5f - 75),
@ -141,9 +165,8 @@ void UIManager::render(core::AppState appState, auth::AuthHandler* authHandler,
break;
}
// Render ImGui
// Finalize ImGui draw data (actual rendering happens in the command buffer)
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void UIManager::processEvent(const SDL_Event& event) {