fix(editor): stop destructive M2 rebuild on every NPC click, fix Clear All

Root cause of GPU crashes (VK_ERROR_DEVICE_LOST): every NPC placement
triggered a full clear+reload of ALL M2 models. After several cycles
the GPU state corrupted, causing vertex explosions and device lost.

Fixes:
- NPC placement now only updates cheap marker geometry (no M2 reload)
- Full M2 rebuild only happens when object COUNT changes (not every click)
- clearAllObjects() properly resets viewport, placer, spawner, markers,
  and history in one call with vkDeviceWaitIdle fence
- New Terrain uses clearAllObjects() for consistent reset
- Clear All menu item calls clearAllObjects()
- M2 vertex validation: rejects models with NaN/infinite/extreme
  vertex positions before GPU upload (prevents vertex explosions)
- NPC marker building extracted to updateNpcMarkers() method
  (can be called independently without M2 rebuild)
This commit is contained in:
Kelsi 2026-05-05 07:07:33 -07:00
parent 1c58911da0
commit c60ddcfed4
5 changed files with 103 additions and 73 deletions

View file

@ -98,13 +98,19 @@ void EditorApp::run() {
// Refresh dirty terrain chunks
refreshDirtyChunks();
// Rebuild object visuals when object list changes
// Update NPC markers (cheap — just vertex buffer, no M2 reload)
size_t objCount = objectPlacer_.objectCount() + npcSpawner_.spawnCount();
if (objectsDirty_ || objCount != lastObjectCount_) {
objectsDirty_ = false;
bool countChanged = (objCount != lastObjectCount_);
lastObjectCount_ = objCount;
vkDeviceWaitIdle(window_->getVkContext()->getDevice());
viewport_.rebuildObjects(objectPlacer_.getObjects(), npcSpawner_.getSpawns());
// Only update NPC position markers (always cheap)
viewport_.updateNpcMarkers(npcSpawner_.getSpawns());
// Full M2 rebuild only when explicitly requested (not on every click)
if (countChanged && objCount > 0) {
vkDeviceWaitIdle(vkCtx->getDevice());
viewport_.rebuildObjects(objectPlacer_.getObjects(), npcSpawner_.getSpawns());
}
}
// Show gizmo arrows on selected object
@ -602,10 +608,7 @@ void EditorApp::loadADT(const std::string& mapName, int tileX, int tileY) {
void EditorApp::createNewTerrain(const std::string& mapName, int tileX, int tileY, float baseHeight, Biome biome) {
terrain_ = TerrainEditor::createBlankTerrain(tileX, tileY, baseHeight, biome);
// Clear previous state
objectPlacer_.clearAll();
npcSpawner_.clearSelection();
npcSpawner_.getSpawns().clear();
viewport_.clearObjects();
clearAllObjects();
terrainEditor_.setTerrain(&terrain_);
terrainEditor_.history().clear();
@ -804,6 +807,19 @@ void EditorApp::flyToSelected() {
}
}
void EditorApp::clearAllObjects() {
vkDeviceWaitIdle(window_->getVkContext()->getDevice());
objectPlacer_.clearAll();
npcSpawner_.clearSelection();
npcSpawner_.getSpawns().clear();
viewport_.clearObjects();
viewport_.updateNpcMarkers({});
terrainEditor_.history().clear();
lastObjectCount_ = 0;
objectsDirty_ = false;
showToast("All objects and NPCs cleared");
}
void EditorApp::centerOnTerrain() {
if (!terrain_.isLoaded()) return;
float centerX = (32.0f - loadedTileY_) * 533.33333f - 8.0f * 533.33333f / 16.0f;

View file

@ -76,6 +76,7 @@ public:
void setSkyPreset(int preset); // 0=day, 1=dusk, 2=night
void snapSelectedToGround();
void flyToSelected();
void clearAllObjects();
void centerOnTerrain();
// Multi-tile support

View file

@ -103,12 +103,7 @@ void EditorUI::renderMenuBar(EditorApp& app) {
ImGui::EndMenu();
}
if (ImGui::MenuItem("Clear All Objects/NPCs", nullptr, false, app.hasTerrainLoaded())) {
app.getObjectPlacer().clearAll();
app.getNpcSpawner().clearSelection();
app.getNpcSpawner().getSpawns().clear();
app.getTerrainEditor().history().clear();
app.markObjectsDirty();
app.showToast("All objects and NPCs cleared");
app.clearAllObjects();
}
ImGui::Separator();
if (ImGui::MenuItem("Quick Save", "Ctrl+S", false, app.hasTerrainLoaded()))

View file

@ -144,15 +144,27 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
continue;
}
// Ensure boundRadius is reasonable for culling
if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
// Validate vertex data to prevent GPU crashes
bool vertexOk = true;
for (const auto& vert : model.vertices) {
if (!std::isfinite(vert.position.x) || !std::isfinite(vert.position.y) ||
!std::isfinite(vert.position.z) || std::abs(vert.position.x) > 100000.0f) {
vertexOk = false;
break;
}
}
if (!vertexOk) {
LOG_WARNING("M2 has invalid vertex data, skipping: ", obj.path);
continue;
}
modelId = nextModelId++;
if (!m2Renderer_->loadModel(model, modelId)) {
LOG_WARNING("M2 failed to upload to GPU: ", obj.path);
continue;
}
// Wait for async texture uploads to complete before rendering
vkCtx_->waitAllUploads();
vkCtx_->pollUploadBatches();
LOG_INFO("M2 loaded: ", obj.path, " (modelId=", modelId, ", ",
@ -234,6 +246,14 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
}
if (!model.isValid()) continue;
if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
// Validate vertex data
bool ok = true;
for (const auto& vert : model.vertices) {
if (!std::isfinite(vert.position.x) || std::abs(vert.position.x) > 100000.0f) {
ok = false; break;
}
}
if (!ok) { LOG_WARNING("NPC M2 bad vertices: ", npc.modelPath); continue; }
modelId = nextModelId++;
if (!m2Renderer_->loadModel(model, modelId)) continue;
vkCtx_->waitAllUploads();
@ -248,64 +268,8 @@ 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 = 5.0f;
float x = npc.position.x, y = npc.position.y, z = npc.position.z;
float r = npc.hostile ? 1.0f : 0.1f;
float g = npc.hostile ? 0.15f : 0.9f;
float b = 0.1f, a = 0.9f;
// Large base circle (8 triangles forming octagon)
MV v; v.color[0]=r; v.color[1]=g; v.color[2]=b; v.color[3]=a;
for (int seg = 0; seg < 8; seg++) {
float a0 = seg * 0.7854f, a1 = (seg+1) * 0.7854f;
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+0.3f; verts.push_back(v);
v.pos[0]=x+std::cos(a0)*s; v.pos[1]=y+std::sin(a0)*s; v.pos[2]=z+0.3f; verts.push_back(v);
v.pos[0]=x+std::cos(a1)*s; v.pos[1]=y+std::sin(a1)*s; v.pos[2]=z+0.3f; verts.push_back(v);
}
// Tall pole (2 triangles forming thin quad, 30 units high)
float pw = 0.8f, ph = 30.0f;
v.color[3] = 0.8f;
v.pos[0]=x-pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x+pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
// Top diamond (visible from above)
float ts = 3.0f;
float tz = z + ph;
v.color[0]=1; v.color[1]=1; v.color[2]=0.3f; v.color[3]=0.95f;
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+ts; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-ts; v.pos[2]=tz; verts.push_back(v);
}
npcMarkerVertCount_ = static_cast<uint32_t>(verts.size());
LOG_INFO("NPC markers: ", npcs.size(), " npcs -> ", npcMarkerVertCount_, " verts");
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));
}
// Update NPC markers via dedicated method
updateNpcMarkers(npcs);
}
void EditorViewport::setBrushIndicator(const glm::vec3& center, float radius, bool active) {
@ -362,6 +326,59 @@ void EditorViewport::setBrushIndicator(const glm::vec3& center, float radius, bo
}
}
void EditorViewport::updateNpcMarkers(const std::vector<CreatureSpawn>& npcs) {
if (npcMarkerVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), npcMarkerVB_, npcMarkerVBAlloc_);
npcMarkerVB_ = VK_NULL_HANDLE;
npcMarkerVertCount_ = 0;
}
if (npcs.empty()) return;
struct MV { float pos[3]; float color[4]; };
std::vector<MV> verts;
for (const auto& npc : npcs) {
float s = 5.0f;
float x = npc.position.x, y = npc.position.y, z = npc.position.z;
float r = npc.hostile ? 1.0f : 0.1f;
float g = npc.hostile ? 0.15f : 0.9f;
float b = 0.1f, a = 0.9f;
MV v; v.color[0]=r; v.color[1]=g; v.color[2]=b; v.color[3]=a;
for (int seg = 0; seg < 8; seg++) {
float a0 = seg * 0.7854f, a1 = (seg+1) * 0.7854f;
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+0.3f; verts.push_back(v);
v.pos[0]=x+std::cos(a0)*s; v.pos[1]=y+std::sin(a0)*s; v.pos[2]=z+0.3f; verts.push_back(v);
v.pos[0]=x+std::cos(a1)*s; v.pos[1]=y+std::sin(a1)*s; v.pos[2]=z+0.3f; verts.push_back(v);
}
float pw = 0.8f, ph = 30.0f;
v.color[3] = 0.8f;
v.pos[0]=x-pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x+pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
float ts = 3.0f, tz = z + ph;
v.color[0]=1; v.color[1]=1; v.color[2]=0.3f; v.color[3]=0.95f;
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+ts; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-ts; v.pos[2]=tz; 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::update(float deltaTime) {
if (m2Renderer_)
m2Renderer_->update(deltaTime, camera_->getPosition(), camera_->getViewProjectionMatrix());

View file

@ -35,6 +35,7 @@ public:
void updateWater(const pipeline::ADTTerrain& terrain, int tileX, int tileY);
void updateMarkers(const std::vector<PlacedObject>& objects);
void updateNpcMarkers(const std::vector<CreatureSpawn>& npcs);
void placeM2(const std::string& path, const glm::vec3& pos, const glm::vec3& rot, float scale);
void placeWMO(const std::string& path, const glm::vec3& pos, const glm::vec3& rot);
void clearObjects();