rendering/game: make player model semi-transparent in ghost form

Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
This commit is contained in:
Kelsi 2026-03-10 09:57:24 -07:00
parent 366321042f
commit c8d9d6b792
5 changed files with 28 additions and 0 deletions

View file

@ -78,6 +78,7 @@ public:
void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
void startFadeIn(uint32_t instanceId, float durationSeconds);
void setInstanceOpacity(uint32_t instanceId, float opacity);
const pipeline::M2Model* getModelData(uint32_t modelId) const;
void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, VkTexture* texture);