Kelsidavis-WoWee/tools/editor/editor_water.cpp
Kelsi 2980ca83e7 feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.

Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
  Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format

Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)

Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel

NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
  (Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON

Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format

Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed

Known issues:
- M2/WMO rendering may not display on first placement (frame index
  sync between update/render was misaligned — now fixed but untested
  end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00

228 lines
8.7 KiB
C++

#include "editor_water.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "core/logger.hpp"
#include <cstring>
namespace wowee {
namespace editor {
static constexpr float TILE_SIZE = 533.33333f;
static constexpr float CHUNK_SIZE = TILE_SIZE / 16.0f;
EditorWater::EditorWater() = default;
EditorWater::~EditorWater() { shutdown(); }
bool EditorWater::initialize(rendering::VkContext* ctx, VkRenderPass renderPass,
VkDescriptorSetLayout perFrameLayout) {
vkCtx_ = ctx;
renderPass_ = renderPass;
perFrameLayout_ = perFrameLayout;
return createPipeline();
}
void EditorWater::shutdown() {
if (!vkCtx_) return;
VkDevice dev = vkCtx_->getDevice();
if (vertexBuffer_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), vertexBuffer_, vertexAlloc_);
vertexBuffer_ = VK_NULL_HANDLE;
}
if (pipeline_) { vkDestroyPipeline(dev, pipeline_, nullptr); pipeline_ = VK_NULL_HANDLE; }
if (pipelineLayout_) { vkDestroyPipelineLayout(dev, pipelineLayout_, nullptr); pipelineLayout_ = VK_NULL_HANDLE; }
vkCtx_ = nullptr;
}
void EditorWater::clear() {
if (vertexBuffer_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), vertexBuffer_, vertexAlloc_);
vertexBuffer_ = VK_NULL_HANDLE;
vertexCount_ = 0;
}
}
void EditorWater::update(const pipeline::ADTTerrain& terrain, int tileX, int tileY) {
clear();
std::vector<WaterVertex> verts;
for (int cy = 0; cy < 16; cy++) {
for (int cx = 0; cx < 16; cx++) {
int idx = cy * 16 + cx;
const auto& water = terrain.waterData[idx];
if (!water.hasWater()) continue;
float tileNW_X = (32.0f - static_cast<float>(tileY)) * TILE_SIZE;
float tileNW_Y = (32.0f - static_cast<float>(tileX)) * TILE_SIZE;
float x0 = tileNW_X - static_cast<float>(cy) * CHUNK_SIZE;
float y0 = tileNW_Y - static_cast<float>(cx) * CHUNK_SIZE;
float x1 = x0 - CHUNK_SIZE;
float y1 = y0 - CHUNK_SIZE;
float h = water.layers[0].maxHeight;
// Water color by type
float r = 0.1f, g = 0.3f, b = 0.7f, a = 0.45f;
uint16_t lt = water.layers[0].liquidType;
if (lt == 2) { r = 0.8f; g = 0.2f; b = 0.05f; a = 0.7f; } // magma
if (lt == 3) { r = 0.2f; g = 0.6f; b = 0.1f; a = 0.6f; } // slime
// Two triangles per chunk
WaterVertex v;
v.color[0] = r; v.color[1] = g; v.color[2] = b; v.color[3] = a;
v.pos[0] = x0; v.pos[1] = y0; v.pos[2] = h; verts.push_back(v);
v.pos[0] = x1; v.pos[1] = y0; v.pos[2] = h; verts.push_back(v);
v.pos[0] = x1; v.pos[1] = y1; v.pos[2] = h; verts.push_back(v);
v.pos[0] = x0; v.pos[1] = y0; v.pos[2] = h; verts.push_back(v);
v.pos[0] = x1; v.pos[1] = y1; v.pos[2] = h; verts.push_back(v);
v.pos[0] = x0; v.pos[1] = y1; v.pos[2] = h; verts.push_back(v);
}
}
if (verts.empty()) return;
vertexCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bufInfo{};
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufInfo.size = verts.size() * sizeof(WaterVertex);
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
VmaAllocationCreateInfo allocInfo{};
allocInfo.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo mapInfo{};
if (vmaCreateBuffer(vkCtx_->getAllocator(), &bufInfo, &allocInfo,
&vertexBuffer_, &vertexAlloc_, &mapInfo) != VK_SUCCESS) {
LOG_ERROR("Failed to create water vertex buffer");
return;
}
std::memcpy(mapInfo.pMappedData, verts.data(), verts.size() * sizeof(WaterVertex));
}
void EditorWater::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!vertexBuffer_ || vertexCount_ == 0 || !pipeline_) return;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuffer_, &offset);
vkCmdDraw(cmd, vertexCount_, 1, 0, 0);
}
bool EditorWater::createPipeline() {
VkDevice dev = vkCtx_->getDevice();
// Pipeline layout: set 0 = per-frame UBO (reuse terrain's layout)
VkPipelineLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layoutInfo.setLayoutCount = 1;
layoutInfo.pSetLayouts = &perFrameLayout_;
if (vkCreatePipelineLayout(dev, &layoutInfo, nullptr, &pipelineLayout_) != VK_SUCCESS)
return false;
rendering::VkShaderModule vertMod, fragMod;
if (!vertMod.loadFromFile(dev, "assets/shaders/editor_water.vert.spv") ||
!fragMod.loadFromFile(dev, "assets/shaders/editor_water.frag.spv")) {
LOG_WARNING("Water shaders not found — water rendering disabled");
return true;
}
VkPipelineShaderStageCreateInfo stages[2]{};
stages[0] = vertMod.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
stages[1] = fragMod.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input: pos(3f) + color(4f) = 28 bytes
VkVertexInputBindingDescription binding{};
binding.stride = sizeof(WaterVertex);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription attrs[2]{};
attrs[0].location = 0; attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT; attrs[0].offset = 0;
attrs[1].location = 1; attrs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; attrs[1].offset = 12;
VkPipelineVertexInputStateCreateInfo vertexInput{};
vertexInput.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInput.vertexBindingDescriptionCount = 1;
vertexInput.pVertexBindingDescriptions = &binding;
vertexInput.vertexAttributeDescriptionCount = 2;
vertexInput.pVertexAttributeDescriptions = attrs;
VkPipelineInputAssemblyStateCreateInfo ia{};
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo vps{};
vps.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vps.viewportCount = 1;
vps.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rast{};
rast.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rast.polygonMode = VK_POLYGON_MODE_FILL;
rast.cullMode = VK_CULL_MODE_NONE;
rast.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rast.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo ms{};
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = vkCtx_->getMsaaSamples();
VkPipelineDepthStencilStateCreateInfo ds{};
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
ds.depthTestEnable = VK_TRUE;
ds.depthWriteEnable = VK_FALSE; // Transparent — don't write depth
ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
VkPipelineColorBlendAttachmentState blend{};
blend.blendEnable = VK_TRUE;
blend.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend.colorBlendOp = VK_BLEND_OP_ADD;
blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blend.alphaBlendOp = VK_BLEND_OP_ADD;
blend.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo cb{};
cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
cb.attachmentCount = 1;
cb.pAttachments = &blend;
VkDynamicState dynStates[] = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dyn{};
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = 2;
dyn.pDynamicStates = dynStates;
VkGraphicsPipelineCreateInfo pci{};
pci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pci.stageCount = 2;
pci.pStages = stages;
pci.pVertexInputState = &vertexInput;
pci.pInputAssemblyState = &ia;
pci.pViewportState = &vps;
pci.pRasterizationState = &rast;
pci.pMultisampleState = &ms;
pci.pDepthStencilState = &ds;
pci.pColorBlendState = &cb;
pci.pDynamicState = &dyn;
pci.layout = pipelineLayout_;
pci.renderPass = renderPass_;
if (vkCreateGraphicsPipelines(dev, vkCtx_->getPipelineCache(), 1, &pci, nullptr, &pipeline_) != VK_SUCCESS) {
LOG_ERROR("Failed to create water pipeline");
pipeline_ = VK_NULL_HANDLE;
}
return true;
}
} // namespace editor
} // namespace wowee