Kelsidavis-WoWee/include/pipeline/asset_manager.hpp
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

208 lines
6.9 KiB
C++

#pragma once
#include "pipeline/blp_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/asset_manifest.hpp"
#include "pipeline/loose_file_reader.hpp"
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <map>
#include <unordered_map>
#include <mutex>
#include <shared_mutex>
namespace wowee {
namespace pipeline {
/**
* AssetManager - Unified interface for loading WoW assets
*
* Reads pre-extracted loose files indexed by manifest.json.
* Supports an override directory (Data/override/) checked before the manifest
* for HD textures, custom content, or mod overrides.
* Use the asset_extract tool to extract MPQ archives first.
* All reads are fully parallel (no serialization mutex needed).
*/
class AssetManager {
public:
AssetManager();
~AssetManager();
/**
* Initialize asset manager
* @param dataPath Path to directory containing manifest.json and extracted assets
* @return true if initialization succeeded
*/
bool initialize(const std::string& dataPath);
/**
* Shutdown and cleanup
*/
void shutdown();
/**
* Check if asset manager is initialized
*/
bool isInitialized() const { return initialized; }
const std::string& getDataPath() const { return dataPath; }
const AssetManifest& getManifest() const { return manifest_; }
/**
* Load a BLP texture
* @param path Virtual path to BLP file (e.g., "Textures\\Minimap\\Background.blp")
* @return BLP image (check isValid())
*/
BLPImage loadTexture(const std::string& path);
/**
* Set expansion-specific data path for CSV DBC lookup.
* When set, loadDBC() checks expansionDataPath/db/Name.csv before
* falling back to the manifest (binary DBC from extracted MPQs).
*/
void setExpansionDataPath(const std::string& path);
/**
* Set a base data path to fall back to when the primary manifest
* does not contain a requested file. Call this when the primary
* dataPath is an expansion-specific subset (e.g. Data/expansions/vanilla/)
* that only holds DBC overrides, not the full world asset set.
* @param basePath Path to the base extraction (Data/) that has a manifest.json
*/
void setBaseFallbackPath(const std::string& basePath);
/**
* Load a DBC file
* @param name DBC file name (e.g., "Map.dbc")
* @return Loaded DBC file (check isLoaded())
*/
std::shared_ptr<DBCFile> loadDBC(const std::string& name);
/**
* Load a DBC file that is optional (not all expansions ship it).
* Returns nullptr quietly (debug-level log only) when the file is absent.
* @param name DBC file name (e.g., "Item.dbc")
* @return Loaded DBC file, or nullptr if not available
*/
std::shared_ptr<DBCFile> loadDBCOptional(const std::string& name);
/**
* Get a cached DBC file
* @param name DBC file name
* @return Cached DBC or nullptr if not loaded
*/
std::shared_ptr<DBCFile> getDBC(const std::string& name) const;
/**
* Check if a file exists
* @param path Virtual file path
* @return true if file exists
*/
bool fileExists(const std::string& path) const;
/**
* Read raw file data
* @param path Virtual file path
* @return File contents (empty if not found)
*/
std::vector<uint8_t> readFile(const std::string& path) const;
/**
* Read optional file data without warning spam.
* Intended for probe-style lookups (e.g. external .anim variants).
* @param path Virtual file path
* @return File contents (empty if not found)
*/
std::vector<uint8_t> readFileOptional(const std::string& path) const;
/**
* Get loaded DBC count
*/
size_t getLoadedDBCCount() const { return dbcCache.size(); }
/**
* Get file cache stats
*/
size_t getFileCacheSize() const { return fileCacheTotalBytes; }
size_t getFileCacheHits() const { return fileCacheHits; }
size_t getFileCacheMisses() const { return fileCacheMisses; }
/**
* Clear all cached resources
*/
void clearCache();
/**
* Clear only DBC cache (forces reload on next loadDBC call)
*/
void clearDBCCache();
/**
* Delete all extracted asset files from the data directory on disk.
* Removes extracted subdirectories (db, character, creature, terrain, etc.),
* manifest.json, override dir, and expansion-specific extracted assets.
* After calling this, initialize() will fail until assets are re-extracted.
* @return Number of entries removed
*/
size_t purgeExtractedAssets();
private:
bool initialized = false;
std::string dataPath;
std::string expansionDataPath_; // e.g. "Data/expansions/wotlk"
std::string overridePath_; // e.g. "Data/override"
// Base manifest (loaded from dataPath/manifest.json)
AssetManifest manifest_;
LooseFileReader looseReader_;
// Optional base-path fallback: used when manifest_ doesn't contain a file.
// Populated by setBaseFallbackPath(); ignored if baseFallbackDataPath_ is empty.
std::string baseFallbackDataPath_;
AssetManifest baseFallbackManifest_;
/**
* Resolve filesystem path: check override dir first, then base manifest.
* Returns empty string if not found.
*/
std::string resolveFile(const std::string& normalizedPath) const;
// Guards fileCache, dbcCache, fileCacheTotalBytes, fileCacheAccessCounter, and
// fileCacheBudget. Shared lock for read-only cache lookups (readFile cache hit,
// loadDBC cache hit); exclusive lock for inserts and eviction.
mutable std::shared_mutex cacheMutex;
// THREAD-SAFE: protected by cacheMutex (exclusive lock for writes).
std::unordered_map<std::string, std::shared_ptr<DBCFile>> dbcCache;
// File cache (LRU, dynamic budget based on system RAM)
struct CachedFile {
std::vector<uint8_t> data;
uint64_t lastAccessTime;
};
// THREAD-SAFE: protected by cacheMutex (shared_mutex — shared_lock for reads,
// exclusive lock_guard for writes/eviction).
mutable std::unordered_map<std::string, CachedFile> fileCache;
mutable size_t fileCacheTotalBytes = 0;
mutable uint64_t fileCacheAccessCounter = 0;
// THREAD-SAFE: atomic — incremented from any thread after releasing cacheMutex.
mutable std::atomic<size_t> fileCacheHits{0};
mutable std::atomic<size_t> fileCacheMisses{0};
mutable size_t fileCacheBudget = 1024 * 1024 * 1024; // Dynamic, starts at 1GB
void setupFileCacheBudget();
/**
* Try to load a PNG override for a BLP path.
* Returns valid BLPImage if PNG found, invalid otherwise.
*/
BLPImage tryLoadPngOverride(const std::string& normalizedPath) const;
/**
* Normalize path for case-insensitive lookup
*/
std::string normalizePath(const std::string& path) const;
};
} // namespace pipeline
} // namespace wowee