Kelsidavis-WoWee/tools/editor/editor_viewport.hpp
Kelsi 5241bbd669 perf(editor): cache M2/WMO models across rebuilds, only clear instances
The editor's rebuildObjects path was destroying every cached model and
re-uploading it on every (debounced) change. Added M2Renderer::clearInstances
that drops only the instance list while keeping models loaded. Editor's
clearObjects switches to clearInstances (M2) + clearInstances (WMO),
and persistent path->modelId maps survive across rebuilds. clearTerrain
fully evicts when loading a new zone.
2026-05-06 03:23:06 -07:00

156 lines
5.8 KiB
C++

#pragma once
#include "rendering/vk_frame_data.hpp"
#include "rendering/terrain_renderer.hpp"
#include "rendering/m2_renderer.hpp"
#include "rendering/wmo_renderer.hpp"
#include "rendering/camera.hpp"
#include "editor_water.hpp"
#include "editor_markers.hpp"
#include "transform_gizmo.hpp"
#include "object_placer.hpp"
#include "npc_spawner.hpp"
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <memory>
#include <string>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class VkContext; class VkTexture; }
namespace editor {
class EditorViewport {
public:
EditorViewport();
~EditorViewport();
bool initialize(rendering::VkContext* ctx, pipeline::AssetManager* am, rendering::Camera* cam);
void shutdown();
bool loadTerrain(const pipeline::TerrainMesh& mesh,
const std::vector<std::string>& texturePaths,
int tileX, int tileY);
void clearTerrain();
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();
void rebuildObjects(const std::vector<PlacedObject>& objects,
const std::vector<CreatureSpawn>& npcs = {});
void update(float deltaTime);
void render(VkCommandBuffer cmd);
// Ghost preview for placement
void setGhostPreview(const std::string& path, const glm::vec3& pos,
const glm::vec3& rotDeg, float scale);
void clearGhostPreview();
TransformGizmo& getGizmo() { return gizmo_; }
void setBrushIndicator(const glm::vec3& center, float radius, bool active);
void setPathPreview(const glm::vec3& start, const glm::vec3& end, float width, bool visible);
/** Show a multi-segment patrol path as a ribbon. Empty `points` clears it. */
void setPatrolPath(const std::vector<glm::vec3>& points, float width = 1.5f);
void clearPatrolPath() { setPatrolPath({}); }
void setWireframe(bool enabled);
void setShowNpcMarkers(bool show) { showNpcMarkers_ = show; }
bool getShowNpcMarkers() const { return showNpcMarkers_; }
bool isWireframe() const { return wireframe_; }
void setClearColor(float r, float g, float b) { clearR_=r; clearG_=g; clearB_=b; }
void getClearColor(float& r, float& g, float& b) const { r=clearR_; g=clearG_; b=clearB_; }
void setLightDir(const glm::vec3& d) { lightDir_ = d; }
glm::vec3 getLightDir() const { return lightDir_; }
void setTimeOfDay(float t);
float getTimeOfDay() const { return timeOfDay_; }
glm::vec3& getLightColor() { return lightColor_; }
glm::vec3& getAmbientColor() { return ambientColor_; }
glm::vec3& getFogColor() { return fogColor_; }
float& getFogNear() { return fogNear_; }
float& getFogFar() { return fogFar_; }
rendering::TerrainRenderer* getTerrainRenderer() { return terrainRenderer_.get(); }
rendering::M2Renderer* getM2Renderer() { return m2Renderer_.get(); }
private:
bool createPerFrameResources();
void destroyPerFrameResources();
void updatePerFrameUBO();
rendering::VkContext* vkCtx_ = nullptr;
pipeline::AssetManager* assetManager_ = nullptr;
rendering::Camera* camera_ = nullptr;
std::unique_ptr<rendering::TerrainRenderer> terrainRenderer_;
std::unique_ptr<rendering::M2Renderer> m2Renderer_;
std::unique_ptr<rendering::WMORenderer> wmoRenderer_;
EditorWater waterRenderer_;
EditorMarkers markerRenderer_;
TransformGizmo gizmo_;
static constexpr uint32_t MAX_FRAMES = 2;
VkDescriptorSetLayout perFrameSetLayout_ = VK_NULL_HANDLE;
VkDescriptorPool sceneDescPool_ = VK_NULL_HANDLE;
VkDescriptorSet perFrameDescSets_[MAX_FRAMES] = {};
VkBuffer perFrameUBOs_[MAX_FRAMES] = {};
VmaAllocation perFrameUBOAllocs_[MAX_FRAMES] = {};
void* perFrameUBOMapped_[MAX_FRAMES] = {};
std::unique_ptr<rendering::VkTexture> dummyShadowTexture_;
VkSampler shadowSampler_ = VK_NULL_HANDLE;
bool wireframe_ = false;
float clearR_ = 0.15f, clearG_ = 0.15f, clearB_ = 0.2f;
glm::vec3 lightDir_ = glm::normalize(glm::vec3(0.5f, -1.0f, 0.3f));
glm::vec3 lightColor_ = glm::vec3(1.0f, 0.95f, 0.85f);
glm::vec3 ambientColor_ = glm::vec3(0.3f, 0.3f, 0.35f);
glm::vec3 fogColor_ = glm::vec3(0.6f, 0.7f, 0.8f);
float fogNear_ = 5000.0f, fogFar_ = 10000.0f;
float timeOfDay_ = 12.0f;
// Persistent path -> renderer model ID maps. Keeping these across rebuilds
// lets the renderer skip re-uploading models that are still in its cache.
std::unordered_map<std::string, uint32_t> persistentM2ModelIds_;
std::unordered_map<std::string, uint32_t> persistentWMOModelIds_;
uint32_t nextPersistentModelId_ = 1;
// Ghost preview state
std::string ghostModelPath_;
uint32_t ghostModelId_ = 0;
uint32_t ghostInstanceId_ = 0;
bool ghostActive_ = false;
// Brush indicator
VkBuffer brushVB_ = VK_NULL_HANDLE;
VmaAllocation brushVBAlloc_ = VK_NULL_HANDLE;
uint32_t brushVertCount_ = 0;
bool brushVisible_ = false;
// NPC position markers
bool showNpcMarkers_ = true;
VkBuffer npcMarkerVB_ = VK_NULL_HANDLE;
VmaAllocation npcMarkerVBAlloc_ = VK_NULL_HANDLE;
uint32_t npcMarkerVertCount_ = 0;
// Path preview line
VkBuffer pathVB_ = VK_NULL_HANDLE;
VmaAllocation pathVBAlloc_ = VK_NULL_HANDLE;
uint32_t pathVertCount_ = 0;
bool pathVisible_ = false;
// Patrol path ribbon (selected NPC)
VkBuffer patrolVB_ = VK_NULL_HANDLE;
VmaAllocation patrolVBAlloc_ = VK_NULL_HANDLE;
uint32_t patrolVertCount_ = 0;
};
} // namespace editor
} // namespace wowee