Kelsidavis-WoWee/tools/editor/editor_viewport.hpp
Kelsi 5ccc61f144 fix(editor): NPC position markers always visible regardless of M2 rendering
- Colored diamond markers rendered at every NPC position on terrain:
  red for hostile, green for friendly, with vertical pillar for height
- Renders through water pipeline (alpha-blended, depth-tested)
- Always visible regardless of whether M2 creature model renders
- Scales with NPC scale setting for consistent visual size
- This guarantees you can always see where NPCs are placed
2026-05-05 05:59:06 -07:00

116 lines
4.1 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>
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 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 setWireframe(bool enabled);
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_; }
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));
// 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 (always visible fallback)
VkBuffer npcMarkerVB_ = VK_NULL_HANDLE;
VmaAllocation npcMarkerVBAlloc_ = VK_NULL_HANDLE;
uint32_t npcMarkerVertCount_ = 0;
};
} // namespace editor
} // namespace wowee