Kelsidavis-WoWee/tools/editor/editor_viewport.cpp
Kelsi b491ecb435 fix(editor): call WMORenderer::prepareRender before render
Mirror the M2 fix: the editor was skipping the WMO renderer's per-frame
state advance, so material UBO updates and frame ID tracking were stale
relative to the main game's render flow. Most visible effect is that
material setting toggles wouldn't propagate to the GPU.
2026-05-06 01:49:32 -07:00

941 lines
40 KiB
C++

#include "editor_viewport.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_texture.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/wowee_model.hpp"
#include "core/logger.hpp"
#include <cstring>
#include <cmath>
#include <unordered_map>
#include <glm/gtc/matrix_transform.hpp>
namespace wowee {
namespace editor {
EditorViewport::EditorViewport() = default;
EditorViewport::~EditorViewport() { shutdown(); }
bool EditorViewport::initialize(rendering::VkContext* ctx, pipeline::AssetManager* am,
rendering::Camera* cam) {
vkCtx_ = ctx;
assetManager_ = am;
camera_ = cam;
if (!createPerFrameResources()) return false;
terrainRenderer_ = std::make_unique<rendering::TerrainRenderer>();
if (!terrainRenderer_->initialize(ctx, perFrameSetLayout_, am)) {
LOG_ERROR("Failed to initialize terrain renderer");
return false;
}
terrainRenderer_->setFogEnabled(false);
m2Renderer_ = std::make_unique<rendering::M2Renderer>();
if (!m2Renderer_->initialize(ctx, perFrameSetLayout_, am)) {
LOG_WARNING("M2 renderer init failed — object rendering disabled");
m2Renderer_.reset();
} else {
m2Renderer_->setForceNoCull(true);
}
wmoRenderer_ = std::make_unique<rendering::WMORenderer>();
if (!wmoRenderer_->initialize(ctx, perFrameSetLayout_, am)) {
LOG_WARNING("WMO renderer init failed — building rendering disabled");
wmoRenderer_.reset();
}
waterRenderer_.initialize(ctx, ctx->getImGuiRenderPass(), perFrameSetLayout_);
gizmo_.initialize(ctx, ctx->getImGuiRenderPass(), perFrameSetLayout_);
LOG_INFO("Editor viewport initialized");
return true;
}
void EditorViewport::shutdown() {
if (!vkCtx_) return;
vkDeviceWaitIdle(vkCtx_->getDevice());
if (npcMarkerVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), npcMarkerVB_, npcMarkerVBAlloc_); npcMarkerVB_ = VK_NULL_HANDLE; }
if (brushVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), brushVB_, brushVBAlloc_); brushVB_ = VK_NULL_HANDLE; }
if (pathVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), pathVB_, pathVBAlloc_); pathVB_ = VK_NULL_HANDLE; }
if (patrolVB_) { vmaDestroyBuffer(vkCtx_->getAllocator(), patrolVB_, patrolVBAlloc_); patrolVB_ = VK_NULL_HANDLE; }
gizmo_.shutdown();
waterRenderer_.shutdown();
if (wmoRenderer_) { wmoRenderer_->shutdown(); wmoRenderer_.reset(); }
if (m2Renderer_) { m2Renderer_->shutdown(); m2Renderer_.reset(); }
if (terrainRenderer_) { terrainRenderer_->shutdown(); terrainRenderer_.reset(); }
destroyPerFrameResources();
vkCtx_ = nullptr;
}
bool EditorViewport::loadTerrain(const pipeline::TerrainMesh& mesh,
const std::vector<std::string>& texturePaths,
int tileX, int tileY) {
return terrainRenderer_->loadTerrain(mesh, texturePaths, tileX, tileY);
}
void EditorViewport::clearTerrain() {
if (terrainRenderer_) terrainRenderer_->clear();
}
void EditorViewport::updateWater(const pipeline::ADTTerrain& terrain, int tileX, int tileY) {
waterRenderer_.update(terrain, tileX, tileY);
}
void EditorViewport::updateMarkers(const std::vector<PlacedObject>& /*objects*/) {
}
void EditorViewport::placeM2(const std::string& path, const glm::vec3& pos,
const glm::vec3& rot, float scale) {
(void)path; (void)pos; (void)rot; (void)scale;
}
void EditorViewport::placeWMO(const std::string& path, const glm::vec3& pos,
const glm::vec3& rot) {
(void)path; (void)pos; (void)rot;
}
void EditorViewport::clearObjects() {
// Clear ghost state since the M2 renderer is about to be wiped
ghostActive_ = false;
ghostInstanceId_ = 0;
ghostModelId_ = 0;
ghostModelPath_.clear();
if (m2Renderer_) {
vkCtx_->waitAllUploads();
m2Renderer_->clear();
}
if (wmoRenderer_) {
wmoRenderer_->clearAll();
}
}
void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
const std::vector<CreatureSpawn>& npcs) {
clearObjects();
if (objects.empty() && npcs.empty()) return;
// Don't call beginUploadBatch here — loadModel starts its own batch
uint32_t nextModelId = 1;
std::unordered_map<std::string, uint32_t> m2ModelIds, wmoModelIds;
for (const auto& obj : objects) {
if (obj.type == PlaceableType::M2 && m2Renderer_) {
uint32_t modelId;
auto it = m2ModelIds.find(obj.path);
if (it != m2ModelIds.end()) {
modelId = it->second;
} else {
pipeline::M2Model model;
bool loaded = false;
// Try WOM open format first (replaces proprietary M2 when available)
if (auto wom = pipeline::WoweeModelLoader::tryLoadByGamePath(obj.path);
wom.isValid()) {
model = pipeline::WoweeModelLoader::toM2(wom);
loaded = true;
}
// Fall back to M2 from game data
if (!loaded) {
auto data = assetManager_->readFile(obj.path);
if (data.empty()) continue;
model = pipeline::M2Loader::load(data);
// Always load skin (WotLK M2s need it for geometry)
{
std::string skinPath = obj.path;
auto dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos)
skinPath = skinPath.substr(0, dotPos) + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty())
pipeline::M2Loader::loadSkin(skinData, model);
}
}
if (!model.isValid()) continue;
if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
// Validate vertex data to prevent GPU crashes
bool vertexOk = true;
for (const auto& vert : model.vertices) {
if (!std::isfinite(vert.position.x) || !std::isfinite(vert.position.y) ||
!std::isfinite(vert.position.z) || std::abs(vert.position.x) > 100000.0f) {
vertexOk = false;
break;
}
}
if (!vertexOk) {
LOG_WARNING("M2 has invalid vertex data, skipping: ", obj.path);
continue;
}
modelId = nextModelId++;
if (!m2Renderer_->loadModel(model, modelId)) {
LOG_WARNING("M2 failed to upload to GPU: ", obj.path);
continue;
}
LOG_INFO("M2 loaded: ", obj.path, " (modelId=", modelId, ", ",
model.vertices.size(), " verts)");
m2ModelIds[obj.path] = modelId;
}
} else if (obj.type == PlaceableType::WMO && wmoRenderer_) {
uint32_t modelId;
auto it = wmoModelIds.find(obj.path);
if (it != wmoModelIds.end()) {
modelId = it->second;
} else {
auto data = assetManager_->readFile(obj.path);
if (data.empty()) {
LOG_WARNING("WMO file not found in manifest: ", obj.path);
continue;
}
auto model = pipeline::WMOLoader::load(data);
// Load WMO group files (_000.wmo, _001.wmo, etc.)
std::string basePath = obj.path;
auto dotPos = basePath.rfind('.');
if (dotPos != std::string::npos) basePath = basePath.substr(0, dotPos);
for (uint32_t gi = 0; gi < model.nGroups; gi++) {
char groupSuffix[16];
std::snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.wmo", gi);
std::string groupPath = basePath + groupSuffix;
auto groupData = assetManager_->readFile(groupPath);
if (!groupData.empty()) {
pipeline::WMOLoader::loadGroup(groupData, model, gi);
}
}
if (!model.isValid()) {
LOG_WARNING("WMO failed to parse (", data.size(), " bytes, ",
model.nGroups, " groups expected): ", obj.path);
continue;
}
modelId = nextModelId++;
if (!wmoRenderer_->loadModel(model, modelId)) {
LOG_WARNING("WMO failed to upload to GPU: ", obj.path);
continue;
}
LOG_INFO("WMO loaded: ", obj.path, " (modelId=", modelId, ", ",
model.groups.size(), " groups)");
wmoModelIds[obj.path] = modelId;
}
glm::vec3 wmoRotRad = glm::radians(obj.rotation);
wmoRenderer_->createInstance(modelId, obj.position, wmoRotRad);
}
}
// Render NPC creatures as M2 instances
if (m2Renderer_ && !npcs.empty()) {
for (const auto& npc : npcs) {
if (npc.modelPath.empty()) continue;
uint32_t modelId;
auto it = m2ModelIds.find(npc.modelPath);
if (it != m2ModelIds.end()) {
modelId = it->second;
} else {
// Try WOM open format first (replaces proprietary M2 when available)
pipeline::M2Model model;
bool loaded = false;
if (auto wom = pipeline::WoweeModelLoader::tryLoadByGamePath(npc.modelPath);
wom.isValid()) {
model = pipeline::WoweeModelLoader::toM2(wom);
loaded = true;
}
// Fall back to M2 from game data
if (!loaded) {
auto data = assetManager_->readFile(npc.modelPath);
if (data.empty()) {
LOG_WARNING("NPC model file not found: ", npc.modelPath);
continue;
}
model = pipeline::M2Loader::load(data);
{
std::string skinPath = npc.modelPath;
auto dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos)
skinPath = skinPath.substr(0, dotPos) + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty())
pipeline::M2Loader::loadSkin(skinData, model);
}
}
if (!model.isValid()) {
LOG_WARNING("NPC model invalid: ", npc.modelPath,
" (verts=", model.vertices.size(), " idx=", model.indices.size(), ")");
continue;
}
LOG_DEBUG("NPC M2 OK: ", npc.modelPath, " (",
model.vertices.size(), "v ", model.indices.size(), "i ",
model.batches.size(), "b)");
if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
// Validate vertex data
bool ok = true;
for (const auto& vert : model.vertices) {
if (!std::isfinite(vert.position.x) || std::abs(vert.position.x) > 100000.0f) {
ok = false; break;
}
}
if (!ok) { LOG_WARNING("NPC M2 bad vertices: ", npc.modelPath); continue; }
modelId = nextModelId++;
if (!m2Renderer_->loadModel(model, modelId)) {
LOG_WARNING("NPC M2 loadModel failed: ", npc.modelPath,
" (", model.vertices.size(), "v ", model.indices.size(), "i ",
model.batches.size(), "b)");
continue;
}
m2ModelIds[npc.modelPath] = modelId;
}
}
}
// Finalize all GPU uploads BEFORE creating instances
// (vertex buffers must be valid for isValid() check in createInstance)
vkCtx_->waitAllUploads();
vkCtx_->pollUploadBatches();
// Now create instances (vertex buffers are finalized)
for (const auto& obj : objects) {
if (obj.type == PlaceableType::M2) {
auto it = m2ModelIds.find(obj.path);
if (it == m2ModelIds.end()) continue;
glm::vec3 rotRad = glm::radians(obj.rotation);
m2Renderer_->createInstance(it->second, obj.position, rotRad, obj.scale);
}
}
for (const auto& npc : npcs) {
auto it = m2ModelIds.find(npc.modelPath);
if (it == m2ModelIds.end()) continue;
glm::vec3 rotRad = glm::radians(glm::vec3(0, 0, npc.orientation));
m2Renderer_->createInstance(it->second, npc.position, rotRad, npc.scale);
}
// Update NPC markers via dedicated method
updateNpcMarkers(npcs);
}
void EditorViewport::setBrushIndicator(const glm::vec3& center, float radius, bool active) {
brushVisible_ = active;
if (!active) return;
// Rebuild circle vertex buffer
if (brushVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), brushVB_, brushVBAlloc_);
brushVB_ = VK_NULL_HANDLE;
}
constexpr int SEGMENTS = 48;
struct BV { float pos[3]; float color[4]; };
std::vector<BV> verts;
for (int i = 0; i < SEGMENTS; i++) {
float a0 = static_cast<float>(i) / SEGMENTS * 6.2831853f;
float a1 = static_cast<float>(i + 1) / SEGMENTS * 6.2831853f;
float x0 = center.x + std::cos(a0) * radius;
float y0 = center.y + std::sin(a0) * radius;
float x1 = center.x + std::cos(a1) * radius;
float y1 = center.y + std::sin(a1) * radius;
float z = center.z + 1.0f; // slightly above terrain
float w = 0.6f; // line width via thin quad
float dx0 = std::cos(a0), dy0 = std::sin(a0);
float dx1 = std::cos(a1), dy1 = std::sin(a1);
BV v;
v.color[0] = 1.0f; v.color[1] = 1.0f; v.color[2] = 0.3f; v.color[3] = 0.7f;
// Thin quad for each segment
v.pos[0] = x0 - dy0*w; v.pos[1] = y0 + dx0*w; v.pos[2] = z; verts.push_back(v);
v.pos[0] = x0 + dy0*w; v.pos[1] = y0 - dx0*w; v.pos[2] = z; verts.push_back(v);
v.pos[0] = x1 - dy1*w; v.pos[1] = y1 + dx1*w; v.pos[2] = z; verts.push_back(v);
v.pos[0] = x1 - dy1*w; v.pos[1] = y1 + dx1*w; v.pos[2] = z; verts.push_back(v);
v.pos[0] = x0 + dy0*w; v.pos[1] = y0 - dx0*w; v.pos[2] = z; verts.push_back(v);
v.pos[0] = x1 + dy1*w; v.pos[1] = y1 - dx1*w; v.pos[2] = z; verts.push_back(v);
}
brushVertCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufInfo.size = verts.size() * sizeof(BV);
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,
&brushVB_, &brushVBAlloc_, &mapInfo) == VK_SUCCESS) {
std::memcpy(mapInfo.pMappedData, verts.data(), verts.size() * sizeof(BV));
}
}
void EditorViewport::setPathPreview(const glm::vec3& start, const glm::vec3& end,
float width, bool visible) {
pathVisible_ = visible;
if (pathVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), pathVB_, pathVBAlloc_);
pathVB_ = VK_NULL_HANDLE;
pathVertCount_ = 0;
}
if (!visible) return;
struct BV { float pos[3]; float color[4]; };
std::vector<BV> verts;
glm::vec2 dir = glm::normalize(glm::vec2(end.x - start.x, end.y - start.y));
glm::vec2 perp(-dir.y, dir.x);
float z0 = start.z + 2.0f;
float z1 = end.z + 2.0f;
float hw = width * 0.5f;
// Path ribbon (semi-transparent)
BV v;
v.color[0] = 0.3f; v.color[1] = 0.6f; v.color[2] = 1.0f; v.color[3] = 0.35f;
v.pos[0] = start.x - perp.x*hw; v.pos[1] = start.y - perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = start.x + perp.x*hw; v.pos[1] = start.y + perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = end.x - perp.x*hw; v.pos[1] = end.y - perp.y*hw; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = end.x - perp.x*hw; v.pos[1] = end.y - perp.y*hw; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = start.x + perp.x*hw; v.pos[1] = start.y + perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = end.x + perp.x*hw; v.pos[1] = end.y + perp.y*hw; v.pos[2] = z1; verts.push_back(v);
// Edge lines (brighter)
float lw = 0.8f;
v.color[0] = 0.4f; v.color[1] = 0.8f; v.color[2] = 1.0f; v.color[3] = 0.8f;
for (int side = -1; side <= 1; side += 2) {
float s = static_cast<float>(side);
glm::vec2 offset = perp * hw * s;
glm::vec2 linePerp = perp * lw * s;
v.pos[0] = start.x + offset.x - linePerp.x; v.pos[1] = start.y + offset.y - linePerp.y; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = start.x + offset.x + linePerp.x; v.pos[1] = start.y + offset.y + linePerp.y; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = end.x + offset.x - linePerp.x; v.pos[1] = end.y + offset.y - linePerp.y; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = end.x + offset.x - linePerp.x; v.pos[1] = end.y + offset.y - linePerp.y; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = start.x + offset.x + linePerp.x; v.pos[1] = start.y + offset.y + linePerp.y; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = end.x + offset.x + linePerp.x; v.pos[1] = end.y + offset.y + linePerp.y; v.pos[2] = z1; verts.push_back(v);
}
pathVertCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufInfo.size = verts.size() * sizeof(BV);
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,
&pathVB_, &pathVBAlloc_, &mapInfo) == VK_SUCCESS) {
std::memcpy(mapInfo.pMappedData, verts.data(), verts.size() * sizeof(BV));
}
}
void EditorViewport::setPatrolPath(const std::vector<glm::vec3>& points, float width) {
if (patrolVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), patrolVB_, patrolVBAlloc_);
patrolVB_ = VK_NULL_HANDLE;
patrolVertCount_ = 0;
}
if (points.size() < 2) return;
struct BV { float pos[3]; float color[4]; };
std::vector<BV> verts;
verts.reserve(points.size() * 24);
auto addRibbon = [&](const glm::vec3& a, const glm::vec3& b, float r, float g, float bl, float al) {
glm::vec2 dir = glm::vec2(b.x - a.x, b.y - a.y);
float len = glm::length(dir);
if (len < 0.001f) return;
dir /= len;
glm::vec2 perp(-dir.y, dir.x);
float hw = width * 0.5f;
float z0 = a.z + 1.5f;
float z1 = b.z + 1.5f;
BV v;
v.color[0] = r; v.color[1] = g; v.color[2] = bl; v.color[3] = al;
v.pos[0] = a.x - perp.x*hw; v.pos[1] = a.y - perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = a.x + perp.x*hw; v.pos[1] = a.y + perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = b.x - perp.x*hw; v.pos[1] = b.y - perp.y*hw; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = b.x - perp.x*hw; v.pos[1] = b.y - perp.y*hw; v.pos[2] = z1; verts.push_back(v);
v.pos[0] = a.x + perp.x*hw; v.pos[1] = a.y + perp.y*hw; v.pos[2] = z0; verts.push_back(v);
v.pos[0] = b.x + perp.x*hw; v.pos[1] = b.y + perp.y*hw; v.pos[2] = z1; verts.push_back(v);
};
auto addWaypoint = [&](const glm::vec3& p, float r, float g, float bl) {
float s = 1.5f;
BV v;
v.color[0] = r; v.color[1] = g; v.color[2] = bl; v.color[3] = 0.95f;
glm::vec3 top(p.x, p.y, p.z + s * 2);
glm::vec3 bot(p.x, p.y, p.z + 0.2f);
glm::vec3 n(p.x, p.y + s, p.z + s);
glm::vec3 s2(p.x, p.y - s, p.z + s);
glm::vec3 e(p.x + s, p.y, p.z + s);
glm::vec3 w(p.x - s, p.y, p.z + s);
auto pushV = [&](const glm::vec3& vv){ v.pos[0]=vv.x; v.pos[1]=vv.y; v.pos[2]=vv.z; verts.push_back(v); };
pushV(top); pushV(n); pushV(e);
pushV(top); pushV(e); pushV(s2);
pushV(top); pushV(s2); pushV(w);
pushV(top); pushV(w); pushV(n);
pushV(bot); pushV(e); pushV(n);
pushV(bot); pushV(s2); pushV(e);
pushV(bot); pushV(w); pushV(s2);
pushV(bot); pushV(n); pushV(w);
};
for (size_t i = 0; i + 1 < points.size(); i++) {
addRibbon(points[i], points[i+1], 1.0f, 0.7f, 0.2f, 0.55f);
}
for (size_t i = 0; i < points.size(); i++) {
bool isStart = (i == 0);
addWaypoint(points[i], isStart ? 0.2f : 1.0f, isStart ? 1.0f : 0.85f, isStart ? 0.3f : 0.2f);
}
patrolVertCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufInfo.size = verts.size() * sizeof(BV);
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,
&patrolVB_, &patrolVBAlloc_, &mapInfo) == VK_SUCCESS) {
std::memcpy(mapInfo.pMappedData, verts.data(), verts.size() * sizeof(BV));
}
}
void EditorViewport::updateNpcMarkers(const std::vector<CreatureSpawn>& npcs) {
if (npcMarkerVB_) {
vmaDestroyBuffer(vkCtx_->getAllocator(), npcMarkerVB_, npcMarkerVBAlloc_);
npcMarkerVB_ = VK_NULL_HANDLE;
npcMarkerVertCount_ = 0;
}
if (npcs.empty()) return;
struct MV { float pos[3]; float color[4]; };
std::vector<MV> verts;
for (const auto& npc : npcs) {
float s = 1.5f; // base radius (was 5)
float x = npc.position.x, y = npc.position.y, z = npc.position.z;
float r = npc.hostile ? 1.0f : 0.1f;
float g = npc.hostile ? 0.15f : 0.9f;
float b = 0.1f, a = 0.7f;
MV v; v.color[0]=r; v.color[1]=g; v.color[2]=b; v.color[3]=a;
// Small octagonal base
for (int seg = 0; seg < 8; seg++) {
float a0 = seg * 0.7854f, a1 = (seg+1) * 0.7854f;
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+0.2f; verts.push_back(v);
v.pos[0]=x+std::cos(a0)*s; v.pos[1]=y+std::sin(a0)*s; v.pos[2]=z+0.2f; verts.push_back(v);
v.pos[0]=x+std::cos(a1)*s; v.pos[1]=y+std::sin(a1)*s; v.pos[2]=z+0.2f; verts.push_back(v);
}
// Thin pole
float pw = 0.3f, ph = 8.0f; // was 0.8 wide, 30 tall
v.color[3] = 0.6f;
v.pos[0]=x-pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x+pw; v.pos[1]=y; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+pw; v.pos[2]=z; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y; v.pos[2]=z+ph; verts.push_back(v);
// Small diamond top
float ts = 1.0f, tz = z + ph; // was 3
v.color[0]=1; v.color[1]=1; v.color[2]=0.3f; v.color[3]=0.8f;
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y+ts; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x+ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x-ts; v.pos[1]=y; v.pos[2]=tz; verts.push_back(v);
v.pos[0]=x; v.pos[1]=y-ts; v.pos[2]=tz; verts.push_back(v);
// Facing arrow on the ground: triangle pointing in the orientation direction.
// Helps users see which way each NPC faces without selecting it.
float yaw = glm::radians(npc.orientation);
float fx = std::cos(yaw), fy = std::sin(yaw);
float perpX = -fy, perpY = fx;
float arrowLen = s * 2.5f, arrowHalfW = s * 0.8f;
v.color[0]=1.0f; v.color[1]=0.9f; v.color[2]=0.2f; v.color[3]=0.85f;
v.pos[0]=x + fx*arrowLen; v.pos[1]=y + fy*arrowLen; v.pos[2]=z+0.25f; verts.push_back(v);
v.pos[0]=x + perpX*arrowHalfW; v.pos[1]=y + perpY*arrowHalfW; v.pos[2]=z+0.25f; verts.push_back(v);
v.pos[0]=x - perpX*arrowHalfW; v.pos[1]=y - perpY*arrowHalfW; v.pos[2]=z+0.25f; verts.push_back(v);
}
npcMarkerVertCount_ = static_cast<uint32_t>(verts.size());
VkBufferCreateInfo bi{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bi.size = verts.size() * sizeof(MV);
bi.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
VmaAllocationCreateInfo ai{}; ai.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
ai.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo mi{};
if (vmaCreateBuffer(vkCtx_->getAllocator(), &bi, &ai,
&npcMarkerVB_, &npcMarkerVBAlloc_, &mi) == VK_SUCCESS)
std::memcpy(mi.pMappedData, verts.data(), verts.size() * sizeof(MV));
}
void EditorViewport::update(float deltaTime) {
if (m2Renderer_)
m2Renderer_->update(deltaTime, camera_->getPosition(), camera_->getViewProjectionMatrix());
}
void EditorViewport::setGhostPreview(const std::string& path, const glm::vec3& pos,
const glm::vec3& rotDeg, float scale) {
if (!m2Renderer_) return;
// Load model if path changed
if (path != ghostModelPath_ || ghostModelId_ == 0) {
clearGhostPreview();
auto data = assetManager_->readFile(path);
if (data.empty()) { LOG_WARNING("Ghost: file not found: ", path); return; }
auto model = pipeline::M2Loader::load(data);
if (!model.isValid()) {
std::string skinPath = path;
auto dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos)
skinPath = skinPath.substr(0, dotPos) + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty())
pipeline::M2Loader::loadSkin(skinData, model);
}
if (!model.isValid()) return;
if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
ghostModelId_ = 59999; // High ID to avoid collision with placed objects
if (!m2Renderer_->loadModel(model, ghostModelId_)) {
ghostModelId_ = 0;
return;
}
vkCtx_->waitAllUploads();
vkCtx_->pollUploadBatches();
ghostModelPath_ = path;
}
// Create or update ghost instance
glm::vec3 rotRad = glm::radians(rotDeg);
if (!ghostActive_) {
ghostInstanceId_ = m2Renderer_->createInstance(ghostModelId_, pos, rotRad, scale);
ghostActive_ = (ghostInstanceId_ != 0);
} else {
m2Renderer_->setInstancePosition(ghostInstanceId_, pos);
// Rebuild transform with new rotation/scale
glm::mat4 mat = glm::mat4(1.0f);
mat = glm::translate(mat, pos);
mat = glm::rotate(mat, rotRad.x, glm::vec3(1, 0, 0));
mat = glm::rotate(mat, rotRad.y, glm::vec3(0, 1, 0));
mat = glm::rotate(mat, rotRad.z, glm::vec3(0, 0, 1));
mat = glm::scale(mat, glm::vec3(scale));
m2Renderer_->setInstanceTransform(ghostInstanceId_, mat);
}
}
void EditorViewport::clearGhostPreview() {
if (ghostActive_ && m2Renderer_) {
m2Renderer_->removeInstance(ghostInstanceId_);
ghostActive_ = false;
ghostInstanceId_ = 0;
}
if (ghostModelId_ != 0 && m2Renderer_) {
// Ghost ID is reserved for previews only — safe to unload so a path
// change can re-load with the new model under the same ID.
m2Renderer_->unloadModel(ghostModelId_);
ghostModelId_ = 0;
ghostModelPath_.clear();
}
}
void EditorViewport::render(VkCommandBuffer cmd) {
updatePerFrameUBO();
uint32_t frame = vkCtx_->getCurrentFrame();
VkDescriptorSet perFrameSet = perFrameDescSets_[frame];
terrainRenderer_->render(cmd, perFrameSet, *camera_);
if (m2Renderer_) {
m2Renderer_->prepareRender(frame, *camera_);
m2Renderer_->render(cmd, perFrameSet, *camera_);
}
if (wmoRenderer_) {
wmoRenderer_->prepareRender();
wmoRenderer_->render(cmd, perFrameSet, *camera_);
}
waterRenderer_.render(cmd, perFrameSet);
// NPC position markers — render AFTER gizmo (no depth test = always on top)
// Brush indicator circle
if (brushVisible_ && brushVB_ && brushVertCount_ > 0) {
// Reuse gizmo pipeline (same vertex format, no depth test, alpha blend)
if (gizmo_.getMode() == TransformMode::None && !gizmo_.isActive()) {
// Use water pipeline for brush (it has alpha blend + depth test)
// Actually just render through the water pipeline
}
// Render brush circle using the water renderer's pipeline setup
// (same pos+color vertex format)
auto* waterPipeline = waterRenderer_.getPipeline();
auto* waterLayout = waterRenderer_.getPipelineLayout();
if (waterPipeline && waterLayout) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterLayout,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize off = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &brushVB_, &off);
vkCmdDraw(cmd, brushVertCount_, 1, 0, 0);
}
}
// Path preview line (river/road tool)
if (pathVisible_ && pathVB_ && pathVertCount_ > 0) {
auto* waterPipeline = waterRenderer_.getPipeline();
auto* waterLayout = waterRenderer_.getPipelineLayout();
if (waterPipeline && waterLayout) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterLayout,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize off = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &pathVB_, &off);
vkCmdDraw(cmd, pathVertCount_, 1, 0, 0);
}
}
// Patrol path ribbon for selected NPC
if (patrolVB_ && patrolVertCount_ > 0) {
auto* waterPipeline = waterRenderer_.getPipeline();
auto* waterLayout = waterRenderer_.getPipelineLayout();
if (waterPipeline && waterLayout) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterLayout,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize off = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &patrolVB_, &off);
vkCmdDraw(cmd, patrolVertCount_, 1, 0, 0);
}
}
gizmo_.render(cmd, perFrameSet);
// NPC markers — render with water pipeline (pos+color, alpha blend)
if (showNpcMarkers_ && npcMarkerVB_ && npcMarkerVertCount_ > 0) {
auto* waterPipeline = waterRenderer_.getPipeline();
auto* waterLayout = waterRenderer_.getPipelineLayout();
if (waterPipeline && waterLayout) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterPipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, waterLayout,
0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize off = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &npcMarkerVB_, &off);
vkCmdDraw(cmd, npcMarkerVertCount_, 1, 0, 0);
}
}
}
void EditorViewport::setWireframe(bool enabled) {
wireframe_ = enabled;
if (terrainRenderer_) terrainRenderer_->setWireframe(enabled);
}
bool EditorViewport::createPerFrameResources() {
VkDevice device = vkCtx_->getDevice();
VkDescriptorSetLayoutBinding bindings[2]{};
bindings[0].binding = 0;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[0].descriptorCount = 1;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = 1;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 2;
layoutInfo.pBindings = bindings;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &perFrameSetLayout_) != VK_SUCCESS)
return false;
VkDescriptorPoolSize poolSizes[2]{};
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSizes[0].descriptorCount = MAX_FRAMES;
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
poolSizes[1].descriptorCount = MAX_FRAMES;
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.maxSets = MAX_FRAMES;
poolInfo.poolSizeCount = 2;
poolInfo.pPoolSizes = poolSizes;
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &sceneDescPool_) != VK_SUCCESS)
return false;
dummyShadowTexture_ = std::make_unique<rendering::VkTexture>();
if (!dummyShadowTexture_->createDepth(*vkCtx_, 1, 1)) return false;
VkSamplerCreateInfo sampCI{};
sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampCI.magFilter = VK_FILTER_LINEAR;
sampCI.minFilter = VK_FILTER_LINEAR;
sampCI.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
sampCI.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
sampCI.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
sampCI.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
sampCI.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
sampCI.compareEnable = VK_TRUE;
sampCI.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
shadowSampler_ = vkCtx_->getOrCreateSampler(sampCI);
vkCtx_->immediateSubmit([this](VkCommandBuffer cmd) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = dummyShadowTexture_->getImage();
barrier.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &barrier);
});
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
VkBufferCreateInfo bufInfo{};
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufInfo.size = sizeof(rendering::GPUPerFrameData);
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_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,
&perFrameUBOs_[i], &perFrameUBOAllocs_[i], &mapInfo) != VK_SUCCESS)
return false;
perFrameUBOMapped_[i] = mapInfo.pMappedData;
VkDescriptorSetAllocateInfo setAlloc{};
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
setAlloc.descriptorPool = sceneDescPool_;
setAlloc.descriptorSetCount = 1;
setAlloc.pSetLayouts = &perFrameSetLayout_;
if (vkAllocateDescriptorSets(device, &setAlloc, &perFrameDescSets_[i]) != VK_SUCCESS)
return false;
VkDescriptorBufferInfo descBuf{};
descBuf.buffer = perFrameUBOs_[i];
descBuf.offset = 0;
descBuf.range = sizeof(rendering::GPUPerFrameData);
VkDescriptorImageInfo shadowImgInfo{};
shadowImgInfo.sampler = shadowSampler_;
shadowImgInfo.imageView = dummyShadowTexture_->getImageView();
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet writes[2]{};
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = perFrameDescSets_[i];
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writes[0].pBufferInfo = &descBuf;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = perFrameDescSets_[i];
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = &shadowImgInfo;
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
}
return true;
}
void EditorViewport::destroyPerFrameResources() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (perFrameUBOs_[i]) {
vmaDestroyBuffer(vkCtx_->getAllocator(), perFrameUBOs_[i], perFrameUBOAllocs_[i]);
perFrameUBOs_[i] = VK_NULL_HANDLE;
}
}
if (dummyShadowTexture_) {
dummyShadowTexture_->destroy(device, vkCtx_->getAllocator());
dummyShadowTexture_.reset();
}
if (sceneDescPool_) {
vkDestroyDescriptorPool(device, sceneDescPool_, nullptr);
sceneDescPool_ = VK_NULL_HANDLE;
}
if (perFrameSetLayout_) {
vkDestroyDescriptorSetLayout(device, perFrameSetLayout_, nullptr);
perFrameSetLayout_ = VK_NULL_HANDLE;
}
}
void EditorViewport::setTimeOfDay(float t) {
timeOfDay_ = std::clamp(t, 0.0f, 24.0f);
float hour = timeOfDay_;
// Sun angle: noon=overhead, 6am/6pm=horizon, night=below
float sunAngle = (hour - 6.0f) / 12.0f * 3.14159f;
lightDir_ = glm::normalize(glm::vec3(std::cos(sunAngle) * 0.5f, -1.0f, std::sin(sunAngle)));
// Dawn/dusk warm tones, noon white, night blue
if (hour >= 6.0f && hour <= 8.0f) {
float t2 = (hour - 6.0f) / 2.0f;
lightColor_ = glm::mix(glm::vec3(1.0f, 0.5f, 0.2f), glm::vec3(1.0f, 0.95f, 0.85f), t2);
ambientColor_ = glm::mix(glm::vec3(0.15f, 0.1f, 0.2f), glm::vec3(0.3f, 0.3f, 0.35f), t2);
fogColor_ = glm::mix(glm::vec3(0.5f, 0.3f, 0.3f), glm::vec3(0.6f, 0.7f, 0.8f), t2);
} else if (hour >= 17.0f && hour <= 19.0f) {
float t2 = (hour - 17.0f) / 2.0f;
lightColor_ = glm::mix(glm::vec3(1.0f, 0.95f, 0.85f), glm::vec3(1.0f, 0.4f, 0.15f), t2);
ambientColor_ = glm::mix(glm::vec3(0.3f, 0.3f, 0.35f), glm::vec3(0.1f, 0.08f, 0.15f), t2);
fogColor_ = glm::mix(glm::vec3(0.6f, 0.7f, 0.8f), glm::vec3(0.4f, 0.25f, 0.3f), t2);
} else if (hour < 6.0f || hour > 19.0f) {
lightColor_ = glm::vec3(0.15f, 0.15f, 0.25f);
ambientColor_ = glm::vec3(0.05f, 0.05f, 0.1f);
fogColor_ = glm::vec3(0.1f, 0.1f, 0.15f);
} else {
lightColor_ = glm::vec3(1.0f, 0.95f, 0.85f);
ambientColor_ = glm::vec3(0.3f, 0.3f, 0.35f);
fogColor_ = glm::vec3(0.6f, 0.7f, 0.8f);
}
// Sky/clear color follows fog
clearR_ = fogColor_.x * 0.7f;
clearG_ = fogColor_.y * 0.7f;
clearB_ = fogColor_.z * 0.7f;
}
void EditorViewport::updatePerFrameUBO() {
uint32_t frame = vkCtx_->getCurrentFrame();
rendering::GPUPerFrameData data{};
data.view = camera_->getViewMatrix();
data.projection = camera_->getProjectionMatrix();
data.lightSpaceMatrix = glm::mat4(1.0f);
data.lightDir = glm::vec4(lightDir_, 0.0f);
data.lightColor = glm::vec4(lightColor_, 0.0f);
data.ambientColor = glm::vec4(ambientColor_, 0.0f);
data.viewPos = glm::vec4(camera_->getPosition(), 0.0f);
data.fogColor = glm::vec4(fogColor_, 0.0f);
data.fogParams = glm::vec4(fogNear_, fogFar_, 0.0f, 0.0f);
data.shadowParams = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
std::memcpy(perFrameUBOMapped_[frame], &data, sizeof(data));
}
} // namespace editor
} // namespace wowee