Kelsidavis-WoWee/include/rendering/world_map/overlay_renderer.hpp
Pavel Okhlopkov fff06fc932 refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:

Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data

Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
  corpse_marker, zone_highlight, coordinate_display, subzone_tooltip

Fixes:
- Player marker no longer bleeds across continents (only shown when
  player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
  original working behavior)
- Exploration overlay rendering for zone view subzones

Tests:
- 6 new test files covering coordinate projection, exploration state,
  map resolver, view state machine, zone metadata, and integration

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00

71 lines
2.3 KiB
C++

// overlay_renderer.hpp — ImGui overlay layer system for the world map.
// Extracted from WorldMap::renderImGuiOverlay (Phase 8 of refactoring plan).
// OCP — new marker types are added by implementing IOverlayLayer.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
#include <glm/glm.hpp>
#include <vector>
#include <memory>
#include <unordered_set>
#include <unordered_map>
#include <array>
#include <cstdint>
#include <functional>
#include <imgui.h>
struct ImDrawList;
namespace wowee {
namespace rendering {
namespace world_map {
/// Context passed to each overlay layer during rendering.
struct LayerContext {
ImDrawList* drawList = nullptr;
ImVec2 imgMin; // top-left of map image in screen space
float displayW = 0, displayH = 0;
glm::vec3 playerRenderPos;
float playerYawDeg = 0;
int currentZoneIdx = -1;
int continentIdx = -1;
int currentMapId = -1;
ViewLevel viewLevel = ViewLevel::ZONE;
const std::vector<Zone>* zones = nullptr;
const std::unordered_set<int>* exploredZones = nullptr;
const std::unordered_set<int>* exploredOverlays = nullptr;
const std::unordered_map<uint32_t, std::string>* areaNameByAreaId = nullptr;
// FBO dimensions for overlay coordinate math
int fboW = 1024;
int fboH = 768;
// ZMP pixel map for continent-view hover (128x128 grid of AreaTable IDs)
const std::array<uint32_t, 128 * 128>* zmpGrid = nullptr;
bool hasZmpData = false;
// Function to resolve AreaTable ID → zone index (from DataRepository)
int (*zmpResolveZoneIdx)(const void* repo, uint32_t areaId) = nullptr;
const void* zmpRepoPtr = nullptr; // opaque DataRepository pointer
// ZMP-derived zone bounding boxes (zone index → UV rect on display)
const std::unordered_map<int, ZmpRect>* zmpZoneBounds = nullptr;
};
/// Interface for an overlay layer rendered on top of the composite map.
class IOverlayLayer {
public:
virtual ~IOverlayLayer() = default;
virtual void render(const LayerContext& ctx) = 0;
};
/// Orchestrates rendering of all registered overlay layers.
class OverlayRenderer {
public:
void addLayer(std::unique_ptr<IOverlayLayer> layer);
void render(const LayerContext& ctx);
private:
std::vector<std::unique_ptr<IOverlayLayer>> layers_;
};
} // namespace world_map
} // namespace rendering
} // namespace wowee