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https://github.com/Kelsidavis/WoWee.git
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Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures. Features: - Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?) - WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade - Proper NPC height positioning with bounding box detection - Camera-facing quads with depth testing but no depth write - Shader-based alpha modulation for glow and fade effects Technical changes: - Created QuestMarkerRenderer class with billboard sprite system - Integrated into Renderer initialization for both online and offline terrain loading - Rewrote updateQuestMarkers() to use billboard system instead of M2 models - Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp - Added debug logging for initialization and marker tracking Quest markers now render with proper WoW visual fidelity.
72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering {
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class Camera;
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/**
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* Renders quest markers as billboarded sprites above NPCs
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* Uses BLP textures from Interface\GossipFrame\
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*/
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class QuestMarkerRenderer {
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public:
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QuestMarkerRenderer();
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~QuestMarkerRenderer();
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bool initialize(pipeline::AssetManager* assetManager);
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void shutdown();
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/**
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* Add or update a quest marker at a position
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* @param guid NPC GUID
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* @param position World position (NPC base position)
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* @param markerType 0=available(!), 1=turnin(?), 2=incomplete(?)
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* @param boundingHeight NPC bounding height (optional, default 2.0f)
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*/
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void setMarker(uint64_t guid, const glm::vec3& position, int markerType, float boundingHeight = 2.0f);
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/**
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* Remove a quest marker
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*/
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void removeMarker(uint64_t guid);
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/**
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* Clear all markers
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*/
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void clear();
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/**
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* Render all quest markers (call after world rendering, before UI)
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*/
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void render(const Camera& camera);
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private:
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struct Marker {
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glm::vec3 position;
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int type; // 0=available, 1=turnin, 2=incomplete
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float boundingHeight = 2.0f;
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};
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std::unordered_map<uint64_t, Marker> markers_;
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// OpenGL resources
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uint32_t vao_ = 0;
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uint32_t vbo_ = 0;
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uint32_t shaderProgram_ = 0;
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uint32_t textures_[3] = {0, 0, 0}; // available, turnin, incomplete
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void createQuad();
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void loadTextures(pipeline::AssetManager* assetManager);
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void createShader();
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};
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} // namespace rendering
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} // namespace wowee
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