Kelsidavis-WoWee/src/rendering/character_preview.cpp

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#include "rendering/character_preview.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/vk_render_target.hpp"
#include "rendering/vk_texture.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/camera.hpp"
#include "rendering/renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/dbc_layout.hpp"
#include "core/logger.hpp"
#include "core/application.hpp"
#include <imgui.h>
#include <backends/imgui_impl_vulkan.h>
#include <glm/gtc/matrix_transform.hpp>
#include <algorithm>
#include <unordered_set>
#include <cstring>
namespace wowee {
namespace rendering {
CharacterPreview::CharacterPreview() = default;
CharacterPreview::~CharacterPreview() {
shutdown();
}
bool CharacterPreview::initialize(pipeline::AssetManager* am) {
assetManager_ = am;
// If already initialized with valid resources, reuse them.
// This avoids destroying GPU resources that may still be referenced by
// an in-flight command buffer (compositePass recorded earlier this frame).
if (renderTarget_ && renderTarget_->isValid() && charRenderer_ && camera_) {
// Mark model as not loaded — loadCharacter() will handle instance cleanup
modelLoaded_ = false;
return true;
}
auto* appRenderer = core::Application::getInstance().getRenderer();
vkCtx_ = appRenderer ? appRenderer->getVkContext() : nullptr;
VkDescriptorSetLayout perFrameLayout = appRenderer ? appRenderer->getPerFrameSetLayout() : VK_NULL_HANDLE;
if (!vkCtx_ || perFrameLayout == VK_NULL_HANDLE) {
LOG_ERROR("CharacterPreview: no VkContext or perFrameLayout available");
return false;
}
// Create off-screen render target first (need its render pass for pipeline creation)
createFBO();
if (!renderTarget_ || !renderTarget_->isValid()) {
LOG_ERROR("CharacterPreview: failed to create off-screen render target");
return false;
}
// Initialize CharacterRenderer with our off-screen render pass
charRenderer_ = std::make_unique<CharacterRenderer>();
if (!charRenderer_->initialize(vkCtx_, perFrameLayout, am, renderTarget_->getRenderPass(),
renderTarget_->getSampleCount())) {
LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
return false;
}
// Configure lighting for character preview
// Use distant fog to avoid clipping, enable shadows for visual depth
charRenderer_->setFog(glm::vec3(0.05f, 0.05f, 0.1f), 9999.0f, 10000.0f);
camera_ = std::make_unique<Camera>();
// Portrait-style camera: WoW Z-up coordinate system
// Model at origin, camera positioned along +Y looking toward -Y
camera_->setFov(30.0f);
camera_->setAspectRatio(static_cast<float>(fboWidth_) / static_cast<float>(fboHeight_));
// Pull camera back far enough to see full body + head with margin
camera_->setPosition(glm::vec3(0.0f, 4.5f, 0.9f));
camera_->setRotation(270.0f, 0.0f);
LOG_INFO("CharacterPreview initialized (", fboWidth_, "x", fboHeight_, ")");
return true;
}
void CharacterPreview::shutdown() {
// Unregister from renderer before destroying resources
auto* appRenderer = core::Application::getInstance().getRenderer();
if (appRenderer) appRenderer->unregisterPreview(this);
if (charRenderer_) {
charRenderer_->shutdown();
charRenderer_.reset();
}
camera_.reset();
destroyFBO();
modelLoaded_ = false;
compositeRendered_ = false;
instanceId_ = 0;
}
void CharacterPreview::createFBO() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
VmaAllocator allocator = vkCtx_->getAllocator();
// 1. Create off-screen render target with depth
renderTarget_ = std::make_unique<VkRenderTarget>();
if (!renderTarget_->create(*vkCtx_, fboWidth_, fboHeight_, VK_FORMAT_R8G8B8A8_UNORM, true,
VK_SAMPLE_COUNT_4_BIT)) {
LOG_ERROR("CharacterPreview: failed to create render target");
renderTarget_.reset();
return;
}
// 1b. Transition the color image from UNDEFINED to SHADER_READ_ONLY_OPTIMAL
// so that ImGui::Image doesn't sample an image in UNDEFINED layout before
// the first compositePass runs.
{
VkCommandBuffer cmd = vkCtx_->beginSingleTimeCommands();
VkImageMemoryBarrier barrier{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 = renderTarget_->getColorImage();
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 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);
vkCtx_->endSingleTimeCommands(cmd);
}
// 2. Create 1x1 dummy white texture (shadow map placeholder)
{
uint8_t white[] = {255, 255, 255, 255};
dummyWhiteTex_ = std::make_unique<VkTexture>();
dummyWhiteTex_->upload(*vkCtx_, white, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, false);
dummyWhiteTex_->createSampler(device, VK_FILTER_NEAREST, VK_FILTER_NEAREST,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
}
// 3. Create descriptor pool for per-frame sets (2 UBO + 2 sampler)
{
VkDescriptorPoolSize sizes[2]{};
sizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
sizes[0].descriptorCount = MAX_FRAMES;
sizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sizes[1].descriptorCount = MAX_FRAMES;
VkDescriptorPoolCreateInfo ci{VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
ci.maxSets = MAX_FRAMES;
ci.poolSizeCount = 2;
ci.pPoolSizes = sizes;
if (vkCreateDescriptorPool(device, &ci, nullptr, &previewDescPool_) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to create descriptor pool");
return;
}
}
// 4. Create per-frame UBOs and descriptor sets
auto* appRenderer = core::Application::getInstance().getRenderer();
VkDescriptorSetLayout perFrameLayout = appRenderer->getPerFrameSetLayout();
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
// Create mapped UBO
VkBufferCreateInfo bufInfo{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufInfo.size = sizeof(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(allocator, &bufInfo, &allocInfo,
&previewUBO_[i], &previewUBOAlloc_[i], &mapInfo) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to create UBO ", i);
return;
}
previewUBOMapped_[i] = mapInfo.pMappedData;
// Allocate descriptor set
VkDescriptorSetAllocateInfo setAlloc{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
setAlloc.descriptorPool = previewDescPool_;
setAlloc.descriptorSetCount = 1;
setAlloc.pSetLayouts = &perFrameLayout;
if (vkAllocateDescriptorSets(device, &setAlloc, &previewPerFrameSet_[i]) != VK_SUCCESS) {
LOG_ERROR("CharacterPreview: failed to allocate descriptor set ", i);
return;
}
// Write UBO binding (0) and shadow sampler binding (1) using dummy white texture
VkDescriptorBufferInfo descBuf{};
descBuf.buffer = previewUBO_[i];
descBuf.offset = 0;
descBuf.range = sizeof(GPUPerFrameData);
VkDescriptorImageInfo shadowImg = dummyWhiteTex_->descriptorInfo();
VkWriteDescriptorSet writes[2]{};
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = previewPerFrameSet_[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 = previewPerFrameSet_[i];
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = &shadowImg;
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
}
// 5. Register the color attachment as an ImGui texture
imguiTextureId_ = ImGui_ImplVulkan_AddTexture(
renderTarget_->getSampler(),
renderTarget_->getColorImageView(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
LOG_INFO("CharacterPreview: off-screen FBO created (", fboWidth_, "x", fboHeight_, ")");
}
void CharacterPreview::destroyFBO() {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
VmaAllocator allocator = vkCtx_->getAllocator();
if (imguiTextureId_) {
ImGui_ImplVulkan_RemoveTexture(imguiTextureId_);
imguiTextureId_ = VK_NULL_HANDLE;
}
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (previewUBO_[i]) {
vmaDestroyBuffer(allocator, previewUBO_[i], previewUBOAlloc_[i]);
previewUBO_[i] = VK_NULL_HANDLE;
}
}
if (previewDescPool_) {
vkDestroyDescriptorPool(device, previewDescPool_, nullptr);
previewDescPool_ = VK_NULL_HANDLE;
}
dummyWhiteTex_.reset();
if (renderTarget_) {
renderTarget_->destroy(device, allocator);
renderTarget_.reset();
}
}
bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair, bool useFemaleModel) {
if (!charRenderer_ || !assetManager_ || !assetManager_->isInitialized()) {
return false;
}
// Remove existing instance.
// Must wait for GPU to finish — compositePass() may have recorded draw commands
// referencing this instance's bone buffers earlier in the current frame.
if (instanceId_ > 0) {
if (vkCtx_) vkDeviceWaitIdle(vkCtx_->getDevice());
charRenderer_->removeInstance(instanceId_);
instanceId_ = 0;
modelLoaded_ = false;
}
std::string m2Path = game::getPlayerModelPath(race, gender, useFemaleModel);
std::string modelDir;
std::string baseName;
{
size_t slash = m2Path.rfind('\\');
if (slash != std::string::npos) {
modelDir = m2Path.substr(0, slash + 1);
baseName = m2Path.substr(slash + 1);
} else {
baseName = m2Path;
}
size_t dot = baseName.rfind('.');
if (dot != std::string::npos) {
baseName = baseName.substr(0, dot);
}
}
auto m2Data = assetManager_->readFile(m2Path);
if (m2Data.empty()) {
LOG_WARNING("CharacterPreview: failed to read M2: ", m2Path);
return false;
}
auto model = pipeline::M2Loader::load(m2Data);
// Load skin file (only for WotLK M2s - vanilla has embedded skin)
std::string skinPath = modelDir + baseName + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty() && model.version >= 264) {
pipeline::M2Loader::loadSkin(skinData, model);
}
if (!model.isValid()) {
LOG_WARNING("CharacterPreview: invalid model: ", m2Path);
return false;
}
// Look up CharSections.dbc for all appearance textures
uint32_t targetRaceId = static_cast<uint32_t>(race);
uint32_t targetSexId = (gender == game::Gender::FEMALE) ? 1u : 0u;
std::string faceLowerPath;
std::string faceUpperPath;
std::string hairScalpPath;
std::vector<std::string> underwearPaths;
bodySkinPath_.clear();
baseLayers_.clear();
auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
bool foundSkin = false;
bool foundFace = false;
bool foundHair = false;
bool foundUnderwear = false;
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
uint32_t fRace = csL ? (*csL)["RaceID"] : 1;
uint32_t fSex = csL ? (*csL)["SexID"] : 2;
uint32_t fBase = csL ? (*csL)["BaseSection"] : 3;
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uint32_t fVar = csL ? (*csL)["VariationIndex"] : 8;
uint32_t fColor = csL ? (*csL)["ColorIndex"] : 9;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, fRace);
uint32_t sexId = charSectionsDbc->getUInt32(r, fSex);
uint32_t baseSection = charSectionsDbc->getUInt32(r, fBase);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, fVar);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, fColor);
if (raceId != targetRaceId || sexId != targetSexId) continue;
// Section 0: Body skin (variation=0, colorIndex = skin color)
if (baseSection == 0 && !foundSkin &&
variationIndex == 0 && colorIndex == static_cast<uint32_t>(skin)) {
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std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 4);
if (!tex1.empty()) {
bodySkinPath_ = tex1;
foundSkin = true;
}
}
// Section 1: Face (variation = face index, colorIndex = skin color)
else if (baseSection == 1 && !foundFace &&
variationIndex == static_cast<uint32_t>(face) &&
colorIndex == static_cast<uint32_t>(skin)) {
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std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 4);
std::string tex2 = charSectionsDbc->getString(r, csL ? (*csL)["Texture2"] : 5);
if (!tex1.empty()) faceLowerPath = tex1;
if (!tex2.empty()) faceUpperPath = tex2;
foundFace = true;
}
// Section 3: Hair (variation = hair style, colorIndex = hair color)
else if (baseSection == 3 && !foundHair &&
variationIndex == static_cast<uint32_t>(hairStyle) &&
colorIndex == static_cast<uint32_t>(hairColor)) {
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std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 4);
if (!tex1.empty()) {
hairScalpPath = tex1;
foundHair = true;
}
}
// Section 4: Underwear (variation=0, colorIndex = skin color)
else if (baseSection == 4 && !foundUnderwear &&
variationIndex == 0 && colorIndex == static_cast<uint32_t>(skin)) {
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uint32_t texBase = csL ? (*csL)["Texture1"] : 4;
for (uint32_t f = texBase; f <= texBase + 2; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
underwearPaths.push_back(tex);
}
}
foundUnderwear = true;
}
}
LOG_INFO("CharSections lookup: skin=", foundSkin ? bodySkinPath_ : "(not found)",
" face=", foundFace ? (faceLowerPath.empty() ? "(empty)" : faceLowerPath) : "(not found)",
" hair=", foundHair ? (hairScalpPath.empty() ? "(empty)" : hairScalpPath) : "(not found)",
" underwear=", foundUnderwear, " (", underwearPaths.size(), " textures)");
} else {
LOG_WARNING("CharSections.dbc not loaded — no character textures");
}
// Assign texture filenames on model before GPU upload
for (size_t ti = 0; ti < model.textures.size(); ti++) {
auto& tex = model.textures[ti];
LOG_INFO(" Model texture[", ti, "]: type=", tex.type,
" filename='", tex.filename, "'");
if (tex.type == 1 && tex.filename.empty() && !bodySkinPath_.empty()) {
tex.filename = bodySkinPath_;
} else if (tex.type == 6 && tex.filename.empty() && !hairScalpPath.empty()) {
tex.filename = hairScalpPath;
}
}
// Load external .anim files
for (uint32_t si = 0; si < model.sequences.size(); si++) {
if (!(model.sequences[si].flags & 0x20)) {
char animFileName[256];
snprintf(animFileName, sizeof(animFileName),
"%s%s%04u-%02u.anim",
modelDir.c_str(),
baseName.c_str(),
model.sequences[si].id,
model.sequences[si].variationIndex);
auto animFileData = assetManager_->readFileOptional(animFileName);
if (!animFileData.empty()) {
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
}
}
}
if (!charRenderer_->loadModel(model, PREVIEW_MODEL_ID)) {
LOG_WARNING("CharacterPreview: failed to load model to GPU");
return false;
}
// Composite body skin + face + underwear overlays
if (!bodySkinPath_.empty()) {
std::vector<std::string> layers;
layers.push_back(bodySkinPath_);
// Face lower texture composited onto body at the face region
if (!faceLowerPath.empty()) {
layers.push_back(faceLowerPath);
}
if (!faceUpperPath.empty()) {
layers.push_back(faceUpperPath);
}
for (const auto& up : underwearPaths) {
layers.push_back(up);
}
// Cache for later equipment compositing.
// Keep baseLayers_ without the base skin (compositeWithRegions takes basePath separately).
if (!faceLowerPath.empty()) baseLayers_.push_back(faceLowerPath);
if (!faceUpperPath.empty()) baseLayers_.push_back(faceUpperPath);
for (const auto& up : underwearPaths) baseLayers_.push_back(up);
if (layers.size() > 1) {
VkTexture* compositeTex = charRenderer_->compositeTextures(layers);
if (compositeTex != nullptr) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 1) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), compositeTex);
break;
}
}
}
}
}
// If hair scalp texture was found, ensure it's loaded for type-6 slot
if (!hairScalpPath.empty()) {
VkTexture* hairTex = charRenderer_->loadTexture(hairScalpPath);
if (hairTex != nullptr) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 6) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), hairTex);
break;
}
}
}
}
// Create instance at origin with current yaw
instanceId_ = charRenderer_->createInstance(PREVIEW_MODEL_ID,
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, modelYaw_),
1.0f);
if (instanceId_ == 0) {
LOG_WARNING("CharacterPreview: failed to create instance");
return false;
}
// Set default geosets (naked character)
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-99, vanilla models use up to 27)
for (uint16_t i = 0; i <= 99; i++) {
activeGeosets.insert(i);
}
// Hair style geoset: group 1 = 100 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyle + 1));
// Facial hair geoset: group 2 = 200 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(200 + facialHair + 1));
activeGeosets.insert(401); // Bare forearms (no gloves) — group 4
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activeGeosets.insert(502); // Bare shins (no boots) — group 5
activeGeosets.insert(702); // Ears: default
activeGeosets.insert(801); // Bare wrists (no sleeves) — group 8
activeGeosets.insert(902); // Kneepads: default — group 9
activeGeosets.insert(1301); // Bare legs (no pants) — group 13
activeGeosets.insert(1502); // No cloak — group 15
activeGeosets.insert(2002); // Bare feet mesh — group 20
charRenderer_->setActiveGeosets(instanceId_, activeGeosets);
// Play idle animation (Stand = animation ID 0)
charRenderer_->playAnimation(instanceId_, 0, true);
// Cache core appearance for later equipment geosets.
race_ = race;
gender_ = gender;
useFemaleModel_ = useFemaleModel;
hairStyle_ = hairStyle;
facialHair_ = facialHair;
// Cache the type-1 texture slot index so applyEquipment can update it.
skinTextureSlotIndex_ = 0;
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 1) {
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
break;
}
}
modelLoaded_ = true;
LOG_INFO("CharacterPreview: loaded ", m2Path,
" skin=", (int)skin, " face=", (int)face,
" hair=", (int)hairStyle, " hairColor=", (int)hairColor,
" facial=", (int)facialHair);
return true;
}
bool CharacterPreview::applyEquipment(const std::vector<game::EquipmentItem>& equipment) {
if (!modelLoaded_ || instanceId_ == 0 || !charRenderer_ || !assetManager_ || !assetManager_->isInitialized()) {
return false;
}
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc || !displayInfoDbc->isLoaded()) {
LOG_WARNING("applyEquipment: ItemDisplayInfo.dbc not loaded");
return false;
}
auto hasInvType = [&](std::initializer_list<uint8_t> types) -> bool {
for (const auto& it : equipment) {
if (it.displayModel == 0) continue;
for (uint8_t t : types) {
if (it.inventoryType == t) return true;
}
}
return false;
};
auto findDisplayId = [&](std::initializer_list<uint8_t> types) -> uint32_t {
for (const auto& it : equipment) {
if (it.displayModel == 0) continue;
for (uint8_t t : types) {
if (it.inventoryType == t) return it.displayModel;
}
}
return 0;
};
auto getGeosetGroup = [&](uint32_t displayInfoId, int groupField) -> uint32_t {
if (displayInfoId == 0) return 0;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) return 0;
uint32_t val = displayInfoDbc->getUInt32(static_cast<uint32_t>(recIdx), 7 + groupField);
return val;
};
// --- Geosets ---
std::unordered_set<uint16_t> geosets;
for (uint16_t i = 0; i <= 99; i++) geosets.insert(i);
geosets.insert(static_cast<uint16_t>(100 + hairStyle_ + 1)); // Hair style
geosets.insert(static_cast<uint16_t>(200 + facialHair_ + 1)); // Facial hair
geosets.insert(701); // Ears
geosets.insert(902); // Kneepads: default (group 9)
geosets.insert(2002); // Bare feet mesh (group 20 = CG_FEET)
// CharGeosets: group 4=gloves(forearm), 5=boots(shin), 8=sleeves, 13=pants
uint16_t geosetGloves = 401; // Bare forearms (group 4)
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uint16_t geosetBoots = 502; // Bare shins (group 5)
uint16_t geosetSleeves = 801; // Bare wrists (group 8)
uint16_t geosetPants = 1301; // Bare legs (group 13)
// Chest/Shirt/Robe → group 8 (sleeves)
{
uint32_t did = findDisplayId({4, 5, 20});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetSleeves = static_cast<uint16_t>(801 + gg);
// Robe kilt legs
uint32_t gg3 = getGeosetGroup(did, 2);
if (gg3 > 0) geosetPants = static_cast<uint16_t>(1301 + gg3);
}
// Legs → group 13 (trousers)
{
uint32_t did = findDisplayId({7});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetPants = static_cast<uint16_t>(1301 + gg);
}
// Boots → group 5 (shins)
{
uint32_t did = findDisplayId({8});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetBoots = static_cast<uint16_t>(501 + gg);
}
// Gloves → group 4 (forearms)
{
uint32_t did = findDisplayId({10});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetGloves = static_cast<uint16_t>(401 + gg);
}
geosets.insert(geosetGloves);
geosets.insert(geosetBoots);
geosets.insert(geosetSleeves);
geosets.insert(geosetPants);
geosets.insert(hasInvType({16}) ? 1502 : 1501); // Cloak mesh toggle (visual may still be limited)
if (hasInvType({19})) geosets.insert(1201); // Tabard mesh toggle
// Hide hair under helmets (helmets are separate models; this still avoids hair clipping)
if (hasInvType({1})) {
geosets.erase(static_cast<uint16_t>(100 + hairStyle_ + 1));
geosets.insert(1); // Bald scalp cap
geosets.insert(101); // Default group-1 connector
}
charRenderer_->setActiveGeosets(instanceId_, geosets);
// --- Textures (equipment overlays onto body skin) ---
if (bodySkinPath_.empty()) return true; // geosets applied, but can't composite
static const char* componentDirs[] = {
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
"TorsoUpperTexture", "TorsoLowerTexture",
"LegUpperTexture", "LegLowerTexture", "FootTexture",
};
// Texture component region fields — use DBC layout when available, fall back to binary offsets.
const auto* idiL = pipeline::getActiveDBCLayout()
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
const uint32_t texRegionFields[8] = {
idiL ? (*idiL)["TextureArmUpper"] : 14u,
idiL ? (*idiL)["TextureArmLower"] : 15u,
idiL ? (*idiL)["TextureHand"] : 16u,
idiL ? (*idiL)["TextureTorsoUpper"] : 17u,
idiL ? (*idiL)["TextureTorsoLower"] : 18u,
idiL ? (*idiL)["TextureLegUpper"] : 19u,
idiL ? (*idiL)["TextureLegLower"] : 20u,
idiL ? (*idiL)["TextureFoot"] : 21u,
};
std::vector<std::pair<int, std::string>> regionLayers;
regionLayers.reserve(32);
for (const auto& it : equipment) {
if (it.displayModel == 0) continue;
int32_t recIdx = displayInfoDbc->findRecordById(it.displayModel);
if (recIdx < 0) continue;
for (int region = 0; region < 8; region++) {
std::string texName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), texRegionFields[region]);
if (texName.empty()) continue;
std::string base = "Item\\TextureComponents\\" +
std::string(componentDirs[region]) + "\\" + texName;
std::string genderSuffix = (gender_ == game::Gender::FEMALE) ? "_F.blp" : "_M.blp";
std::string genderPath = base + genderSuffix;
std::string unisexPath = base + "_U.blp";
std::string fullPath;
std::string basePath = base + ".blp";
if (assetManager_->fileExists(genderPath)) {
fullPath = genderPath;
} else if (assetManager_->fileExists(unisexPath)) {
fullPath = unisexPath;
} else if (assetManager_->fileExists(basePath)) {
fullPath = basePath;
} else {
continue;
}
regionLayers.emplace_back(region, fullPath);
}
}
if (!regionLayers.empty()) {
VkTexture* newTex = charRenderer_->compositeWithRegions(bodySkinPath_, baseLayers_, regionLayers);
if (newTex != nullptr) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, skinTextureSlotIndex_, newTex);
}
}
// Cloak texture (group 15) is separate from body compositing.
if (hasInvType({16})) {
uint32_t capeDisplayId = findDisplayId({16});
if (capeDisplayId != 0) {
int32_t capeRecIdx = displayInfoDbc->findRecordById(capeDisplayId);
if (capeRecIdx >= 0) {
std::vector<std::string> capeNames;
auto addName = [&](const std::string& n) {
if (!n.empty() && std::find(capeNames.begin(), capeNames.end(), n) == capeNames.end()) {
capeNames.push_back(n);
}
};
std::string leftName = displayInfoDbc->getString(static_cast<uint32_t>(capeRecIdx), 3);
std::string rightName = displayInfoDbc->getString(static_cast<uint32_t>(capeRecIdx), 4);
if (gender_ == game::Gender::FEMALE) {
addName(rightName);
addName(leftName);
} else {
addName(leftName);
addName(rightName);
}
auto hasBlpExt = [](const std::string& p) {
if (p.size() < 4) return false;
std::string ext = p.substr(p.size() - 4);
std::transform(ext.begin(), ext.end(), ext.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
return ext == ".blp";
};
std::vector<std::string> candidates;
auto addCandidate = [&](const std::string& p) {
if (!p.empty() && std::find(candidates.begin(), candidates.end(), p) == candidates.end()) {
candidates.push_back(p);
}
};
for (const auto& nameRaw : capeNames) {
std::string name = nameRaw;
std::replace(name.begin(), name.end(), '/', '\\');
bool hasDir = (name.find('\\') != std::string::npos);
bool hasExt = hasBlpExt(name);
if (hasDir) {
addCandidate(name);
if (!hasExt) addCandidate(name + ".blp");
} else {
std::string baseObj = "Item\\ObjectComponents\\Cape\\" + name;
std::string baseTex = "Item\\TextureComponents\\Cape\\" + name;
addCandidate(baseObj);
addCandidate(baseTex);
if (!hasExt) {
addCandidate(baseObj + ".blp");
addCandidate(baseTex + ".blp");
}
addCandidate(baseObj + (gender_ == game::Gender::FEMALE ? "_F.blp" : "_M.blp"));
addCandidate(baseObj + "_U.blp");
addCandidate(baseTex + (gender_ == game::Gender::FEMALE ? "_F.blp" : "_M.blp"));
addCandidate(baseTex + "_U.blp");
}
}
VkTexture* whiteTex = charRenderer_->loadTexture("");
for (const auto& c : candidates) {
VkTexture* capeTex = charRenderer_->loadTexture(c);
if (capeTex != nullptr && capeTex != whiteTex) {
charRenderer_->setGroupTextureOverride(instanceId_, 15, capeTex);
if (const auto* md = charRenderer_->getModelData(PREVIEW_MODEL_ID)) {
for (size_t ti = 0; ti < md->textures.size(); ti++) {
if (md->textures[ti].type == 2) {
charRenderer_->setTextureSlotOverride(instanceId_, static_cast<uint16_t>(ti), capeTex);
}
}
}
break;
}
}
}
}
} else {
if (const auto* md = charRenderer_->getModelData(PREVIEW_MODEL_ID)) {
for (size_t ti = 0; ti < md->textures.size(); ti++) {
if (md->textures[ti].type == 2) {
charRenderer_->clearTextureSlotOverride(instanceId_, static_cast<uint16_t>(ti));
}
}
}
}
return true;
}
void CharacterPreview::update(float deltaTime) {
if (charRenderer_ && modelLoaded_) {
charRenderer_->update(deltaTime);
}
}
void CharacterPreview::render() {
// No-op — actual rendering happens in compositePass() called from Renderer::beginFrame()
}
void CharacterPreview::compositePass(VkCommandBuffer cmd, uint32_t frameIndex) {
// Only composite when a UI screen actually requested it this frame
if (!compositeRequested_) return;
compositeRequested_ = false;
if (!charRenderer_ || !camera_ || !modelLoaded_ || !renderTarget_ || !renderTarget_->isValid()) {
return;
}
uint32_t fi = frameIndex % MAX_FRAMES;
// Update per-frame UBO with preview camera matrices and studio lighting
GPUPerFrameData ubo{};
ubo.view = camera_->getViewMatrix();
ubo.projection = camera_->getProjectionMatrix();
ubo.lightSpaceMatrix = glm::mat4(1.0f);
// Studio lighting: key light from upper-right-front
ubo.lightDir = glm::vec4(glm::normalize(glm::vec3(0.5f, -0.7f, 0.5f)), 0.0f);
ubo.lightColor = glm::vec4(1.0f, 0.95f, 0.9f, 0.0f);
ubo.ambientColor = glm::vec4(0.35f, 0.35f, 0.4f, 0.0f);
ubo.viewPos = glm::vec4(camera_->getPosition(), 0.0f);
// No fog in preview
ubo.fogColor = glm::vec4(0.05f, 0.05f, 0.1f, 0.0f);
ubo.fogParams = glm::vec4(9999.0f, 10000.0f, 0.0f, 0.0f);
// Enable shadows for visual depth in preview (strength=0.5 for subtle effect)
ubo.shadowParams = glm::vec4(1.0f, 0.5f, 0.0f, 0.0f);
std::memcpy(previewUBOMapped_[fi], &ubo, sizeof(GPUPerFrameData));
// Begin off-screen render pass
VkClearColorValue clearColor = {{0.05f, 0.05f, 0.1f, 1.0f}};
renderTarget_->beginPass(cmd, clearColor);
// Render the character model
charRenderer_->render(cmd, previewPerFrameSet_[fi], *camera_);
renderTarget_->endPass(cmd);
compositeRendered_ = true;
}
void CharacterPreview::rotate(float yawDelta) {
modelYaw_ += yawDelta;
if (instanceId_ > 0 && charRenderer_) {
charRenderer_->setInstanceRotation(instanceId_, glm::vec3(0.0f, 0.0f, modelYaw_));
}
}
} // namespace rendering
} // namespace wowee