Kelsidavis-WoWee/src/core/application.cpp

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#include "core/application.hpp"
#include "core/logger.hpp"
#include "rendering/renderer.hpp"
#include "rendering/camera.hpp"
#include "rendering/camera_controller.hpp"
#include "rendering/terrain_renderer.hpp"
#include "rendering/terrain_manager.hpp"
#include "rendering/performance_hud.hpp"
#include "rendering/water_renderer.hpp"
#include "rendering/skybox.hpp"
#include "rendering/celestial.hpp"
#include "rendering/starfield.hpp"
#include "rendering/clouds.hpp"
#include "rendering/lens_flare.hpp"
#include "rendering/weather.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/wmo_renderer.hpp"
#include "rendering/minimap.hpp"
#include "rendering/loading_screen.hpp"
#include <imgui.h>
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "ui/ui_manager.hpp"
#include "auth/auth_handler.hpp"
#include "game/game_handler.hpp"
#include "game/world.hpp"
#include "game/npc_manager.hpp"
#include "pipeline/asset_manager.hpp"
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <chrono>
#include <cstdlib>
#include <set>
namespace wowee {
namespace core {
Application* Application::instance = nullptr;
Application::Application() {
instance = this;
}
Application::~Application() {
shutdown();
instance = nullptr;
}
bool Application::initialize() {
LOG_INFO("Initializing Wowee Native Client");
// Create window
WindowConfig windowConfig;
windowConfig.title = "Wowee";
windowConfig.width = 1280;
windowConfig.height = 720;
windowConfig.vsync = false;
window = std::make_unique<Window>(windowConfig);
if (!window->initialize()) {
LOG_FATAL("Failed to initialize window");
return false;
}
// Create renderer
renderer = std::make_unique<rendering::Renderer>();
if (!renderer->initialize(window.get())) {
LOG_FATAL("Failed to initialize renderer");
return false;
}
// Create UI manager
uiManager = std::make_unique<ui::UIManager>();
if (!uiManager->initialize(window.get())) {
LOG_FATAL("Failed to initialize UI manager");
return false;
}
// Create subsystems
authHandler = std::make_unique<auth::AuthHandler>();
gameHandler = std::make_unique<game::GameHandler>();
world = std::make_unique<game::World>();
// Create asset manager
assetManager = std::make_unique<pipeline::AssetManager>();
// Try to get WoW data path from environment variable
const char* dataPathEnv = std::getenv("WOW_DATA_PATH");
std::string dataPath = dataPathEnv ? dataPathEnv : "./Data";
LOG_INFO("Attempting to load WoW assets from: ", dataPath);
if (assetManager->initialize(dataPath)) {
LOG_INFO("Asset manager initialized successfully");
} else {
LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
}
// Set up UI callbacks
setupUICallbacks();
LOG_INFO("Application initialized successfully");
running = true;
return true;
}
void Application::run() {
LOG_INFO("Starting main loop");
// Show loading screen while loading initial data
rendering::LoadingScreen loadingScreen;
if (loadingScreen.initialize()) {
// Render loading screen
loadingScreen.setStatus("Initializing...");
loadingScreen.render();
window->swapBuffers();
// Load terrain data
if (assetManager && assetManager->isInitialized() && renderer) {
loadingScreen.setStatus("Loading terrain...");
loadingScreen.render();
window->swapBuffers();
renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
loadingScreen.setStatus("Spawning character...");
loadingScreen.render();
window->swapBuffers();
// Spawn player character with third-person camera
spawnPlayerCharacter();
}
loadingScreen.setStatus("Ready!");
loadingScreen.render();
window->swapBuffers();
SDL_Delay(500); // Brief pause to show "Ready!"
loadingScreen.shutdown();
} else {
// Fallback: load without loading screen
if (assetManager && assetManager->isInitialized() && renderer) {
renderer->loadTestTerrain(assetManager.get(), "World\\Maps\\Azeroth\\Azeroth_32_49.adt");
spawnPlayerCharacter();
}
}
auto lastTime = std::chrono::high_resolution_clock::now();
while (running && !window->shouldClose()) {
// Calculate delta time
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> deltaTimeDuration = currentTime - lastTime;
float deltaTime = deltaTimeDuration.count();
lastTime = currentTime;
// Cap delta time to prevent large jumps
if (deltaTime > 0.1f) {
deltaTime = 0.1f;
}
// Poll events
SDL_Event event;
while (SDL_PollEvent(&event)) {
// Pass event to UI manager first
if (uiManager) {
uiManager->processEvent(event);
}
// Pass mouse events to camera controller (skip when UI has mouse focus)
if (renderer && renderer->getCameraController() && !ImGui::GetIO().WantCaptureMouse) {
if (event.type == SDL_MOUSEMOTION) {
renderer->getCameraController()->processMouseMotion(event.motion);
}
else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
renderer->getCameraController()->processMouseButton(event.button);
}
else if (event.type == SDL_MOUSEWHEEL) {
renderer->getCameraController()->processMouseWheel(static_cast<float>(event.wheel.y));
}
}
// Handle window events
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
}
else if (event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
int newWidth = event.window.data1;
int newHeight = event.window.data2;
glViewport(0, 0, newWidth, newHeight);
if (renderer && renderer->getCamera()) {
renderer->getCamera()->setAspectRatio(static_cast<float>(newWidth) / newHeight);
}
}
}
// Debug controls
else if (event.type == SDL_KEYDOWN) {
// Skip non-function-key input when UI (chat) has keyboard focus
bool uiHasKeyboard = ImGui::GetIO().WantCaptureKeyboard;
auto sc = event.key.keysym.scancode;
bool isFKey = (sc >= SDL_SCANCODE_F1 && sc <= SDL_SCANCODE_F12);
if (uiHasKeyboard && !isFKey) {
continue; // Let ImGui handle the keystroke
}
// F1: Toggle performance HUD
if (event.key.keysym.scancode == SDL_SCANCODE_F1) {
if (renderer && renderer->getPerformanceHUD()) {
renderer->getPerformanceHUD()->toggle();
bool enabled = renderer->getPerformanceHUD()->isEnabled();
LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF");
}
}
// F2: Toggle wireframe
else if (event.key.keysym.scancode == SDL_SCANCODE_F2) {
static bool wireframe = false;
wireframe = !wireframe;
if (renderer) {
renderer->setWireframeMode(wireframe);
LOG_INFO("Wireframe mode: ", wireframe ? "ON" : "OFF");
}
}
// F3: Load test terrain (if in main menu/auth state)
else if (event.key.keysym.scancode == SDL_SCANCODE_F3) {
if (assetManager && assetManager->isInitialized()) {
LOG_INFO("Loading test terrain...");
// Load a test ADT tile (Elwynn Forest)
if (renderer->loadTestTerrain(assetManager.get(),
"World\\Maps\\Azeroth\\Azeroth_32_49.adt")) {
LOG_INFO("Test terrain loaded! Use WASD/QE to move, hold right mouse to look");
}
} else {
LOG_WARNING("Asset manager not initialized. Set WOW_DATA_PATH environment variable.");
}
}
// F4: Toggle frustum culling
else if (event.key.keysym.scancode == SDL_SCANCODE_F4) {
if (renderer && renderer->getTerrainRenderer()) {
static bool culling = true;
culling = !culling;
renderer->getTerrainRenderer()->setFrustumCulling(culling);
LOG_INFO("Frustum culling: ", culling ? "ON" : "OFF");
}
}
// F5: Show rendering statistics
else if (event.key.keysym.scancode == SDL_SCANCODE_F5) {
if (renderer && renderer->getTerrainRenderer()) {
auto* terrain = renderer->getTerrainRenderer();
LOG_INFO("=== Rendering Statistics ===");
LOG_INFO(" Total chunks: ", terrain->getChunkCount());
LOG_INFO(" Rendered: ", terrain->getRenderedChunkCount());
LOG_INFO(" Culled: ", terrain->getCulledChunkCount());
LOG_INFO(" Triangles: ", terrain->getTriangleCount());
if (terrain->getChunkCount() > 0) {
float visiblePercent = (terrain->getRenderedChunkCount() * 100.0f) / terrain->getChunkCount();
LOG_INFO(" Visible: ", static_cast<int>(visiblePercent), "%");
}
// Show terrain manager stats
if (renderer->getTerrainManager()) {
auto* manager = renderer->getTerrainManager();
LOG_INFO(" Loaded tiles: ", manager->getLoadedTileCount());
auto currentTile = manager->getCurrentTile();
LOG_INFO(" Current tile: [", currentTile.x, ",", currentTile.y, "]");
}
}
}
// F6: Load multi-tile terrain area
else if (event.key.keysym.scancode == SDL_SCANCODE_F6) {
if (assetManager && assetManager->isInitialized()) {
LOG_INFO("Loading 3x3 terrain area (Elwynn Forest)...");
// Load 3x3 grid of tiles (Elwynn Forest area)
if (renderer->loadTerrainArea("Azeroth", 32, 49, 1)) {
LOG_INFO("Terrain area loaded! Streaming enabled.");
LOG_INFO("Move around to see dynamic tile loading/unloading");
}
} else {
LOG_WARNING("Asset manager not initialized. Set WOW_DATA_PATH environment variable.");
}
}
// F7: Toggle terrain streaming
else if (event.key.keysym.scancode == SDL_SCANCODE_F7) {
if (renderer && renderer->getTerrainManager()) {
static bool streaming = true;
streaming = !streaming;
renderer->setTerrainStreaming(streaming);
}
}
// F8: Toggle water rendering
else if (event.key.keysym.scancode == SDL_SCANCODE_F8) {
if (renderer && renderer->getWaterRenderer()) {
static bool water = true;
water = !water;
renderer->getWaterRenderer()->setEnabled(water);
LOG_INFO("Water rendering: ", water ? "ON" : "OFF");
}
}
// F9: Toggle time progression
else if (event.key.keysym.scancode == SDL_SCANCODE_F9) {
if (renderer && renderer->getSkybox()) {
bool progression = !renderer->getSkybox()->isTimeProgressionEnabled();
renderer->getSkybox()->setTimeProgression(progression);
LOG_INFO("Time progression: ", progression ? "ON" : "OFF");
}
}
// Plus/Equals: Advance time
else if (event.key.keysym.scancode == SDL_SCANCODE_EQUALS ||
event.key.keysym.scancode == SDL_SCANCODE_KP_PLUS) {
if (renderer && renderer->getSkybox()) {
float time = renderer->getSkybox()->getTimeOfDay() + 1.0f;
renderer->getSkybox()->setTimeOfDay(time);
LOG_INFO("Time of day: ", static_cast<int>(time), ":00");
}
}
// Minus: Rewind time
else if (event.key.keysym.scancode == SDL_SCANCODE_MINUS ||
event.key.keysym.scancode == SDL_SCANCODE_KP_MINUS) {
if (renderer && renderer->getSkybox()) {
float time = renderer->getSkybox()->getTimeOfDay() - 1.0f;
renderer->getSkybox()->setTimeOfDay(time);
LOG_INFO("Time of day: ", static_cast<int>(time), ":00");
}
}
// F10: Toggle celestial rendering (sun/moon)
else if (event.key.keysym.scancode == SDL_SCANCODE_F10) {
if (renderer && renderer->getCelestial()) {
bool enabled = !renderer->getCelestial()->isEnabled();
renderer->getCelestial()->setEnabled(enabled);
LOG_INFO("Celestial rendering: ", enabled ? "ON" : "OFF");
}
}
// F11: Toggle star field
else if (event.key.keysym.scancode == SDL_SCANCODE_F11) {
if (renderer && renderer->getStarField()) {
bool enabled = !renderer->getStarField()->isEnabled();
renderer->getStarField()->setEnabled(enabled);
LOG_INFO("Star field: ", enabled ? "ON" : "OFF");
}
}
// F12: Toggle distance fog
else if (event.key.keysym.scancode == SDL_SCANCODE_F12) {
if (renderer && renderer->getTerrainRenderer()) {
bool enabled = !renderer->getTerrainRenderer()->isFogEnabled();
renderer->getTerrainRenderer()->setFogEnabled(enabled);
LOG_INFO("Distance fog: ", enabled ? "ON" : "OFF");
}
}
// C: Toggle clouds
else if (event.key.keysym.scancode == SDL_SCANCODE_C) {
if (renderer && renderer->getClouds()) {
bool enabled = !renderer->getClouds()->isEnabled();
renderer->getClouds()->setEnabled(enabled);
LOG_INFO("Clouds: ", enabled ? "ON" : "OFF");
}
}
// [ (Left bracket): Decrease cloud density
else if (event.key.keysym.scancode == SDL_SCANCODE_LEFTBRACKET) {
if (renderer && renderer->getClouds()) {
float density = renderer->getClouds()->getDensity() - 0.1f;
renderer->getClouds()->setDensity(density);
LOG_INFO("Cloud density: ", static_cast<int>(density * 100), "%");
}
}
// ] (Right bracket): Increase cloud density
else if (event.key.keysym.scancode == SDL_SCANCODE_RIGHTBRACKET) {
if (renderer && renderer->getClouds()) {
float density = renderer->getClouds()->getDensity() + 0.1f;
renderer->getClouds()->setDensity(density);
LOG_INFO("Cloud density: ", static_cast<int>(density * 100), "%");
}
}
// L: Toggle lens flare
else if (event.key.keysym.scancode == SDL_SCANCODE_L) {
if (renderer && renderer->getLensFlare()) {
bool enabled = !renderer->getLensFlare()->isEnabled();
renderer->getLensFlare()->setEnabled(enabled);
LOG_INFO("Lens flare: ", enabled ? "ON" : "OFF");
}
}
// , (Comma): Decrease lens flare intensity
else if (event.key.keysym.scancode == SDL_SCANCODE_COMMA) {
if (renderer && renderer->getLensFlare()) {
float intensity = renderer->getLensFlare()->getIntensity() - 0.1f;
renderer->getLensFlare()->setIntensity(intensity);
LOG_INFO("Lens flare intensity: ", static_cast<int>(intensity * 100), "%");
}
}
// . (Period): Increase lens flare intensity
else if (event.key.keysym.scancode == SDL_SCANCODE_PERIOD) {
if (renderer && renderer->getLensFlare()) {
float intensity = renderer->getLensFlare()->getIntensity() + 0.1f;
renderer->getLensFlare()->setIntensity(intensity);
LOG_INFO("Lens flare intensity: ", static_cast<int>(intensity * 100), "%");
}
}
// M: Toggle moon phase cycling
else if (event.key.keysym.scancode == SDL_SCANCODE_M) {
if (renderer && renderer->getCelestial()) {
bool cycling = !renderer->getCelestial()->isMoonPhaseCycling();
renderer->getCelestial()->setMoonPhaseCycling(cycling);
LOG_INFO("Moon phase cycling: ", cycling ? "ON" : "OFF");
}
}
// ; (Semicolon): Previous moon phase
else if (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON) {
if (renderer && renderer->getCelestial()) {
float phase = renderer->getCelestial()->getMoonPhase() - 0.05f;
if (phase < 0.0f) phase += 1.0f;
renderer->getCelestial()->setMoonPhase(phase);
// Log phase name
const char* phaseName = "Unknown";
if (phase < 0.0625f || phase >= 0.9375f) phaseName = "New Moon";
else if (phase < 0.1875f) phaseName = "Waxing Crescent";
else if (phase < 0.3125f) phaseName = "First Quarter";
else if (phase < 0.4375f) phaseName = "Waxing Gibbous";
else if (phase < 0.5625f) phaseName = "Full Moon";
else if (phase < 0.6875f) phaseName = "Waning Gibbous";
else if (phase < 0.8125f) phaseName = "Last Quarter";
else phaseName = "Waning Crescent";
LOG_INFO("Moon phase: ", phaseName, " (", static_cast<int>(phase * 100), "%)");
}
}
// ' (Apostrophe): Next moon phase
else if (event.key.keysym.scancode == SDL_SCANCODE_APOSTROPHE) {
if (renderer && renderer->getCelestial()) {
float phase = renderer->getCelestial()->getMoonPhase() + 0.05f;
if (phase >= 1.0f) phase -= 1.0f;
renderer->getCelestial()->setMoonPhase(phase);
// Log phase name
const char* phaseName = "Unknown";
if (phase < 0.0625f || phase >= 0.9375f) phaseName = "New Moon";
else if (phase < 0.1875f) phaseName = "Waxing Crescent";
else if (phase < 0.3125f) phaseName = "First Quarter";
else if (phase < 0.4375f) phaseName = "Waxing Gibbous";
else if (phase < 0.5625f) phaseName = "Full Moon";
else if (phase < 0.6875f) phaseName = "Waning Gibbous";
else if (phase < 0.8125f) phaseName = "Last Quarter";
else phaseName = "Waning Crescent";
LOG_INFO("Moon phase: ", phaseName, " (", static_cast<int>(phase * 100), "%)");
}
}
// X key reserved for sit (handled in camera_controller)
// < (Shift+,): Decrease weather intensity
else if (event.key.keysym.scancode == SDL_SCANCODE_COMMA &&
(event.key.keysym.mod & KMOD_SHIFT)) {
if (renderer && renderer->getWeather()) {
float intensity = renderer->getWeather()->getIntensity() - 0.1f;
renderer->getWeather()->setIntensity(intensity);
LOG_INFO("Weather intensity: ", static_cast<int>(intensity * 100), "%");
}
}
// > (Shift+.): Increase weather intensity
else if (event.key.keysym.scancode == SDL_SCANCODE_PERIOD &&
(event.key.keysym.mod & KMOD_SHIFT)) {
if (renderer && renderer->getWeather()) {
float intensity = renderer->getWeather()->getIntensity() + 0.1f;
renderer->getWeather()->setIntensity(intensity);
LOG_INFO("Weather intensity: ", static_cast<int>(intensity * 100), "%");
}
}
// K: Spawn player character at camera position
else if (event.key.keysym.scancode == SDL_SCANCODE_K) {
spawnPlayerCharacter();
}
// J: Remove all characters
else if (event.key.keysym.scancode == SDL_SCANCODE_J) {
if (renderer && renderer->getCharacterRenderer()) {
// Note: CharacterRenderer doesn't have removeAll(), so we'd need to track IDs
// For now, just log
LOG_INFO("Character removal not yet implemented");
}
}
// N: Toggle minimap
else if (event.key.keysym.scancode == SDL_SCANCODE_N) {
if (renderer && renderer->getMinimap()) {
renderer->getMinimap()->toggle();
LOG_INFO("Minimap ", renderer->getMinimap()->isEnabled() ? "enabled" : "disabled");
}
}
// P: Remove all WMO buildings (O key removed)
else if (event.key.keysym.scancode == SDL_SCANCODE_P) {
if (renderer && renderer->getWMORenderer()) {
renderer->getWMORenderer()->clearInstances();
LOG_INFO("Cleared all WMO instances");
}
}
}
}
// Update input
Input::getInstance().update();
// Update application state
update(deltaTime);
// Render
render();
// Swap buffers
window->swapBuffers();
}
LOG_INFO("Main loop ended");
}
void Application::shutdown() {
LOG_INFO("Shutting down application");
world.reset();
gameHandler.reset();
authHandler.reset();
assetManager.reset();
uiManager.reset();
renderer.reset();
window.reset();
running = false;
LOG_INFO("Application shutdown complete");
}
void Application::setState(AppState newState) {
if (state == newState) {
return;
}
LOG_INFO("State transition: ", static_cast<int>(state), " -> ", static_cast<int>(newState));
state = newState;
// Handle state transitions
switch (newState) {
case AppState::AUTHENTICATION:
// Show auth screen
break;
case AppState::REALM_SELECTION:
// Show realm screen
break;
case AppState::CHARACTER_SELECTION:
// Show character screen
break;
case AppState::IN_GAME:
// Wire up movement opcodes from camera controller
if (renderer && renderer->getCameraController()) {
auto* cc = renderer->getCameraController();
cc->setMovementCallback([this](uint32_t opcode) {
if (gameHandler && !singlePlayerMode) {
gameHandler->sendMovement(static_cast<game::Opcode>(opcode));
}
});
// Use WoW-correct speeds when connected to a server
cc->setUseWoWSpeed(!singlePlayerMode);
}
break;
case AppState::DISCONNECTED:
// Back to auth
break;
}
}
void Application::update(float deltaTime) {
// Update based on current state
switch (state) {
case AppState::AUTHENTICATION:
if (authHandler) {
authHandler->update(deltaTime);
}
break;
case AppState::REALM_SELECTION:
// Realm selection update
break;
case AppState::CHARACTER_SELECTION:
// Character selection update
break;
case AppState::IN_GAME:
if (gameHandler) {
gameHandler->update(deltaTime);
}
if (world) {
world->update(deltaTime);
}
// Spawn local NPCs only in single-player (no server to provide them)
if (!npcsSpawned && singlePlayerMode) {
spawnNpcs();
}
if (npcManager && renderer && renderer->getCharacterRenderer()) {
npcManager->update(deltaTime, renderer->getCharacterRenderer());
}
// Sync character GL position → movementInfo WoW coords each frame
if (renderer && gameHandler) {
glm::vec3 glPos = renderer->getCharacterPosition();
constexpr float ZEROPOINT = 32.0f * 533.33333f;
float wowX = ZEROPOINT - glPos.y;
float wowY = glPos.z;
float wowZ = ZEROPOINT - glPos.x;
gameHandler->setPosition(wowX, wowY, wowZ);
// Sync orientation: camera yaw (degrees) → WoW orientation (radians)
float yawDeg = renderer->getCharacterYaw();
float wowOrientation = glm::radians(yawDeg - 90.0f);
gameHandler->setOrientation(wowOrientation);
}
// Send movement heartbeat every 500ms while moving
if (renderer && renderer->isMoving()) {
movementHeartbeatTimer += deltaTime;
if (movementHeartbeatTimer >= 0.5f) {
movementHeartbeatTimer = 0.0f;
if (gameHandler && !singlePlayerMode) {
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
}
}
} else {
movementHeartbeatTimer = 0.0f;
}
break;
case AppState::DISCONNECTED:
// Handle disconnection
break;
}
// Update renderer (camera, etc.)
if (renderer) {
renderer->update(deltaTime);
}
// Update UI
if (uiManager) {
uiManager->update(deltaTime);
}
}
void Application::render() {
if (!renderer) {
return;
}
renderer->beginFrame();
// Always render atmospheric background (sky, stars, clouds, etc.)
// This provides a nice animated background for login/UI screens
// Terrain/characters only render if loaded (in-game)
switch (state) {
case AppState::IN_GAME:
// Render full world with terrain and entities
if (world) {
renderer->renderWorld(world.get());
} else {
// Fallback: render just atmosphere if world not loaded
renderer->renderWorld(nullptr);
}
break;
default:
// Login/UI screens: render atmospheric background only
// (terrain/water/characters won't render as they're not loaded)
renderer->renderWorld(nullptr);
break;
}
// Render performance HUD (within ImGui frame, before UI ends the frame)
if (renderer) {
renderer->renderHUD();
}
// Render UI on top (ends ImGui frame with ImGui::Render())
if (uiManager) {
uiManager->render(state, authHandler.get(), gameHandler.get());
}
renderer->endFrame();
}
void Application::setupUICallbacks() {
// Authentication screen callback
uiManager->getAuthScreen().setOnSuccess([this]() {
LOG_INFO("Authentication successful, transitioning to realm selection");
setState(AppState::REALM_SELECTION);
});
// Single-player mode callback
uiManager->getAuthScreen().setOnSinglePlayer([this]() {
LOG_INFO("Single-player mode selected");
startSinglePlayer();
});
// Realm selection callback
uiManager->getRealmScreen().setOnRealmSelected([this](const std::string& realmName, const std::string& realmAddress) {
LOG_INFO("Realm selected: ", realmName, " (", realmAddress, ")");
// Parse realm address (format: "hostname:port")
std::string host = realmAddress;
uint16_t port = 8085; // Default world server port
size_t colonPos = realmAddress.find(':');
if (colonPos != std::string::npos) {
host = realmAddress.substr(0, colonPos);
port = static_cast<uint16_t>(std::stoi(realmAddress.substr(colonPos + 1)));
}
// Connect to world server
const auto& sessionKey = authHandler->getSessionKey();
const std::string accountName = "TESTACCOUNT"; // TODO: Store from auth
if (gameHandler->connect(host, port, sessionKey, accountName)) {
LOG_INFO("Connected to world server, transitioning to character selection");
setState(AppState::CHARACTER_SELECTION);
} else {
LOG_ERROR("Failed to connect to world server");
}
});
// Character selection callback
uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) {
LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec);
setState(AppState::IN_GAME);
});
}
void Application::spawnPlayerCharacter() {
if (playerCharacterSpawned) return;
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
auto* charRenderer = renderer->getCharacterRenderer();
auto* camera = renderer->getCamera();
bool loaded = false;
// Try loading real HumanMale M2 from MPQ
if (assetManager && assetManager->isInitialized()) {
std::string m2Path = "Character\\Human\\Male\\HumanMale.m2";
auto m2Data = assetManager->readFile(m2Path);
if (!m2Data.empty()) {
auto model = pipeline::M2Loader::load(m2Data);
// Load skin file for submesh/batch data
std::string skinPath = "Character\\Human\\Male\\HumanMale00.skin";
auto skinData = assetManager->readFile(skinPath);
if (!skinData.empty()) {
pipeline::M2Loader::loadSkin(skinData, model);
}
if (model.isValid()) {
// Log texture slots
for (size_t ti = 0; ti < model.textures.size(); ti++) {
auto& tex = model.textures[ti];
LOG_INFO(" Texture ", ti, ": type=", tex.type, " name='", tex.filename, "'");
}
// Look up underwear textures from CharSections.dbc
std::string bodySkinPath = "Character\\Human\\Male\\HumanMaleSkin00_00.blp";
std::string faceLowerTexturePath;
std::vector<std::string> underwearPaths;
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
bool foundSkin = false;
bool foundUnderwear = false;
bool foundFaceLower = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, 1);
uint32_t sexId = charSectionsDbc->getUInt32(r, 2);
uint32_t baseSection = charSectionsDbc->getUInt32(r, 3);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9);
if (raceId != 1 || sexId != 0) continue;
if (baseSection == 0 && !foundSkin && variationIndex == 0 && colorIndex == 0) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
bodySkinPath = tex1;
foundSkin = true;
LOG_INFO(" DBC body skin: ", bodySkinPath);
}
} else if (baseSection == 3 && colorIndex == 0) {
(void)variationIndex;
} else if (baseSection == 1 && !foundFaceLower && variationIndex == 0 && colorIndex == 0) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
faceLowerTexturePath = tex1;
foundFaceLower = true;
LOG_INFO(" DBC face texture: ", faceLowerTexturePath);
}
} else if (baseSection == 4 && !foundUnderwear && variationIndex == 0 && colorIndex == 0) {
for (int f = 4; f <= 6; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
underwearPaths.push_back(tex);
LOG_INFO(" DBC underwear texture: ", tex);
}
}
foundUnderwear = true;
}
}
} else {
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
}
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = bodySkinPath;
} else if (tex.type == 6 && tex.filename.empty()) {
tex.filename = "Character\\Human\\Hair00_00.blp";
} else if (tex.type == 8 && tex.filename.empty()) {
if (!underwearPaths.empty()) {
tex.filename = underwearPaths[0];
} else {
tex.filename = "Character\\Human\\Male\\HumanMaleNakedPelvisSkin00_00.blp";
}
}
}
// Load external .anim files for sequences with external data.
// Sequences WITH flag 0x20 have their animation data inline in the M2 file.
// Sequences WITHOUT flag 0x20 store data in external .anim files.
for (uint32_t si = 0; si < model.sequences.size(); si++) {
if (!(model.sequences[si].flags & 0x20)) {
// File naming: <ModelPath><AnimId>-<VariationIndex>.anim
// e.g. Character\Human\Male\HumanMale0097-00.anim
char animFileName[256];
snprintf(animFileName, sizeof(animFileName),
"Character\\Human\\Male\\HumanMale%04u-%02u.anim",
model.sequences[si].id, model.sequences[si].variationIndex);
auto animFileData = assetManager->readFile(animFileName);
if (!animFileData.empty()) {
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
}
}
}
charRenderer->loadModel(model, 1);
// Save skin composite state for re-compositing on equipment changes
bodySkinPath_ = bodySkinPath;
underwearPaths_ = underwearPaths;
// Composite body skin + underwear overlays
if (!underwearPaths.empty()) {
std::vector<std::string> layers;
layers.push_back(bodySkinPath);
for (const auto& up : underwearPaths) {
layers.push_back(up);
}
GLuint compositeTex = charRenderer->compositeTextures(layers);
if (compositeTex != 0) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 1) {
charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), compositeTex);
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+underwear");
break;
}
}
}
}
// Find cloak (type-2, Object Skin) texture slot index
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 2) {
cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Cloak texture slot: ", ti);
break;
}
}
loaded = true;
LOG_INFO("Loaded HumanMale M2: ", model.vertices.size(), " verts, ",
model.bones.size(), " bones, ", model.sequences.size(), " anims, ",
model.indices.size(), " indices, ", model.batches.size(), " batches");
// Log all animation sequence IDs
for (size_t i = 0; i < model.sequences.size(); i++) {
LOG_INFO(" Anim[", i, "]: id=", model.sequences[i].id,
" duration=", model.sequences[i].duration, "ms",
" speed=", model.sequences[i].movingSpeed);
}
}
}
}
// Fallback: create a simple cube if MPQ not available
if (!loaded) {
pipeline::M2Model testModel;
float size = 2.0f;
glm::vec3 cubePos[] = {
{-size, -size, -size}, { size, -size, -size},
{ size, size, -size}, {-size, size, -size},
{-size, -size, size}, { size, -size, size},
{ size, size, size}, {-size, size, size}
};
for (const auto& pos : cubePos) {
pipeline::M2Vertex v;
v.position = pos;
v.normal = glm::normalize(pos);
v.texCoords[0] = glm::vec2(0.0f);
v.boneWeights[0] = 255;
v.boneWeights[1] = v.boneWeights[2] = v.boneWeights[3] = 0;
v.boneIndices[0] = 0;
v.boneIndices[1] = v.boneIndices[2] = v.boneIndices[3] = 0;
testModel.vertices.push_back(v);
}
uint16_t cubeIndices[] = {
0,1,2, 0,2,3, 4,6,5, 4,7,6,
0,4,5, 0,5,1, 2,6,7, 2,7,3,
0,3,7, 0,7,4, 1,5,6, 1,6,2
};
for (uint16_t idx : cubeIndices)
testModel.indices.push_back(idx);
pipeline::M2Bone bone;
bone.keyBoneId = -1;
bone.flags = 0;
bone.parentBone = -1;
bone.submeshId = 0;
bone.pivot = glm::vec3(0.0f);
testModel.bones.push_back(bone);
pipeline::M2Sequence seq{};
seq.id = 0;
seq.duration = 1000;
testModel.sequences.push_back(seq);
testModel.name = "TestCube";
testModel.globalFlags = 0;
charRenderer->loadModel(testModel, 1);
LOG_INFO("Loaded fallback cube model (no MPQ data)");
}
// Spawn character at camera's ground position
glm::vec3 spawnPos = camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f);
uint32_t instanceId = charRenderer->createInstance(1, spawnPos,
glm::vec3(0.0f), 2.0f);
if (instanceId > 0) {
// Set up third-person follow
renderer->getCharacterPosition() = spawnPos;
renderer->setCharacterFollow(instanceId);
// Default geosets for naked human male
// Use actual submesh IDs from the model (logged at load time)
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-18)
for (uint16_t i = 0; i <= 18; i++) {
activeGeosets.insert(i);
}
// Equipment groups: "01" = bare skin, "02" = first equipped variant
activeGeosets.insert(101); // Hair style 1
activeGeosets.insert(201); // Facial hair: none
activeGeosets.insert(301); // Gloves: bare hands
activeGeosets.insert(401); // Boots: bare feet
activeGeosets.insert(501); // Chest: bare
activeGeosets.insert(701); // Ears: default
activeGeosets.insert(1301); // Trousers: bare legs
activeGeosets.insert(1501); // Back body (cloak=none)
// 1703 = DK eye glow mesh — skip for normal characters
// Normal eyes are part of the face texture on the body mesh
charRenderer->setActiveGeosets(instanceId, activeGeosets);
// Play idle animation (Stand = animation ID 0)
charRenderer->playAnimation(instanceId, 0, true);
LOG_INFO("Spawned player character at (",
static_cast<int>(spawnPos.x), ", ",
static_cast<int>(spawnPos.y), ", ",
static_cast<int>(spawnPos.z), ")");
playerCharacterSpawned = true;
// Load equipped weapons (sword + shield)
loadEquippedWeapons();
}
}
void Application::loadEquippedWeapons() {
if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized())
return;
if (!gameHandler) return;
auto* charRenderer = renderer->getCharacterRenderer();
uint32_t charInstanceId = renderer->getCharacterInstanceId();
if (charInstanceId == 0) return;
auto& inventory = gameHandler->getInventory();
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) {
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
return;
}
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
struct WeaponSlot {
game::EquipSlot slot;
uint32_t attachmentId;
};
WeaponSlot weaponSlots[] = {
{ game::EquipSlot::MAIN_HAND, 1 },
{ game::EquipSlot::OFF_HAND, 2 },
};
for (const auto& ws : weaponSlots) {
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
// If slot is empty or has no displayInfoId, detach any existing weapon
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
uint32_t displayInfoId = equipSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) {
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// DBC field 1 = modelName_1 (e.g. "Sword_1H_Short_A_02.mdx")
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 1);
// DBC field 3 = modelTexture_1 (e.g. "Sword_1H_Short_A_02Rusty")
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 3);
if (modelName.empty()) {
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// Convert .mdx → .m2
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos) {
modelFile = modelFile.substr(0, dotPos) + ".m2";
} else {
modelFile += ".m2";
}
}
// Try Weapon directory first, then Shield
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
auto m2Data = assetManager->readFile(m2Path);
if (m2Data.empty()) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
m2Data = assetManager->readFile(m2Path);
}
if (m2Data.empty()) {
LOG_WARNING("loadEquippedWeapons: failed to read ", modelFile);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
auto weaponModel = pipeline::M2Loader::load(m2Data);
// Load skin file
std::string skinFile = modelFile;
{
size_t dotPos = skinFile.rfind('.');
if (dotPos != std::string::npos) {
skinFile = skinFile.substr(0, dotPos) + "00.skin";
}
}
// Try same directory as m2
std::string skinDir = m2Path.substr(0, m2Path.rfind('\\') + 1);
auto skinData = assetManager->readFile(skinDir + skinFile);
if (!skinData.empty()) {
pipeline::M2Loader::loadSkin(skinData, weaponModel);
}
if (!weaponModel.isValid()) {
LOG_WARNING("loadEquippedWeapons: invalid weapon model from ", m2Path);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// Build texture path
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager->fileExists(texturePath)) {
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
}
uint32_t weaponModelId = nextWeaponModelId_++;
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
}
}
}
void Application::spawnNpcs() {
if (npcsSpawned) return;
if (!assetManager || !assetManager->isInitialized()) return;
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
if (!gameHandler) return;
npcManager = std::make_unique<game::NpcManager>();
glm::vec3 playerSpawnGL = renderer->getCamera()->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f);
npcManager->initialize(assetManager.get(),
renderer->getCharacterRenderer(),
gameHandler->getEntityManager(),
playerSpawnGL);
// If the player WoW position hasn't been set by the server yet (offline mode),
// derive it from the camera so targeting distance calculations work.
const auto& movement = gameHandler->getMovementInfo();
if (movement.x == 0.0f && movement.y == 0.0f && movement.z == 0.0f) {
constexpr float ZEROPOINT = 32.0f * 533.33333f;
float wowX = ZEROPOINT - playerSpawnGL.y;
float wowY = playerSpawnGL.z;
float wowZ = ZEROPOINT - playerSpawnGL.x;
gameHandler->setPosition(wowX, wowY, wowZ);
}
npcsSpawned = true;
LOG_INFO("NPCs spawned for in-game session");
}
void Application::startSinglePlayer() {
LOG_INFO("Starting single-player mode...");
// Set single-player flag
singlePlayerMode = true;
// Create world object for single-player
if (!world) {
world = std::make_unique<game::World>();
LOG_INFO("Single-player world created");
}
// Set up camera for single-player mode
if (renderer && renderer->getCamera()) {
auto* camera = renderer->getCamera();
// Position: high above terrain to see landscape (terrain around origin is ~80-100 units high)
camera->setPosition(glm::vec3(0.0f, 0.0f, 300.0f)); // 300 units up
// Rotation: looking north (yaw 0) with downward tilt to see terrain
camera->setRotation(0.0f, -30.0f); // Look down more to see terrain below
LOG_INFO("Camera positioned for single-player mode");
}
// Populate test inventory for single-player
if (gameHandler) {
gameHandler->getInventory().populateTestItems();
}
// Load weapon models for equipped items (after inventory is populated)
loadEquippedWeapons();
// Try to load test terrain if WOW_DATA_PATH is set
if (renderer && assetManager && assetManager->isInitialized()) {
LOG_INFO("Loading test terrain for single-player mode...");
// Try to load Elwynn Forest (most common starting zone)
// ADT coordinates: (32, 49) is near Northshire Abbey
std::string adtPath = "World\\Maps\\Azeroth\\Azeroth_32_49.adt";
if (renderer->loadTestTerrain(assetManager.get(), adtPath)) {
LOG_INFO("Test terrain loaded successfully");
} else {
LOG_WARNING("Could not load test terrain - continuing with atmospheric rendering only");
LOG_INFO("Set WOW_DATA_PATH environment variable to load terrain");
}
} else {
LOG_INFO("Asset manager not available - atmospheric rendering only");
LOG_INFO("Set WOW_DATA_PATH environment variable to enable terrain loading");
}
// Spawn test objects for single-player mode
if (renderer) {
LOG_INFO("Spawning test objects for single-player mode...");
// Spawn test characters in a row
auto* characterRenderer = renderer->getCharacterRenderer();
if (characterRenderer) {
// Create test character model (same as K key)
pipeline::M2Model testModel;
float size = 2.0f;
std::vector<glm::vec3> cubePos = {
{-size, -size, -size}, { size, -size, -size},
{ size, size, -size}, {-size, size, -size},
{-size, -size, size}, { size, -size, size},
{ size, size, size}, {-size, size, size}
};
for (const auto& pos : cubePos) {
pipeline::M2Vertex v;
v.position = pos;
v.normal = glm::normalize(pos);
v.texCoords[0] = glm::vec2(0.0f);
v.boneWeights[0] = 255;
v.boneWeights[1] = v.boneWeights[2] = v.boneWeights[3] = 0;
v.boneIndices[0] = 0;
v.boneIndices[1] = v.boneIndices[2] = v.boneIndices[3] = 0;
testModel.vertices.push_back(v);
}
// One bone at origin
pipeline::M2Bone bone;
bone.keyBoneId = -1;
bone.flags = 0;
bone.parentBone = -1;
bone.submeshId = 0;
bone.pivot = glm::vec3(0.0f);
testModel.bones.push_back(bone);
// Simple animation
pipeline::M2Sequence seq{};
seq.id = 0;
seq.duration = 1000;
testModel.sequences.push_back(seq);
// Load model into renderer
if (characterRenderer->loadModel(testModel, 1)) {
// Spawn 5 characters in a row
for (int i = 0; i < 5; i++) {
glm::vec3 pos(i * 15.0f - 30.0f, 80.0f, 0.0f);
characterRenderer->createInstance(1, pos);
}
LOG_INFO("Spawned 5 test characters");
}
}
// Spawn test buildings in a grid
auto* wmoRenderer = renderer->getWMORenderer();
if (wmoRenderer) {
// Create procedural test WMO if not already loaded
pipeline::WMOModel testWMO;
testWMO.version = 17;
pipeline::WMOGroup group;
group.vertices = {
{{-5, -5, 0}, {0, 0, 1}, {0, 0}, {0.8f, 0.7f, 0.6f, 1.0f}},
{{5, -5, 0}, {0, 0, 1}, {1, 0}, {0.8f, 0.7f, 0.6f, 1.0f}},
{{5, 5, 0}, {0, 0, 1}, {1, 1}, {0.8f, 0.7f, 0.6f, 1.0f}},
{{-5, 5, 0}, {0, 0, 1}, {0, 1}, {0.8f, 0.7f, 0.6f, 1.0f}},
{{-5, -5, 10}, {0, 0, 1}, {0, 0}, {0.7f, 0.6f, 0.5f, 1.0f}},
{{5, -5, 10}, {0, 0, 1}, {1, 0}, {0.7f, 0.6f, 0.5f, 1.0f}},
{{5, 5, 10}, {0, 0, 1}, {1, 1}, {0.7f, 0.6f, 0.5f, 1.0f}},
{{-5, 5, 10}, {0, 0, 1}, {0, 1}, {0.7f, 0.6f, 0.5f, 1.0f}}
};
pipeline::WMOBatch batch;
batch.startIndex = 0;
batch.indexCount = 36;
batch.materialId = 0;
group.batches.push_back(batch);
group.indices = {
0,1,2, 0,2,3, 4,6,5, 4,7,6,
0,4,5, 0,5,1, 1,5,6, 1,6,2,
2,6,7, 2,7,3, 3,7,4, 3,4,0
};
testWMO.groups.push_back(group);
pipeline::WMOMaterial material;
material.shader = 0;
material.blendMode = 0;
testWMO.materials.push_back(material);
// Load the test model
if (wmoRenderer->loadModel(testWMO, 1)) {
// Spawn buildings in a grid pattern
for (int x = -1; x <= 1; x++) {
for (int y = 0; y <= 2; y++) {
glm::vec3 pos(x * 30.0f, y * 30.0f + 120.0f, 0.0f);
wmoRenderer->createInstance(1, pos);
}
}
LOG_INFO("Spawned 9 test buildings");
}
}
LOG_INFO("Test objects spawned - you should see characters and buildings");
LOG_INFO("Use WASD to fly around, mouse to look");
LOG_INFO("Press K for more characters, O for more buildings");
}
// Go directly to game
setState(AppState::IN_GAME);
LOG_INFO("Single-player mode started - press F1 for performance HUD");
}
} // namespace core
} // namespace wowee