Kelsidavis-WoWee/src/rendering/character_preview.cpp

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#include "rendering/character_preview.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/camera.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 <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <unordered_set>
namespace wowee {
namespace rendering {
CharacterPreview::CharacterPreview() = default;
CharacterPreview::~CharacterPreview() {
shutdown();
}
bool CharacterPreview::initialize(pipeline::AssetManager* am) {
assetManager_ = am;
charRenderer_ = std::make_unique<CharacterRenderer>();
if (!charRenderer_->initialize()) {
LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
return false;
}
charRenderer_->setAssetManager(am);
// Disable fog and shadows for the preview
charRenderer_->setFog(glm::vec3(0.05f, 0.05f, 0.1f), 9999.0f, 10000.0f);
charRenderer_->clearShadowMap();
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
// Human ~2 units tall, Tauren ~2.5. At distance 4.5 with FOV 30:
// vertical visible = 2 * 4.5 * tan(15°) ≈ 2.41 units
camera_->setPosition(glm::vec3(0.0f, 4.5f, 0.9f));
camera_->setRotation(270.0f, 0.0f);
createFBO();
LOG_INFO("CharacterPreview initialized (", fboWidth_, "x", fboHeight_, ")");
return true;
}
void CharacterPreview::shutdown() {
destroyFBO();
if (charRenderer_) {
charRenderer_->shutdown();
charRenderer_.reset();
}
camera_.reset();
modelLoaded_ = false;
instanceId_ = 0;
}
void CharacterPreview::createFBO() {
// Create color texture
glGenTextures(1, &colorTexture_);
glBindTexture(GL_TEXTURE_2D, colorTexture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth_, fboHeight_, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
// Create depth renderbuffer
glGenRenderbuffers(1, &depthRenderbuffer_);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer_);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fboWidth_, fboHeight_);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Create FBO
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer_);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("CharacterPreview: FBO incomplete, status=", status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void CharacterPreview::destroyFBO() {
if (fbo_) { glDeleteFramebuffers(1, &fbo_); fbo_ = 0; }
if (colorTexture_) { glDeleteTextures(1, &colorTexture_); colorTexture_ = 0; }
if (depthRenderbuffer_) { glDeleteRenderbuffers(1, &depthRenderbuffer_); depthRenderbuffer_ = 0; }
}
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
if (instanceId_ > 0) {
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;
uint32_t fVar = csL ? (*csL)["VariationIndex"] : 4;
uint32_t fColor = csL ? (*csL)["ColorIndex"] : 5;
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)) {
std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 6);
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)) {
std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 6);
std::string tex2 = charSectionsDbc->getString(r, csL ? (*csL)["Texture2"] : 7);
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)) {
std::string tex1 = charSectionsDbc->getString(r, csL ? (*csL)["Texture1"] : 6);
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)) {
uint32_t texBase = csL ? (*csL)["Texture1"] : 6;
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;
}
}
}
// Assign texture filenames on model before GPU upload
for (size_t ti = 0; ti < model.textures.size(); ti++) {
auto& tex = model.textures[ti];
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) {
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(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()) {
GLuint hairTex = charRenderer_->loadTexture(hairScalpPath);
if (hairTex != 0) {
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(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)
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()) {
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; // ItemDisplayInfo ID (3.3.5a char enum)
}
}
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;
return displayInfoDbc->getUInt32(static_cast<uint32_t>(recIdx), 7 + groupField);
};
// --- 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
// Default naked geosets
uint16_t geosetGloves = 301;
uint16_t geosetBoots = 401;
uint16_t geosetChest = 501;
uint16_t geosetPants = 1301;
// Chest/Shirt/Robe
{
uint32_t did = findDisplayId({4, 5, 20});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetChest = static_cast<uint16_t>(501 + gg);
// Robe kilt legs
uint32_t gg3 = getGeosetGroup(did, 2);
if (gg3 > 0) geosetPants = static_cast<uint16_t>(1301 + gg3);
}
// Legs
{
uint32_t did = findDisplayId({7});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetPants = static_cast<uint16_t>(1301 + gg);
}
// Feet
{
uint32_t did = findDisplayId({8});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetBoots = static_cast<uint16_t>(401 + gg);
}
// Hands
{
uint32_t did = findDisplayId({10});
uint32_t gg = getGeosetGroup(did, 0);
if (gg > 0) geosetGloves = static_cast<uint16_t>(301 + gg);
}
geosets.insert(geosetGloves);
geosets.insert(geosetBoots);
geosets.insert(geosetChest);
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",
};
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++) {
uint32_t fieldIdx = 14 + region; // texture_1..texture_8
std::string texName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), fieldIdx);
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;
if (assetManager_->fileExists(genderPath)) {
fullPath = genderPath;
} else if (assetManager_->fileExists(unisexPath)) {
fullPath = unisexPath;
} else {
fullPath = base + ".blp";
}
regionLayers.emplace_back(region, fullPath);
}
}
if (!regionLayers.empty()) {
GLuint newTex = charRenderer_->compositeWithRegions(bodySkinPath_, baseLayers_, regionLayers);
if (newTex != 0) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, skinTextureSlotIndex_, newTex);
}
}
return true;
}
void CharacterPreview::update(float deltaTime) {
if (charRenderer_ && modelLoaded_) {
charRenderer_->update(deltaTime);
}
}
void CharacterPreview::render() {
if (!fbo_ || !charRenderer_ || !camera_ || !modelLoaded_) {
return;
}
// Save current viewport
GLint prevViewport[4];
glGetIntegerv(GL_VIEWPORT, prevViewport);
// Save current FBO binding
GLint prevFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
// Bind our FBO
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glViewport(0, 0, fboWidth_, fboHeight_);
// Clear with dark blue background
glClearColor(0.05f, 0.05f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// Render the character model
charRenderer_->render(*camera_, camera_->getViewMatrix(), camera_->getProjectionMatrix());
// Restore previous FBO and viewport
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFbo));
glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
}
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