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 "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) {
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);
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
std::string skinPath = modelDir + baseName + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty()) {
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 bodySkinPath;
std::string faceLowerPath;
std::string faceUpperPath;
std::string hairScalpPath;
std::vector<std::string> underwearPaths;
auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
bool foundSkin = false;
bool foundFace = false;
bool foundHair = false;
bool foundUnderwear = 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 != 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, 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)) {
std::string tex1 = charSectionsDbc->getString(r, 4);
std::string tex2 = charSectionsDbc->getString(r, 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)) {
std::string tex1 = charSectionsDbc->getString(r, 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)) {
for (int f = 4; f <= 6; 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 (auto& tex : model.textures) {
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_->readFile(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);
}
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 0-18)
for (uint16_t i = 0; i <= 18; 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);
modelLoaded_ = true;
LOG_INFO("CharacterPreview: loaded ", m2Path,
" skin=", (int)skin, " face=", (int)face,
" hair=", (int)hairStyle, " hairColor=", (int)hairColor,
" facial=", (int)facialHair);
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