mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-24 08:00:14 +00:00
Add 3D character model preview to character creation screen
Render an animated M2 character model in the creation screen using a dedicated CharacterRenderer with an offscreen FBO. Preview updates on race/gender/appearance changes, supports mouse-drag rotation, and composites skin, face, hair scalp, and underwear textures from CharSections.dbc. Extracts getPlayerModelPath() to a shared free function in game/character.
This commit is contained in:
parent
48d2808872
commit
060f2bbb9f
6 changed files with 631 additions and 22 deletions
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@ -133,5 +133,10 @@ const char* getClassName(Class characterClass);
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*/
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const char* getGenderName(Gender gender);
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/**
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* Get M2 model path for a given race and gender
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*/
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std::string getPlayerModelPath(Race race, Gender gender);
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} // namespace game
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} // namespace wowee
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57
include/rendering/character_preview.hpp
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57
include/rendering/character_preview.hpp
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@ -0,0 +1,57 @@
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#pragma once
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#include "game/character.hpp"
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#include <GL/glew.h>
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#include <memory>
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#include <cstdint>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering {
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class CharacterRenderer;
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class Camera;
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class CharacterPreview {
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public:
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CharacterPreview();
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~CharacterPreview();
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bool initialize(pipeline::AssetManager* am);
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void shutdown();
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bool loadCharacter(game::Race race, game::Gender gender,
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uint8_t skin, uint8_t face,
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uint8_t hairStyle, uint8_t hairColor,
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uint8_t facialHair);
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void update(float deltaTime);
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void render();
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void rotate(float yawDelta);
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GLuint getTextureId() const { return colorTexture_; }
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int getWidth() const { return fboWidth_; }
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int getHeight() const { return fboHeight_; }
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private:
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void createFBO();
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void destroyFBO();
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pipeline::AssetManager* assetManager_ = nullptr;
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std::unique_ptr<CharacterRenderer> charRenderer_;
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std::unique_ptr<Camera> camera_;
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GLuint fbo_ = 0;
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GLuint colorTexture_ = 0;
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GLuint depthRenderbuffer_ = 0;
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static constexpr int fboWidth_ = 400;
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static constexpr int fboHeight_ = 500;
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static constexpr uint32_t PREVIEW_MODEL_ID = 9999;
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uint32_t instanceId_ = 0;
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bool modelLoaded_ = false;
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float modelYaw_ = 180.0f;
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};
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} // namespace rendering
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} // namespace wowee
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@ -6,21 +6,27 @@
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#include <string>
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#include <functional>
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#include <vector>
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#include <memory>
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namespace wowee {
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namespace game { class GameHandler; }
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namespace pipeline { class AssetManager; }
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namespace rendering { class CharacterPreview; }
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namespace ui {
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class CharacterCreateScreen {
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public:
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CharacterCreateScreen();
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~CharacterCreateScreen();
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void render(game::GameHandler& gameHandler);
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void update(float deltaTime);
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void setOnCreate(std::function<void(const game::CharCreateData&)> cb) { onCreate = std::move(cb); }
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void setOnCancel(std::function<void()> cb) { onCancel = std::move(cb); }
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void setStatus(const std::string& msg, bool isError = false);
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void reset();
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void initializePreview(pipeline::AssetManager* am);
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private:
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char nameBuffer[13] = {}; // WoW max name = 12 chars + null
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@ -36,6 +42,20 @@ private:
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std::function<void(const game::CharCreateData&)> onCreate;
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std::function<void()> onCancel;
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// 3D model preview
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std::unique_ptr<rendering::CharacterPreview> preview_;
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int prevRaceIndex_ = -1;
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int prevGenderIndex_ = -1;
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int prevSkin_ = -1;
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int prevFace_ = -1;
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int prevHairStyle_ = -1;
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int prevHairColor_ = -1;
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int prevFacialHair_ = -1;
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bool draggingPreview_ = false;
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float dragStartX_ = 0.0f;
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void updatePreviewIfNeeded();
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};
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} // namespace ui
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@ -92,5 +92,52 @@ const char* getGenderName(Gender gender) {
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}
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}
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std::string getPlayerModelPath(Race race, Gender gender) {
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switch (race) {
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case Race::HUMAN:
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return gender == Gender::FEMALE
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? "Character\\Human\\Female\\HumanFemale.m2"
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: "Character\\Human\\Male\\HumanMale.m2";
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case Race::ORC:
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return gender == Gender::FEMALE
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? "Character\\Orc\\Female\\OrcFemale.m2"
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: "Character\\Orc\\Male\\OrcMale.m2";
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case Race::DWARF:
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return gender == Gender::FEMALE
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? "Character\\Dwarf\\Female\\DwarfFemale.m2"
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: "Character\\Dwarf\\Male\\DwarfMale.m2";
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case Race::NIGHT_ELF:
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return gender == Gender::FEMALE
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? "Character\\NightElf\\Female\\NightElfFemale.m2"
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: "Character\\NightElf\\Male\\NightElfMale.m2";
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case Race::UNDEAD:
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return gender == Gender::FEMALE
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? "Character\\Scourge\\Female\\ScourgeFemale.m2"
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: "Character\\Scourge\\Male\\ScourgeMale.m2";
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case Race::TAUREN:
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return gender == Gender::FEMALE
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? "Character\\Tauren\\Female\\TaurenFemale.m2"
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: "Character\\Tauren\\Male\\TaurenMale.m2";
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case Race::GNOME:
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return gender == Gender::FEMALE
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? "Character\\Gnome\\Female\\GnomeFemale.m2"
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: "Character\\Gnome\\Male\\GnomeMale.m2";
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case Race::TROLL:
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return gender == Gender::FEMALE
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? "Character\\Troll\\Female\\TrollFemale.m2"
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: "Character\\Troll\\Male\\TrollMale.m2";
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case Race::BLOOD_ELF:
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return gender == Gender::FEMALE
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? "Character\\BloodElf\\Female\\BloodElfFemale.m2"
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: "Character\\BloodElf\\Male\\BloodElfMale.m2";
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case Race::DRAENEI:
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return gender == Gender::FEMALE
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? "Character\\Draenei\\Female\\DraeneiFemale.m2"
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: "Character\\Draenei\\Male\\DraeneiMale.m2";
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default:
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return "Character\\Human\\Male\\HumanMale.m2";
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}
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}
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} // namespace game
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} // namespace wowee
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369
src/rendering/character_preview.cpp
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369
src/rendering/character_preview.cpp
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@ -0,0 +1,369 @@
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#include "rendering/character_preview.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/camera.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "core/logger.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <unordered_set>
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namespace wowee {
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namespace rendering {
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CharacterPreview::CharacterPreview() = default;
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CharacterPreview::~CharacterPreview() {
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shutdown();
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}
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bool CharacterPreview::initialize(pipeline::AssetManager* am) {
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assetManager_ = am;
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charRenderer_ = std::make_unique<CharacterRenderer>();
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if (!charRenderer_->initialize()) {
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LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
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return false;
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}
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charRenderer_->setAssetManager(am);
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// Disable fog and shadows for the preview
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charRenderer_->setFog(glm::vec3(0.05f, 0.05f, 0.1f), 9999.0f, 10000.0f);
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charRenderer_->clearShadowMap();
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camera_ = std::make_unique<Camera>();
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// Portrait-style camera: WoW Z-up coordinate system
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// Model at origin, camera positioned along +Y looking toward -Y
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camera_->setFov(30.0f);
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camera_->setAspectRatio(static_cast<float>(fboWidth_) / static_cast<float>(fboHeight_));
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// Pull camera back far enough to see full body + head with margin
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// Human ~2 units tall, Tauren ~2.5. At distance 4.5 with FOV 30:
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// vertical visible = 2 * 4.5 * tan(15°) ≈ 2.41 units
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camera_->setPosition(glm::vec3(0.0f, 4.5f, 0.9f));
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camera_->setRotation(270.0f, 0.0f);
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createFBO();
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LOG_INFO("CharacterPreview initialized (", fboWidth_, "x", fboHeight_, ")");
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return true;
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}
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void CharacterPreview::shutdown() {
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destroyFBO();
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if (charRenderer_) {
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charRenderer_->shutdown();
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charRenderer_.reset();
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}
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camera_.reset();
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modelLoaded_ = false;
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instanceId_ = 0;
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}
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void CharacterPreview::createFBO() {
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// Create color texture
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glGenTextures(1, &colorTexture_);
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glBindTexture(GL_TEXTURE_2D, colorTexture_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth_, fboHeight_, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create depth renderbuffer
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glGenRenderbuffers(1, &depthRenderbuffer_);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fboWidth_, fboHeight_);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Create FBO
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glGenFramebuffers(1, &fbo_);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer_);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("CharacterPreview: FBO incomplete, status=", status);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void CharacterPreview::destroyFBO() {
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if (fbo_) { glDeleteFramebuffers(1, &fbo_); fbo_ = 0; }
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if (colorTexture_) { glDeleteTextures(1, &colorTexture_); colorTexture_ = 0; }
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if (depthRenderbuffer_) { glDeleteRenderbuffers(1, &depthRenderbuffer_); depthRenderbuffer_ = 0; }
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}
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bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
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uint8_t skin, uint8_t face,
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uint8_t hairStyle, uint8_t hairColor,
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uint8_t facialHair) {
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if (!charRenderer_ || !assetManager_ || !assetManager_->isInitialized()) {
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return false;
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}
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// Remove existing instance
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if (instanceId_ > 0) {
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charRenderer_->removeInstance(instanceId_);
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instanceId_ = 0;
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modelLoaded_ = false;
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}
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std::string m2Path = game::getPlayerModelPath(race, gender);
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std::string modelDir;
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std::string baseName;
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{
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size_t slash = m2Path.rfind('\\');
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if (slash != std::string::npos) {
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modelDir = m2Path.substr(0, slash + 1);
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baseName = m2Path.substr(slash + 1);
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} else {
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baseName = m2Path;
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}
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size_t dot = baseName.rfind('.');
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if (dot != std::string::npos) {
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baseName = baseName.substr(0, dot);
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}
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}
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auto m2Data = assetManager_->readFile(m2Path);
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if (m2Data.empty()) {
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LOG_WARNING("CharacterPreview: failed to read M2: ", m2Path);
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return false;
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}
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auto model = pipeline::M2Loader::load(m2Data);
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// Load skin file
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std::string skinPath = modelDir + baseName + "00.skin";
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auto skinData = assetManager_->readFile(skinPath);
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if (!skinData.empty()) {
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pipeline::M2Loader::loadSkin(skinData, model);
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}
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if (!model.isValid()) {
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LOG_WARNING("CharacterPreview: invalid model: ", m2Path);
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return false;
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}
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// Look up CharSections.dbc for all appearance textures
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uint32_t targetRaceId = static_cast<uint32_t>(race);
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uint32_t targetSexId = (gender == game::Gender::FEMALE) ? 1u : 0u;
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std::string bodySkinPath;
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std::string faceLowerPath;
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std::string faceUpperPath;
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std::string hairScalpPath;
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std::vector<std::string> underwearPaths;
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auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
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if (charSectionsDbc) {
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bool foundSkin = false;
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bool foundFace = false;
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bool foundHair = false;
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bool foundUnderwear = false;
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for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
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uint32_t raceId = charSectionsDbc->getUInt32(r, 1);
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uint32_t sexId = charSectionsDbc->getUInt32(r, 2);
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uint32_t baseSection = charSectionsDbc->getUInt32(r, 3);
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uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8);
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uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9);
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if (raceId != targetRaceId || sexId != targetSexId) continue;
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// Section 0: Body skin (variation = skin color, colorIndex = 0)
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if (baseSection == 0 && !foundSkin &&
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variationIndex == static_cast<uint32_t>(skin) && colorIndex == 0) {
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std::string tex1 = charSectionsDbc->getString(r, 4);
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if (!tex1.empty()) {
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bodySkinPath = tex1;
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foundSkin = true;
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}
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}
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// Section 1: Face (variation = face index, colorIndex = skin color)
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else if (baseSection == 1 && !foundFace &&
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variationIndex == static_cast<uint32_t>(face) &&
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colorIndex == static_cast<uint32_t>(skin)) {
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std::string tex1 = charSectionsDbc->getString(r, 4);
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std::string tex2 = charSectionsDbc->getString(r, 5);
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if (!tex1.empty()) faceLowerPath = tex1;
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if (!tex2.empty()) faceUpperPath = tex2;
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foundFace = true;
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}
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// Section 3: Hair (variation = hair style, colorIndex = hair color)
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else if (baseSection == 3 && !foundHair &&
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variationIndex == static_cast<uint32_t>(hairStyle) &&
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colorIndex == static_cast<uint32_t>(hairColor)) {
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std::string tex1 = charSectionsDbc->getString(r, 4);
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if (!tex1.empty()) {
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hairScalpPath = tex1;
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foundHair = true;
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}
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}
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// Section 4: Underwear (variation = skin color, colorIndex = 0)
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else if (baseSection == 4 && !foundUnderwear &&
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variationIndex == static_cast<uint32_t>(skin) && colorIndex == 0) {
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for (int f = 4; f <= 6; f++) {
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std::string tex = charSectionsDbc->getString(r, f);
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if (!tex.empty()) {
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underwearPaths.push_back(tex);
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}
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}
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foundUnderwear = true;
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}
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}
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}
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// Assign texture filenames on model before GPU upload
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for (auto& tex : model.textures) {
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if (tex.type == 1 && tex.filename.empty() && !bodySkinPath.empty()) {
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tex.filename = bodySkinPath;
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} else if (tex.type == 6 && tex.filename.empty() && !hairScalpPath.empty()) {
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tex.filename = hairScalpPath;
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}
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}
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// Load external .anim files
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for (uint32_t si = 0; si < model.sequences.size(); si++) {
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if (!(model.sequences[si].flags & 0x20)) {
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char animFileName[256];
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snprintf(animFileName, sizeof(animFileName),
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"%s%s%04u-%02u.anim",
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modelDir.c_str(),
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baseName.c_str(),
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model.sequences[si].id,
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model.sequences[si].variationIndex);
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auto animFileData = assetManager_->readFile(animFileName);
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if (!animFileData.empty()) {
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pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
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}
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}
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}
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charRenderer_->loadModel(model, PREVIEW_MODEL_ID);
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// Composite body skin + face + underwear overlays
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if (!bodySkinPath.empty()) {
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std::vector<std::string> layers;
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layers.push_back(bodySkinPath);
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// Face lower texture composited onto body at the face region
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if (!faceLowerPath.empty()) {
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layers.push_back(faceLowerPath);
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}
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if (!faceUpperPath.empty()) {
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layers.push_back(faceUpperPath);
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}
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for (const auto& up : underwearPaths) {
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layers.push_back(up);
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}
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if (layers.size() > 1) {
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GLuint compositeTex = charRenderer_->compositeTextures(layers);
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if (compositeTex != 0) {
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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if (model.textures[ti].type == 1) {
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charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), compositeTex);
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break;
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}
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}
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}
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}
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}
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||||
// 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
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
#include "ui/character_create_screen.hpp"
|
||||
#include "rendering/character_preview.hpp"
|
||||
#include "game/game_handler.hpp"
|
||||
#include <imgui.h>
|
||||
#include <cstring>
|
||||
|
|
@ -28,6 +29,8 @@ CharacterCreateScreen::CharacterCreateScreen() {
|
|||
reset();
|
||||
}
|
||||
|
||||
CharacterCreateScreen::~CharacterCreateScreen() = default;
|
||||
|
||||
void CharacterCreateScreen::reset() {
|
||||
std::memset(nameBuffer, 0, sizeof(nameBuffer));
|
||||
raceIndex = 0;
|
||||
|
|
@ -41,6 +44,30 @@ void CharacterCreateScreen::reset() {
|
|||
statusMessage.clear();
|
||||
statusIsError = false;
|
||||
updateAvailableClasses();
|
||||
|
||||
// Reset preview tracking to force model reload on next render
|
||||
prevRaceIndex_ = -1;
|
||||
prevGenderIndex_ = -1;
|
||||
prevSkin_ = -1;
|
||||
prevFace_ = -1;
|
||||
prevHairStyle_ = -1;
|
||||
prevHairColor_ = -1;
|
||||
prevFacialHair_ = -1;
|
||||
}
|
||||
|
||||
void CharacterCreateScreen::initializePreview(pipeline::AssetManager* am) {
|
||||
if (!preview_) {
|
||||
preview_ = std::make_unique<rendering::CharacterPreview>();
|
||||
preview_->initialize(am);
|
||||
}
|
||||
// Force model reload
|
||||
prevRaceIndex_ = -1;
|
||||
}
|
||||
|
||||
void CharacterCreateScreen::update(float deltaTime) {
|
||||
if (preview_) {
|
||||
preview_->update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterCreateScreen::setStatus(const std::string& msg, bool isError) {
|
||||
|
|
@ -62,23 +89,98 @@ void CharacterCreateScreen::updateAvailableClasses() {
|
|||
}
|
||||
}
|
||||
|
||||
void CharacterCreateScreen::updatePreviewIfNeeded() {
|
||||
if (!preview_) return;
|
||||
|
||||
bool changed = (raceIndex != prevRaceIndex_ ||
|
||||
genderIndex != prevGenderIndex_ ||
|
||||
skin != prevSkin_ ||
|
||||
face != prevFace_ ||
|
||||
hairStyle != prevHairStyle_ ||
|
||||
hairColor != prevHairColor_ ||
|
||||
facialHair != prevFacialHair_);
|
||||
|
||||
if (changed) {
|
||||
preview_->loadCharacter(
|
||||
allRaces[raceIndex],
|
||||
static_cast<game::Gender>(genderIndex),
|
||||
static_cast<uint8_t>(skin),
|
||||
static_cast<uint8_t>(face),
|
||||
static_cast<uint8_t>(hairStyle),
|
||||
static_cast<uint8_t>(hairColor),
|
||||
static_cast<uint8_t>(facialHair));
|
||||
|
||||
prevRaceIndex_ = raceIndex;
|
||||
prevGenderIndex_ = genderIndex;
|
||||
prevSkin_ = skin;
|
||||
prevFace_ = face;
|
||||
prevHairStyle_ = hairStyle;
|
||||
prevHairColor_ = hairColor;
|
||||
prevFacialHair_ = facialHair;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
||||
// Render the preview to FBO before the ImGui frame
|
||||
if (preview_) {
|
||||
updatePreviewIfNeeded();
|
||||
preview_->render();
|
||||
}
|
||||
|
||||
ImVec2 displaySize = ImGui::GetIO().DisplaySize;
|
||||
ImVec2 winSize(600, 520);
|
||||
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2((displaySize.x - winSize.x) * 0.5f,
|
||||
(displaySize.y - winSize.y) * 0.5f),
|
||||
ImGuiCond_FirstUseEver);
|
||||
bool hasPreview = (preview_ && preview_->getTextureId() != 0);
|
||||
float previewWidth = hasPreview ? 320.0f : 0.0f;
|
||||
float controlsWidth = 540.0f;
|
||||
float totalWidth = hasPreview ? (previewWidth + controlsWidth + 16.0f) : 600.0f;
|
||||
float totalHeight = 580.0f;
|
||||
|
||||
ImGui::Begin("Create Character", nullptr, ImGuiWindowFlags_NoCollapse);
|
||||
ImGui::SetNextWindowSize(ImVec2(totalWidth, totalHeight), ImGuiCond_Always);
|
||||
ImGui::SetNextWindowPos(ImVec2((displaySize.x - totalWidth) * 0.5f,
|
||||
(displaySize.y - totalHeight) * 0.5f),
|
||||
ImGuiCond_Always);
|
||||
|
||||
ImGui::Text("Create Character");
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
ImGui::Begin("Create Character", nullptr,
|
||||
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
|
||||
|
||||
if (hasPreview) {
|
||||
// Left panel: 3D preview
|
||||
ImGui::BeginChild("##preview_panel", ImVec2(previewWidth, -40.0f), false);
|
||||
{
|
||||
// Display the FBO texture (flip Y for OpenGL)
|
||||
float imgW = previewWidth - 8.0f;
|
||||
float imgH = imgW * (static_cast<float>(preview_->getHeight()) /
|
||||
static_cast<float>(preview_->getWidth()));
|
||||
if (imgH > totalHeight - 80.0f) {
|
||||
imgH = totalHeight - 80.0f;
|
||||
imgW = imgH * (static_cast<float>(preview_->getWidth()) /
|
||||
static_cast<float>(preview_->getHeight()));
|
||||
}
|
||||
|
||||
ImGui::Image(
|
||||
static_cast<ImTextureID>(preview_->getTextureId()),
|
||||
ImVec2(imgW, imgH),
|
||||
ImVec2(0.0f, 1.0f), // UV top-left (flipped Y)
|
||||
ImVec2(1.0f, 0.0f)); // UV bottom-right (flipped Y)
|
||||
|
||||
// Mouse drag rotation on the preview image
|
||||
if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
|
||||
float deltaX = ImGui::GetIO().MouseDelta.x;
|
||||
preview_->rotate(deltaX * 0.5f);
|
||||
}
|
||||
|
||||
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Drag to rotate");
|
||||
}
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
// Right panel: controls
|
||||
ImGui::BeginChild("##controls_panel", ImVec2(0, -40.0f), false);
|
||||
}
|
||||
|
||||
// Name input
|
||||
ImGui::Text("Name:");
|
||||
ImGui::SameLine(100);
|
||||
ImGui::SameLine(80);
|
||||
ImGui::SetNextItemWidth(200);
|
||||
ImGui::InputText("##name", nameBuffer, sizeof(nameBuffer));
|
||||
|
||||
|
|
@ -86,8 +188,8 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
|||
|
||||
// Race selection
|
||||
ImGui::Text("Race:");
|
||||
ImGui::SameLine(100);
|
||||
ImGui::BeginGroup();
|
||||
ImGui::Spacing();
|
||||
ImGui::Indent(10.0f);
|
||||
ImGui::TextColored(ImVec4(0.3f, 0.5f, 1.0f, 1.0f), "Alliance:");
|
||||
ImGui::SameLine();
|
||||
for (int i = 0; i < ALLIANCE_COUNT; ++i) {
|
||||
|
|
@ -120,13 +222,13 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
|||
}
|
||||
if (selected) ImGui::PopStyleColor();
|
||||
}
|
||||
ImGui::EndGroup();
|
||||
ImGui::Unindent(10.0f);
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
// Class selection
|
||||
ImGui::Text("Class:");
|
||||
ImGui::SameLine(100);
|
||||
ImGui::SameLine(80);
|
||||
if (!availableClasses.empty()) {
|
||||
ImGui::BeginGroup();
|
||||
for (int i = 0; i < static_cast<int>(availableClasses.size()); ++i) {
|
||||
|
|
@ -145,7 +247,7 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
|||
|
||||
// Gender
|
||||
ImGui::Text("Gender:");
|
||||
ImGui::SameLine(100);
|
||||
ImGui::SameLine(80);
|
||||
ImGui::RadioButton("Male", &genderIndex, 0);
|
||||
ImGui::SameLine();
|
||||
ImGui::RadioButton("Female", &genderIndex, 1);
|
||||
|
|
@ -161,10 +263,13 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
|||
ImGui::Text("Appearance");
|
||||
ImGui::Spacing();
|
||||
|
||||
auto slider = [](const char* label, int* val, int maxVal) {
|
||||
float sliderWidth = hasPreview ? 180.0f : 200.0f;
|
||||
float labelCol = hasPreview ? 100.0f : 120.0f;
|
||||
|
||||
auto slider = [&](const char* label, int* val, int maxVal) {
|
||||
ImGui::Text("%s", label);
|
||||
ImGui::SameLine(120);
|
||||
ImGui::SetNextItemWidth(200);
|
||||
ImGui::SameLine(labelCol);
|
||||
ImGui::SetNextItemWidth(sliderWidth);
|
||||
char id[32];
|
||||
snprintf(id, sizeof(id), "##%s", label);
|
||||
ImGui::SliderInt(id, val, 0, maxVal);
|
||||
|
|
@ -176,18 +281,24 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
|
|||
slider("Hair Color", &hairColor, game::getMaxHairColor(currentRace, currentGender));
|
||||
slider("Facial Feature", &facialHair, game::getMaxFacialFeature(currentRace, currentGender));
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
// Status message
|
||||
if (!statusMessage.empty()) {
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
|
||||
ImGui::TextColored(color, "%s", statusMessage.c_str());
|
||||
ImGui::Spacing();
|
||||
}
|
||||
|
||||
// Buttons
|
||||
if (hasPreview) {
|
||||
ImGui::EndChild(); // controls_panel
|
||||
}
|
||||
|
||||
// Bottom buttons (outside children)
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
if (ImGui::Button("Create", ImVec2(150, 35))) {
|
||||
std::string name(nameBuffer);
|
||||
if (name.empty()) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue