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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.
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6 changed files with 631 additions and 22 deletions
57
include/rendering/character_preview.hpp
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include/rendering/character_preview.hpp
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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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