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https://github.com/Kelsidavis/WoWee.git
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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
369
src/rendering/character_preview.cpp
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369
src/rendering/character_preview.cpp
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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
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if (!hairScalpPath.empty()) {
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GLuint hairTex = charRenderer_->loadTexture(hairScalpPath);
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if (hairTex != 0) {
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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if (model.textures[ti].type == 6) {
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charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), hairTex);
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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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// Create instance at origin with current yaw
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instanceId_ = charRenderer_->createInstance(PREVIEW_MODEL_ID,
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, modelYaw_),
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1.0f);
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if (instanceId_ == 0) {
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LOG_WARNING("CharacterPreview: failed to create instance");
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return false;
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}
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// Set default geosets (naked character)
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std::unordered_set<uint16_t> activeGeosets;
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// Body parts (group 0: IDs 0-18)
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for (uint16_t i = 0; i <= 18; i++) {
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activeGeosets.insert(i);
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}
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// Hair style geoset: group 1 = 100 + variation + 1
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activeGeosets.insert(static_cast<uint16_t>(100 + hairStyle + 1));
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// Facial hair geoset: group 2 = 200 + variation + 1
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activeGeosets.insert(static_cast<uint16_t>(200 + facialHair + 1));
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activeGeosets.insert(301); // Gloves: bare hands
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activeGeosets.insert(401); // Boots: bare feet
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activeGeosets.insert(501); // Chest: bare
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activeGeosets.insert(701); // Ears: default
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activeGeosets.insert(1301); // Trousers: bare legs
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activeGeosets.insert(1501); // Back body (cloak=none)
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charRenderer_->setActiveGeosets(instanceId_, activeGeosets);
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// Play idle animation (Stand = animation ID 0)
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charRenderer_->playAnimation(instanceId_, 0, true);
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modelLoaded_ = true;
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LOG_INFO("CharacterPreview: loaded ", m2Path,
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" skin=", (int)skin, " face=", (int)face,
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" hair=", (int)hairStyle, " hairColor=", (int)hairColor,
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" facial=", (int)facialHair);
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return true;
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}
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void CharacterPreview::update(float deltaTime) {
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if (charRenderer_ && modelLoaded_) {
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charRenderer_->update(deltaTime);
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}
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}
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void CharacterPreview::render() {
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if (!fbo_ || !charRenderer_ || !camera_ || !modelLoaded_) return;
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// Save current viewport
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GLint prevViewport[4];
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glGetIntegerv(GL_VIEWPORT, prevViewport);
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// Save current FBO binding
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GLint prevFbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
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// Bind our FBO
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
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glViewport(0, 0, fboWidth_, fboHeight_);
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// Clear with dark blue background
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glClearColor(0.05f, 0.05f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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// Render the character model
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charRenderer_->render(*camera_, camera_->getViewMatrix(), camera_->getProjectionMatrix());
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// Restore previous FBO and viewport
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glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFbo));
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glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
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}
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void CharacterPreview::rotate(float yawDelta) {
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modelYaw_ += yawDelta;
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if (instanceId_ > 0 && charRenderer_) {
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charRenderer_->setInstanceRotation(instanceId_, glm::vec3(0.0f, 0.0f, modelYaw_));
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}
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}
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} // namespace rendering
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} // namespace wowee
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