chore(application): extract entity spawner + composer, apply app and UI updates

- add include/core/appearance_composer.hpp + src/core/appearance_composer.cpp
- update include/core/application.hpp + src/core/application.cpp
- update src/ui/game_screen.cpp
- adjust CMakeLists.txt and README.md for new composer module
This commit is contained in:
Paul 2026-04-01 13:31:48 +03:00
parent b10a2c28d6
commit afeaa13562
7 changed files with 544 additions and 375 deletions

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@ -487,6 +487,7 @@ set(WOWEE_SOURCES
# Core
src/core/application.cpp
src/core/entity_spawner.cpp
src/core/appearance_composer.cpp
src/core/window.cpp
src/core/input.cpp
src/core/logger.cpp

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@ -347,3 +347,13 @@ This project does not include any Blizzard Entertainment proprietary data, asset
## Known Issues
MANY issues this is actively under development
## Star History
<a href="https://www.star-history.com/?repos=Kelsidavis%2FWoWee&type=date&legend=top-left">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="https://api.star-history.com/image?repos=Kelsidavis/WoWee&type=date&theme=dark&legend=top-left" />
<source media="(prefers-color-scheme: light)" srcset="https://api.star-history.com/image?repos=Kelsidavis/WoWee&type=date&legend=top-left" />
<img alt="Star History Chart" src="https://api.star-history.com/image?repos=Kelsidavis/WoWee&type=date&legend=top-left" />
</picture>
</a>

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@ -0,0 +1,101 @@
#pragma once
#include "game/character.hpp"
#include <string>
#include <vector>
#include <unordered_set>
#include <cstdint>
namespace wowee {
namespace rendering { class Renderer; }
namespace pipeline { class AssetManager; class DBCLayout; struct M2Model; }
namespace game { class GameHandler; }
namespace core {
class EntitySpawner;
// Default (bare) geoset IDs per equipment group.
// Each group's base is groupNumber * 100; variant 01 is typically bare/default.
constexpr uint16_t kGeosetDefaultConnector = 101; // Group 1: default hair connector
constexpr uint16_t kGeosetBareForearms = 401; // Group 4: no gloves
constexpr uint16_t kGeosetBareShins = 503; // Group 5: no boots
constexpr uint16_t kGeosetDefaultEars = 702; // Group 7: ears
constexpr uint16_t kGeosetBareSleeves = 801; // Group 8: no chest armor sleeves
constexpr uint16_t kGeosetDefaultKneepads = 902; // Group 9: kneepads
constexpr uint16_t kGeosetDefaultTabard = 1201; // Group 12: tabard base
constexpr uint16_t kGeosetBarePants = 1301; // Group 13: no leggings
constexpr uint16_t kGeosetNoCape = 1501; // Group 15: no cape
constexpr uint16_t kGeosetWithCape = 1502; // Group 15: with cape
constexpr uint16_t kGeosetBareFeet = 2002; // Group 20: bare feet
/// Resolved texture paths from CharSections.dbc for player character compositing.
struct PlayerTextureInfo {
std::string bodySkinPath;
std::string faceLowerPath;
std::string faceUpperPath;
std::string hairTexturePath;
std::vector<std::string> underwearPaths;
};
/// Handles player character visual appearance: skin compositing, geoset selection,
/// texture path lookups, and equipment weapon rendering.
class AppearanceComposer {
public:
AppearanceComposer(rendering::Renderer* renderer,
pipeline::AssetManager* assetManager,
game::GameHandler* gameHandler,
pipeline::DBCLayout* dbcLayout,
EntitySpawner* entitySpawner);
// Player model path resolution
std::string getPlayerModelPath(game::Race race, game::Gender gender) const;
// Phase 1: Resolve texture paths from CharSections.dbc and fill model texture slots.
// Call BEFORE charRenderer->loadModel().
PlayerTextureInfo resolvePlayerTextures(pipeline::M2Model& model,
game::Race race, game::Gender gender,
uint32_t appearanceBytes);
// Phase 2: Apply composited textures to loaded model instance.
// Call AFTER charRenderer->loadModel(). Saves skin state for re-compositing.
void compositePlayerSkin(uint32_t modelSlotId, const PlayerTextureInfo& texInfo);
// Build default active geosets for player character
std::unordered_set<uint16_t> buildDefaultPlayerGeosets(uint8_t hairStyleId, uint8_t facialId);
// Equipment weapon loading (reads inventory, attaches weapon M2 models)
void loadEquippedWeapons();
// Weapon sheathe state
void setWeaponsSheathed(bool sheathed) { weaponsSheathed_ = sheathed; }
bool isWeaponsSheathed() const { return weaponsSheathed_; }
void toggleWeaponsSheathed() { weaponsSheathed_ = !weaponsSheathed_; }
// Saved skin state accessors (used by game_screen.cpp for equipment re-compositing)
const std::string& getBodySkinPath() const { return bodySkinPath_; }
const std::vector<std::string>& getUnderwearPaths() const { return underwearPaths_; }
uint32_t getSkinTextureSlotIndex() const { return skinTextureSlotIndex_; }
uint32_t getCloakTextureSlotIndex() const { return cloakTextureSlotIndex_; }
private:
bool loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel);
rendering::Renderer* renderer_;
pipeline::AssetManager* assetManager_;
game::GameHandler* gameHandler_;
pipeline::DBCLayout* dbcLayout_;
EntitySpawner* entitySpawner_;
// Saved at spawn for skin re-compositing on equipment changes
std::string bodySkinPath_;
std::vector<std::string> underwearPaths_;
uint32_t skinTextureSlotIndex_ = 0;
uint32_t cloakTextureSlotIndex_ = 0;
bool weaponsSheathed_ = false;
};
} // namespace core
} // namespace wowee

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@ -3,6 +3,7 @@
#include "core/window.hpp"
#include "core/input.hpp"
#include "core/entity_spawner.hpp"
#include "core/appearance_composer.hpp"
#include "game/character.hpp"
#include "game/game_services.hpp"
#include "pipeline/blp_loader.hpp"
@ -73,9 +74,7 @@ public:
// Singleton access
static Application& getInstance() { return *instance; }
// Weapon loading (called at spawn and on equipment change)
void loadEquippedWeapons();
bool loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel);
// Logout to login screen
void logoutToLogin();
@ -85,23 +84,25 @@ public:
bool getRenderFootZForGuid(uint64_t guid, float& outFootZ) const;
bool getRenderPositionForGuid(uint64_t guid, glm::vec3& outPos) const;
// Character skin composite state (saved at spawn for re-compositing on equipment change)
const std::string& getBodySkinPath() const { return bodySkinPath_; }
const std::vector<std::string>& getUnderwearPaths() const { return underwearPaths_; }
uint32_t getSkinTextureSlotIndex() const { return skinTextureSlotIndex_; }
uint32_t getCloakTextureSlotIndex() const { return cloakTextureSlotIndex_; }
// Character skin composite state — delegated to AppearanceComposer
const std::string& getBodySkinPath() const { return appearanceComposer_ ? appearanceComposer_->getBodySkinPath() : emptyString_; }
const std::vector<std::string>& getUnderwearPaths() const { return appearanceComposer_ ? appearanceComposer_->getUnderwearPaths() : emptyStringVec_; }
uint32_t getSkinTextureSlotIndex() const { return appearanceComposer_ ? appearanceComposer_->getSkinTextureSlotIndex() : 0; }
uint32_t getCloakTextureSlotIndex() const { return appearanceComposer_ ? appearanceComposer_->getCloakTextureSlotIndex() : 0; }
uint32_t getGryphonDisplayId() const { return entitySpawner_ ? entitySpawner_->getGryphonDisplayId() : 0; }
uint32_t getWyvernDisplayId() const { return entitySpawner_ ? entitySpawner_->getWyvernDisplayId() : 0; }
// Entity spawner access
EntitySpawner* getEntitySpawner() { return entitySpawner_.get(); }
// Appearance composer access
AppearanceComposer* getAppearanceComposer() { return appearanceComposer_.get(); }
private:
void update(float deltaTime);
void render();
void setupUICallbacks();
void spawnPlayerCharacter();
std::string getPlayerModelPath() const;
static const char* mapIdToName(uint32_t mapId);
static const char* mapDisplayName(uint32_t mapId);
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
@ -123,6 +124,7 @@ private:
std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
std::unique_ptr<EntitySpawner> entitySpawner_;
std::unique_ptr<AppearanceComposer> appearanceComposer_;
AppState state = AppState::AUTHENTICATION;
bool running = false;
@ -140,11 +142,9 @@ private:
uint32_t spawnedAppearanceBytes_ = 0;
uint8_t spawnedFacialFeatures_ = 0;
// Saved at spawn for skin re-compositing
std::string bodySkinPath_;
std::vector<std::string> underwearPaths_;
uint32_t skinTextureSlotIndex_ = 0;
uint32_t cloakTextureSlotIndex_ = 0;
// Static empty values for null-safe delegation
static inline const std::string emptyString_;
static inline const std::vector<std::string> emptyStringVec_;
bool lastTaxiFlight_ = false;
uint32_t loadedMapId_ = 0xFFFFFFFF; // Map ID of currently loaded terrain (0xFFFFFFFF = none)
@ -174,7 +174,6 @@ private:
glm::vec3 chargeEndPos_{0.0f}; // Render coordinates
uint64_t chargeTargetGuid_ = 0;
bool weaponsSheathed_ = false;
bool wasAutoAttacking_ = false;
bool mapNameCacheLoaded_ = false;
std::unordered_map<uint32_t, std::string> mapNameById_;

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@ -0,0 +1,383 @@
#include "core/appearance_composer.hpp"
#include "core/entity_spawner.hpp"
#include "core/logger.hpp"
#include "rendering/renderer.hpp"
#include "rendering/character_renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/dbc_layout.hpp"
#include "game/game_handler.hpp"
namespace wowee {
namespace core {
AppearanceComposer::AppearanceComposer(rendering::Renderer* renderer,
pipeline::AssetManager* assetManager,
game::GameHandler* gameHandler,
pipeline::DBCLayout* dbcLayout,
EntitySpawner* entitySpawner)
: renderer_(renderer)
, assetManager_(assetManager)
, gameHandler_(gameHandler)
, dbcLayout_(dbcLayout)
, entitySpawner_(entitySpawner)
{
}
std::string AppearanceComposer::getPlayerModelPath(game::Race race, game::Gender gender) const {
return game::getPlayerModelPath(race, gender);
}
PlayerTextureInfo AppearanceComposer::resolvePlayerTextures(pipeline::M2Model& model,
game::Race race, game::Gender gender,
uint32_t appearanceBytes) {
PlayerTextureInfo result;
uint32_t targetRaceId = static_cast<uint32_t>(race);
uint32_t targetSexId = (gender == game::Gender::FEMALE) ? 1u : 0u;
// Race name for fallback texture paths
const char* raceFolderName = "Human";
switch (race) {
case game::Race::HUMAN: raceFolderName = "Human"; break;
case game::Race::ORC: raceFolderName = "Orc"; break;
case game::Race::DWARF: raceFolderName = "Dwarf"; break;
case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break;
case game::Race::UNDEAD: raceFolderName = "Scourge"; break;
case game::Race::TAUREN: raceFolderName = "Tauren"; break;
case game::Race::GNOME: raceFolderName = "Gnome"; break;
case game::Race::TROLL: raceFolderName = "Troll"; break;
case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break;
case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
default: break;
}
const char* genderFolder = (gender == game::Gender::FEMALE) ? "Female" : "Male";
std::string raceGender = std::string(raceFolderName) + genderFolder;
result.bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
// Extract appearance bytes for texture lookups
uint8_t charSkinId = appearanceBytes & 0xFF;
uint8_t charFaceId = (appearanceBytes >> 8) & 0xFF;
uint8_t charHairStyleId = (appearanceBytes >> 16) & 0xFF;
uint8_t charHairColorId = (appearanceBytes >> 24) & 0xFF;
LOG_INFO("Appearance: skin=", static_cast<int>(charSkinId), " face=", static_cast<int>(charFaceId),
" hairStyle=", static_cast<int>(charHairStyleId), " hairColor=", static_cast<int>(charHairColorId));
// Parse CharSections.dbc for skin/face/hair/underwear texture paths
auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
auto csF = pipeline::detectCharSectionsFields(charSectionsDbc.get(), csL);
bool foundSkin = false;
bool foundUnderwear = false;
bool foundFaceLower = false;
bool foundHair = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, csF.raceId);
uint32_t sexId = charSectionsDbc->getUInt32(r, csF.sexId);
uint32_t baseSection = charSectionsDbc->getUInt32(r, csF.baseSection);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csF.variationIndex);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csF.colorIndex);
if (raceId != targetRaceId || sexId != targetSexId) continue;
// Section 0 = skin: match by colorIndex = skin byte
if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
if (!tex1.empty()) {
result.bodySkinPath = tex1;
foundSkin = true;
LOG_INFO(" DBC body skin: ", result.bodySkinPath, " (skin=", static_cast<int>(charSkinId), ")");
}
}
// Section 3 = hair: match variation=hairStyle, color=hairColor
else if (baseSection == 3 && !foundHair &&
variationIndex == charHairStyleId && colorIndex == charHairColorId) {
result.hairTexturePath = charSectionsDbc->getString(r, csF.texture1);
if (!result.hairTexturePath.empty()) {
foundHair = true;
LOG_INFO(" DBC hair texture: ", result.hairTexturePath,
" (style=", static_cast<int>(charHairStyleId), " color=", static_cast<int>(charHairColorId), ")");
}
}
// Section 1 = face: match variation=faceId, colorIndex=skinId
// Texture1 = face lower, Texture2 = face upper
else if (baseSection == 1 && !foundFaceLower &&
variationIndex == charFaceId && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
std::string tex2 = charSectionsDbc->getString(r, csF.texture2);
if (!tex1.empty()) {
result.faceLowerPath = tex1;
LOG_INFO(" DBC face lower: ", result.faceLowerPath);
}
if (!tex2.empty()) {
result.faceUpperPath = tex2;
LOG_INFO(" DBC face upper: ", result.faceUpperPath);
}
foundFaceLower = true;
}
// Section 4 = underwear
else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) {
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
result.underwearPaths.push_back(tex);
LOG_INFO(" DBC underwear texture: ", tex);
}
}
foundUnderwear = true;
}
if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break;
}
if (!foundHair) {
LOG_WARNING("No DBC hair match for style=", static_cast<int>(charHairStyleId),
" color=", static_cast<int>(charHairColorId),
" race=", targetRaceId, " sex=", targetSexId);
}
} else {
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
}
// Fill model texture slots with resolved paths
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = result.bodySkinPath;
} else if (tex.type == 6) {
if (!result.hairTexturePath.empty()) {
tex.filename = result.hairTexturePath;
} else if (tex.filename.empty()) {
tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp";
}
} else if (tex.type == 8 && tex.filename.empty()) {
if (!result.underwearPaths.empty()) {
tex.filename = result.underwearPaths[0];
} else {
tex.filename = pelvisPath;
}
}
}
return result;
}
void AppearanceComposer::compositePlayerSkin(uint32_t modelSlotId, const PlayerTextureInfo& texInfo) {
if (!renderer_) return;
auto* charRenderer = renderer_->getCharacterRenderer();
if (!charRenderer) return;
// Save skin composite state for re-compositing on equipment changes
// Include face textures so compositeWithRegions can rebuild the full base
bodySkinPath_ = texInfo.bodySkinPath;
underwearPaths_.clear();
if (!texInfo.faceLowerPath.empty()) underwearPaths_.push_back(texInfo.faceLowerPath);
if (!texInfo.faceUpperPath.empty()) underwearPaths_.push_back(texInfo.faceUpperPath);
for (const auto& up : texInfo.underwearPaths) underwearPaths_.push_back(up);
// Composite body skin + face + underwear overlays
{
std::vector<std::string> layers;
layers.push_back(texInfo.bodySkinPath);
if (!texInfo.faceLowerPath.empty()) layers.push_back(texInfo.faceLowerPath);
if (!texInfo.faceUpperPath.empty()) layers.push_back(texInfo.faceUpperPath);
for (const auto& up : texInfo.underwearPaths) {
layers.push_back(up);
}
if (layers.size() > 1) {
rendering::VkTexture* compositeTex = charRenderer->compositeTextures(layers);
if (compositeTex != 0) {
// Find type-1 (skin) texture slot and replace with composite
// We need model texture info — walk slots via charRenderer
// Use the model slot ID to find the right texture index
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 1) {
charRenderer->setModelTexture(modelSlotId, static_cast<uint32_t>(ti), compositeTex);
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+face+underwear");
break;
}
}
}
}
}
}
// Override hair texture on GPU (type-6 slot) after model load
if (!texInfo.hairTexturePath.empty()) {
rendering::VkTexture* hairTex = charRenderer->loadTexture(texInfo.hairTexturePath);
if (hairTex) {
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 6) {
charRenderer->setModelTexture(modelSlotId, static_cast<uint32_t>(ti), hairTex);
LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", texInfo.hairTexturePath);
break;
}
}
}
}
}
// Find cloak (type-2, Object Skin) texture slot index
{
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 2) {
cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Cloak texture slot: ", ti);
break;
}
}
}
}
}
std::unordered_set<uint16_t> AppearanceComposer::buildDefaultPlayerGeosets(uint8_t hairStyleId, uint8_t facialId) {
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-99, some 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 + hairStyleId + 1));
// Facial hair geoset: group 2 = 200 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(200 + facialId + 1));
activeGeosets.insert(kGeosetBareForearms);
activeGeosets.insert(kGeosetBareShins);
activeGeosets.insert(kGeosetDefaultEars);
activeGeosets.insert(kGeosetBareSleeves);
activeGeosets.insert(kGeosetDefaultKneepads);
activeGeosets.insert(kGeosetBarePants);
activeGeosets.insert(kGeosetWithCape);
activeGeosets.insert(kGeosetBareFeet);
// 1703 = DK eye glow mesh — skip for normal characters
// Normal eyes are part of the face texture on the body mesh
return activeGeosets;
}
bool AppearanceComposer::loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel) {
auto m2Data = assetManager_->readFile(m2Path);
if (m2Data.empty()) return false;
outModel = pipeline::M2Loader::load(m2Data);
// Load skin (WotLK+ M2 format): strip .m2, append 00.skin
std::string skinPath = m2Path;
size_t dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos) skinPath = skinPath.substr(0, dotPos);
skinPath += "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty() && outModel.version >= 264)
pipeline::M2Loader::loadSkin(skinData, outModel);
return outModel.isValid();
}
void AppearanceComposer::loadEquippedWeapons() {
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_ || !assetManager_->isInitialized())
return;
if (!gameHandler_) return;
auto* charRenderer = renderer_->getCharacterRenderer();
uint32_t charInstanceId = renderer_->getCharacterInstanceId();
if (charInstanceId == 0) return;
auto& inventory = gameHandler_->getInventory();
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) {
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
return;
}
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
struct WeaponSlot {
game::EquipSlot slot;
uint32_t attachmentId;
};
WeaponSlot weaponSlots[] = {
{ game::EquipSlot::MAIN_HAND, 1 },
{ game::EquipSlot::OFF_HAND, 2 },
};
if (weaponsSheathed_) {
for (const auto& ws : weaponSlots) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
}
return;
}
for (const auto& ws : weaponSlots) {
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
// If slot is empty or has no displayInfoId, detach any existing weapon
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
uint32_t displayInfoId = equipSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) {
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
if (modelName.empty()) {
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// Convert .mdx → .m2
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos) {
modelFile = modelFile.substr(0, dotPos) + ".m2";
} else {
modelFile += ".m2";
}
}
// Try Weapon directory first, then Shield
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
pipeline::M2Model weaponModel;
if (!loadWeaponM2(m2Path, weaponModel)) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
if (!loadWeaponM2(m2Path, weaponModel)) {
LOG_WARNING("loadEquippedWeapons: failed to load ", modelFile);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
}
// Build texture path
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager_->fileExists(texturePath)) {
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
}
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
}
}
}
} // namespace core
} // namespace wowee

View file

@ -84,19 +84,6 @@ bool envFlagEnabled(const char* key, bool defaultValue = false) {
raw[0] == 'n' || raw[0] == 'N');
}
// Default (bare) geoset IDs per equipment group.
// Each group's base is groupNumber * 100; variant 01 is typically bare/default.
constexpr uint16_t kGeosetDefaultConnector = 101; // Group 1: default hair connector
constexpr uint16_t kGeosetBareForearms = 401; // Group 4: no gloves
constexpr uint16_t kGeosetBareShins = 503; // Group 5: no boots
constexpr uint16_t kGeosetDefaultEars = 702; // Group 7: ears
constexpr uint16_t kGeosetBareSleeves = 801; // Group 8: no chest armor sleeves
constexpr uint16_t kGeosetDefaultKneepads = 902; // Group 9: kneepads
constexpr uint16_t kGeosetDefaultTabard = 1201; // Group 12: tabard base
constexpr uint16_t kGeosetBarePants = 1301; // Group 13: no leggings
constexpr uint16_t kGeosetNoCape = 1501; // Group 15: no cape
constexpr uint16_t kGeosetWithCape = 1502; // Group 15: with cape
constexpr uint16_t kGeosetBareFeet = 2002; // Group 20: bare feet
} // namespace
@ -204,10 +191,6 @@ const char* Application::mapIdToName(uint32_t mapId) {
}
}
std::string Application::getPlayerModelPath() const {
return game::getPlayerModelPath(playerRace_, playerGender_);
}
Application* Application::instance = nullptr;
@ -342,6 +325,10 @@ bool Application::initialize() {
dbcLayout_.get(), &gameServices_);
entitySpawner_->initialize();
appearanceComposer_ = std::make_unique<AppearanceComposer>(
renderer.get(), assetManager.get(), gameHandler.get(),
dbcLayout_.get(), entitySpawner_.get());
// Ensure the main in-world CharacterRenderer can load textures immediately.
// Previously this was only wired during terrain initialization, which meant early spawns
// (before terrain load) would render with white fallback textures (notably hair).
@ -970,7 +957,7 @@ void Application::setState(AppState newState) {
npcsSpawned = false;
playerCharacterSpawned = false;
addonsLoaded_ = false;
weaponsSheathed_ = false;
if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
wasAutoAttacking_ = false;
loadedMapId_ = 0xFFFFFFFF;
spawnedPlayerGuid_ = 0;
@ -1105,7 +1092,7 @@ void Application::logoutToLogin() {
// --- Per-session flags ---
npcsSpawned = false;
playerCharacterSpawned = false;
weaponsSheathed_ = false;
if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
wasAutoAttacking_ = false;
loadedMapId_ = 0xFFFFFFFF;
lastTaxiFlight_ = false;
@ -1241,9 +1228,9 @@ void Application::update(float deltaTime) {
updateCheckpoint = "in_game: auto-unsheathe";
if (gameHandler) {
const bool autoAttacking = gameHandler->isAutoAttacking();
if (autoAttacking && !wasAutoAttacking_ && weaponsSheathed_) {
weaponsSheathed_ = false;
loadEquippedWeapons();
if (autoAttacking && !wasAutoAttacking_ && appearanceComposer_ && appearanceComposer_->isWeaponsSheathed()) {
appearanceComposer_->setWeaponsSheathed(false);
appearanceComposer_->loadEquippedWeapons();
}
wasAutoAttacking_ = autoAttacking;
}
@ -1254,9 +1241,9 @@ void Application::update(float deltaTime) {
{
const bool uiWantsKeyboard = ImGui::GetIO().WantCaptureKeyboard;
auto& input = Input::getInstance();
if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z)) {
weaponsSheathed_ = !weaponsSheathed_;
loadEquippedWeapons();
if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z) && appearanceComposer_) {
appearanceComposer_->toggleWeaponsSheathed();
appearanceComposer_->loadEquippedWeapons();
}
}
@ -3606,7 +3593,7 @@ void Application::spawnPlayerCharacter() {
auto* charRenderer = renderer->getCharacterRenderer();
auto* camera = renderer->getCamera();
bool loaded = false;
std::string m2Path = getPlayerModelPath();
std::string m2Path = appearanceComposer_->getPlayerModelPath(playerRace_, playerGender_);
std::string modelDir;
std::string baseName;
{
@ -3643,144 +3630,18 @@ void Application::spawnPlayerCharacter() {
LOG_INFO(" Texture ", ti, ": type=", tex.type, " name='", tex.filename, "'");
}
// Look up textures from CharSections.dbc for all races
// Resolve textures from CharSections.dbc via AppearanceComposer
PlayerTextureInfo texInfo;
bool useCharSections = true;
uint32_t targetRaceId = static_cast<uint32_t>(playerRace_);
uint32_t targetSexId = (playerGender_ == game::Gender::FEMALE) ? 1u : 0u;
// Race name for fallback texture paths
const char* raceFolderName = "Human";
switch (playerRace_) {
case game::Race::HUMAN: raceFolderName = "Human"; break;
case game::Race::ORC: raceFolderName = "Orc"; break;
case game::Race::DWARF: raceFolderName = "Dwarf"; break;
case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break;
case game::Race::UNDEAD: raceFolderName = "Scourge"; break;
case game::Race::TAUREN: raceFolderName = "Tauren"; break;
case game::Race::GNOME: raceFolderName = "Gnome"; break;
case game::Race::TROLL: raceFolderName = "Troll"; break;
case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break;
case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
default: break;
}
const char* genderFolder = (playerGender_ == game::Gender::FEMALE) ? "Female" : "Male";
std::string raceGender = std::string(raceFolderName) + genderFolder;
std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
std::string faceLowerTexturePath;
std::string faceUpperTexturePath;
std::vector<std::string> underwearPaths;
// Extract appearance bytes for texture lookups
uint8_t charSkinId = 0, charFaceId = 0, charHairStyleId = 0, charHairColorId = 0;
if (gameHandler) {
const game::Character* activeChar = gameHandler->getActiveCharacter();
if (activeChar) {
charSkinId = activeChar->appearanceBytes & 0xFF;
charFaceId = (activeChar->appearanceBytes >> 8) & 0xFF;
charHairStyleId = (activeChar->appearanceBytes >> 16) & 0xFF;
charHairColorId = (activeChar->appearanceBytes >> 24) & 0xFF;
LOG_INFO("Appearance: skin=", static_cast<int>(charSkinId), " face=", static_cast<int>(charFaceId),
" hairStyle=", static_cast<int>(charHairStyleId), " hairColor=", static_cast<int>(charHairColorId));
}
}
std::string hairTexturePath;
if (useCharSections) {
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
auto csF = pipeline::detectCharSectionsFields(charSectionsDbc.get(), csL);
bool foundSkin = false;
bool foundUnderwear = false;
bool foundFaceLower = false;
bool foundHair = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, csF.raceId);
uint32_t sexId = charSectionsDbc->getUInt32(r, csF.sexId);
uint32_t baseSection = charSectionsDbc->getUInt32(r, csF.baseSection);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csF.variationIndex);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csF.colorIndex);
if (raceId != targetRaceId || sexId != targetSexId) continue;
// Section 0 = skin: match by colorIndex = skin byte
if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
if (!tex1.empty()) {
bodySkinPath = tex1;
foundSkin = true;
LOG_INFO(" DBC body skin: ", bodySkinPath, " (skin=", static_cast<int>(charSkinId), ")");
}
}
// Section 3 = hair: match variation=hairStyle, color=hairColor
else if (baseSection == 3 && !foundHair &&
variationIndex == charHairStyleId && colorIndex == charHairColorId) {
hairTexturePath = charSectionsDbc->getString(r, csF.texture1);
if (!hairTexturePath.empty()) {
foundHair = true;
LOG_INFO(" DBC hair texture: ", hairTexturePath,
" (style=", static_cast<int>(charHairStyleId), " color=", static_cast<int>(charHairColorId), ")");
}
}
// Section 1 = face: match variation=faceId, colorIndex=skinId
// Texture1 = face lower, Texture2 = face upper
else if (baseSection == 1 && !foundFaceLower &&
variationIndex == charFaceId && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
std::string tex2 = charSectionsDbc->getString(r, csF.texture2);
if (!tex1.empty()) {
faceLowerTexturePath = tex1;
LOG_INFO(" DBC face lower: ", faceLowerTexturePath);
}
if (!tex2.empty()) {
faceUpperTexturePath = tex2;
LOG_INFO(" DBC face upper: ", faceUpperTexturePath);
}
foundFaceLower = true;
}
// Section 4 = underwear
else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) {
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
underwearPaths.push_back(tex);
LOG_INFO(" DBC underwear texture: ", tex);
}
}
foundUnderwear = true;
}
if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break;
}
if (!foundHair) {
LOG_WARNING("No DBC hair match for style=", static_cast<int>(charHairStyleId),
" color=", static_cast<int>(charHairColorId),
" race=", targetRaceId, " sex=", targetSexId);
}
} else {
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
}
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = bodySkinPath;
} else if (tex.type == 6) {
if (!hairTexturePath.empty()) {
tex.filename = hairTexturePath;
} else if (tex.filename.empty()) {
tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp";
}
} else if (tex.type == 8 && tex.filename.empty()) {
if (!underwearPaths.empty()) {
tex.filename = underwearPaths[0];
} else {
tex.filename = pelvisPath;
}
if (appearanceComposer_) {
uint32_t appearanceBytes = 0;
if (gameHandler) {
const game::Character* activeChar = gameHandler->getActiveCharacter();
if (activeChar) {
appearanceBytes = activeChar->appearanceBytes;
}
}
texInfo = appearanceComposer_->resolvePlayerTextures(model, playerRace_, playerGender_, appearanceBytes);
}
// Load external .anim files for sequences with external data.
@ -3806,62 +3667,9 @@ void Application::spawnPlayerCharacter() {
charRenderer->loadModel(model, 1);
if (useCharSections) {
// Save skin composite state for re-compositing on equipment changes
// Include face textures so compositeWithRegions can rebuild the full base
bodySkinPath_ = bodySkinPath;
underwearPaths_.clear();
if (!faceLowerTexturePath.empty()) underwearPaths_.push_back(faceLowerTexturePath);
if (!faceUpperTexturePath.empty()) underwearPaths_.push_back(faceUpperTexturePath);
for (const auto& up : underwearPaths) underwearPaths_.push_back(up);
// Composite body skin + face + underwear overlays
{
std::vector<std::string> layers;
layers.push_back(bodySkinPath);
if (!faceLowerTexturePath.empty()) layers.push_back(faceLowerTexturePath);
if (!faceUpperTexturePath.empty()) layers.push_back(faceUpperTexturePath);
for (const auto& up : underwearPaths) {
layers.push_back(up);
}
if (layers.size() > 1) {
rendering::VkTexture* 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(1, static_cast<uint32_t>(ti), compositeTex);
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+face+underwear");
break;
}
}
}
}
}
// Override hair texture on GPU (type-6 slot) after model load
if (!hairTexturePath.empty()) {
rendering::VkTexture* hairTex = charRenderer->loadTexture(hairTexturePath);
if (hairTex) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 6) {
charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), hairTex);
LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", hairTexturePath);
break;
}
}
}
}
} else {
bodySkinPath_.clear();
underwearPaths_.clear();
}
// Find cloak (type-2, Object Skin) texture slot index
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 2) {
cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Cloak texture slot: ", ti);
break;
}
// Apply composited textures via AppearanceComposer (saves skin state for re-compositing)
if (useCharSections && appearanceComposer_) {
appearanceComposer_->compositePlayerSkin(1, texInfo);
}
loaded = true;
@ -3942,12 +3750,7 @@ void Application::spawnPlayerCharacter() {
renderer->getCharacterPosition() = spawnPos;
renderer->setCharacterFollow(instanceId);
// Default geosets for the active character (match CharacterPreview logic).
// Previous hardcoded values (notably always inserting 101) caused wrong hair meshes in-world.
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-99, some models use up to 27)
for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i);
// Build default geosets for the active character via AppearanceComposer
uint8_t hairStyleId = 0;
uint8_t facialId = 0;
if (gameHandler) {
@ -3956,20 +3759,9 @@ void Application::spawnPlayerCharacter() {
facialId = ch->facialFeatures;
}
}
// Hair style geoset: group 1 = 100 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
// Facial hair geoset: group 2 = 200 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(200 + facialId + 1));
activeGeosets.insert(kGeosetBareForearms);
activeGeosets.insert(kGeosetBareShins);
activeGeosets.insert(kGeosetDefaultEars);
activeGeosets.insert(kGeosetBareSleeves);
activeGeosets.insert(kGeosetDefaultKneepads);
activeGeosets.insert(kGeosetBarePants);
activeGeosets.insert(kGeosetWithCape);
activeGeosets.insert(kGeosetBareFeet);
// 1703 = DK eye glow mesh — skip for normal characters
// Normal eyes are part of the face texture on the body mesh
auto activeGeosets = appearanceComposer_
? appearanceComposer_->buildDefaultPlayerGeosets(hairStyleId, facialId)
: std::unordered_set<uint16_t>{};
charRenderer->setActiveGeosets(instanceId, activeGeosets);
// Play idle animation (Stand = animation ID 0)
@ -4024,124 +3816,7 @@ void Application::spawnPlayerCharacter() {
}
// Load equipped weapons (sword + shield)
loadEquippedWeapons();
}
}
bool Application::loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel) {
auto m2Data = assetManager->readFile(m2Path);
if (m2Data.empty()) return false;
outModel = pipeline::M2Loader::load(m2Data);
// Load skin (WotLK+ M2 format): strip .m2, append 00.skin
std::string skinPath = m2Path;
size_t dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos) skinPath = skinPath.substr(0, dotPos);
skinPath += "00.skin";
auto skinData = assetManager->readFile(skinPath);
if (!skinData.empty() && outModel.version >= 264)
pipeline::M2Loader::loadSkin(skinData, outModel);
return outModel.isValid();
}
void Application::loadEquippedWeapons() {
if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized())
return;
if (!gameHandler) return;
auto* charRenderer = renderer->getCharacterRenderer();
uint32_t charInstanceId = renderer->getCharacterInstanceId();
if (charInstanceId == 0) return;
auto& inventory = gameHandler->getInventory();
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) {
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
return;
}
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
struct WeaponSlot {
game::EquipSlot slot;
uint32_t attachmentId;
};
WeaponSlot weaponSlots[] = {
{ game::EquipSlot::MAIN_HAND, 1 },
{ game::EquipSlot::OFF_HAND, 2 },
};
if (weaponsSheathed_) {
for (const auto& ws : weaponSlots) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
}
return;
}
for (const auto& ws : weaponSlots) {
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
// If slot is empty or has no displayInfoId, detach any existing weapon
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
uint32_t displayInfoId = equipSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) {
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
if (modelName.empty()) {
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// Convert .mdx → .m2
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos) {
modelFile = modelFile.substr(0, dotPos) + ".m2";
} else {
modelFile += ".m2";
}
}
// Try Weapon directory first, then Shield
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
pipeline::M2Model weaponModel;
if (!loadWeaponM2(m2Path, weaponModel)) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
if (!loadWeaponM2(m2Path, weaponModel)) {
LOG_WARNING("loadEquippedWeapons: failed to load ", modelFile);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
}
// Build texture path
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager->fileExists(texturePath)) {
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
}
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
}
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
}
}
@ -4514,8 +4189,8 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
playerGender_ = activeChar->gender;
playerClass_ = activeChar->characterClass;
spawnSnapToGround = false;
weaponsSheathed_ = false;
loadEquippedWeapons(); // will no-op until instance exists
if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons(); // will no-op until instance exists
spawnPlayerCharacter();
}
renderer->getCharacterPosition() = spawnRender;
@ -4568,7 +4243,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
// Spawn player character now that renderers are initialized
if (!playerCharacterSpawned) {
spawnPlayerCharacter();
loadEquippedWeapons();
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
}
// Load the root WMO
@ -4810,7 +4485,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
// player model now that the renderer actually exists.
if (!playerCharacterSpawned) {
spawnPlayerCharacter();
loadEquippedWeapons();
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
}
showProgress("Streaming terrain tiles...", 0.35f);

View file

@ -631,7 +631,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (inventoryScreen.consumeEquipmentDirty() || gameHandler.consumeOnlineEquipmentDirty()) {
updateCharacterGeosets(gameHandler.getInventory());
updateCharacterTextures(gameHandler.getInventory());
core::Application::getInstance().loadEquippedWeapons();
if (auto* ac = core::Application::getInstance().getAppearanceComposer()) ac->loadEquippedWeapons();
inventoryScreen.markPreviewDirty();
// Update renderer weapon type for animation selection
auto* r = core::Application::getInstance().getRenderer();