feat(wom): add WOM3 multi-batch format for material-aware models

WOM1/WOM2 had a single mesh with one texture, which lost the multi-submesh
structure of complex M2 models (body+hair+eyes+armor each need different
textures and blend modes).

WOM3 adds a Batch array: each batch has indexStart/indexCount + a textureIndex
into texturePaths + blendMode + flags. Loader is fully backward compatible:
WOM1/WOM2 files still load, and WOM3 with no batches block falls back to a
single full-mesh batch. fromM2 now extracts batches with materials, and toM2
emits matching M2 batches so the renderer can draw them correctly.
This commit is contained in:
Kelsi 2026-05-06 01:07:00 -07:00
parent 00c078a9af
commit b736c6b2e1
3 changed files with 124 additions and 30 deletions

View file

@ -12,7 +12,7 @@ namespace pipeline {
struct M2Model;
// Wowee Open Model format (.wom) — novel format, no Blizzard IP
// WOM1: static geometry | WOM2: + bones + animations
// WOM1: static geometry | WOM2: + bones + animations | WOM3: + multi-batch materials
struct WoweeModel {
struct Vertex {
glm::vec3 position;
@ -43,18 +43,31 @@ struct WoweeModel {
std::vector<std::vector<AnimKeyframe>> boneKeyframes; // [boneIdx][keyframe]
};
// WOM3: a contiguous slice of indices that draws with one material/texture.
// Most M2 models have multiple submeshes (body, hair, eyes, etc.) — each
// becomes one Batch in WOM3.
struct Batch {
uint32_t indexStart = 0; // first index in the global index buffer
uint32_t indexCount = 0; // number of indices to draw
uint32_t textureIndex = 0; // index into texturePaths
uint16_t blendMode = 0; // 0=opaque, 1=alpha-test, 2=alpha, 3=add
uint16_t flags = 0; // bit 0 = unlit, bit 1 = two-sided, bit 2 = no z-write
};
std::string name;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<std::string> texturePaths;
std::vector<Bone> bones;
std::vector<Animation> animations;
std::vector<Batch> batches; // empty in WOM1/WOM2, populated in WOM3
float boundRadius = 1.0f;
glm::vec3 boundMin{0}, boundMax{0};
uint32_t version = 1; // 1=WOM1(static), 2=WOM2(animated)
uint32_t version = 1; // 1=WOM1(static), 2=WOM2(animated), 3=WOM3(multi-batch)
bool isValid() const { return !vertices.empty() && !indices.empty(); }
bool hasAnimation() const { return !bones.empty() && !animations.empty(); }
bool hasBatches() const { return !batches.empty(); }
};
class WoweeModelLoader {