Fix naked players and NPC gear textures

Default PLAYER_VISIBLE_ITEM layout to known WotLK 3.3.5a values
(base=284, stride=2) so equipment reads work immediately without
waiting for heuristic detection. Add equipment texture compositing
for humanoid NPCs over baked body textures using ItemDisplayInfo.dbc
region lookups (texture-only, no geoset changes to avoid invisibility).
This commit is contained in:
Kelsi 2026-02-14 15:43:09 -08:00
parent 58d8b88721
commit d4bea91e37
3 changed files with 70 additions and 16 deletions

View file

@ -1132,8 +1132,11 @@ private:
// Visible equipment for other players: detect the update-field layout (base + stride)
// using the local player's own equipped items, then decode other players by index.
int visibleItemEntryBase_ = -1;
// Default to known WotLK 3.3.5a layout: UNIT_END(148) + 0x0088 = 284, stride 2.
// The heuristic in maybeDetectVisibleItemLayout() can still override if needed.
int visibleItemEntryBase_ = 284;
int visibleItemStride_ = 2;
bool visibleItemLayoutVerified_ = false; // true once heuristic confirms/overrides default
std::unordered_map<uint64_t, std::array<uint32_t, 19>> otherPlayerVisibleItemEntries_;
std::unordered_set<uint64_t> otherPlayerVisibleDirty_;
std::unordered_map<uint64_t, uint32_t> otherPlayerMoveTimeMs_;

View file

@ -3116,7 +3116,57 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
// Type 6 (hair) needs its own texture from CharSections.dbc
if (!extra.bakeName.empty()) {
std::string bakePath = "Textures\\BakedNpcTextures\\" + extra.bakeName;
GLuint finalTex = charRenderer->loadTexture(bakePath);
// Build equipment texture region layers from NPC equipment display IDs
// (texture-only compositing — no geoset changes to avoid invisibility bugs)
std::vector<std::pair<int, std::string>> npcRegionLayers;
auto npcItemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
if (npcItemDisplayDbc) {
static const char* npcComponentDirs[] = {
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
"TorsoUpperTexture", "TorsoLowerTexture",
"LegUpperTexture", "LegLowerTexture", "FootTexture",
};
const bool npcIsFemale = (extra.sexId == 1);
// Iterate all 11 NPC equipment slots; let DBC lookup filter which have textures
for (int eqSlot = 0; eqSlot < 11; eqSlot++) {
uint32_t did = extra.equipDisplayId[eqSlot];
if (did == 0) continue;
int32_t recIdx = npcItemDisplayDbc->findRecordById(did);
if (recIdx < 0) continue;
for (int region = 0; region < 8; region++) {
std::string texName = npcItemDisplayDbc->getString(
static_cast<uint32_t>(recIdx), 14 + region);
if (texName.empty())
texName = npcItemDisplayDbc->getString(
static_cast<uint32_t>(recIdx), 15 + region);
if (texName.empty()) continue;
std::string base = "Item\\TextureComponents\\" +
std::string(npcComponentDirs[region]) + "\\" + texName;
std::string genderPath = base + (npcIsFemale ? "_F.blp" : "_M.blp");
std::string unisexPath = base + "_U.blp";
std::string fullPath;
if (assetManager->fileExists(genderPath)) fullPath = genderPath;
else if (assetManager->fileExists(unisexPath)) fullPath = unisexPath;
else fullPath = base + ".blp";
npcRegionLayers.emplace_back(region, fullPath);
}
}
}
// Composite equipment textures over baked NPC texture, or just load baked texture
GLuint finalTex = 0;
if (!npcRegionLayers.empty()) {
finalTex = charRenderer->compositeWithRegions(bakePath, {}, npcRegionLayers);
LOG_DEBUG("Composited NPC baked texture with ", npcRegionLayers.size(),
" equipment regions: ", bakePath);
} else {
finalTex = charRenderer->loadTexture(bakePath);
}
if (finalTex != 0 && modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {

View file

@ -5681,7 +5681,7 @@ void GameHandler::rebuildOnlineInventory() {
}
void GameHandler::maybeDetectVisibleItemLayout() {
if (visibleItemEntryBase_ >= 0) return;
if (visibleItemLayoutVerified_) return;
if (lastPlayerFields_.empty()) return;
std::array<uint32_t, 19> equipEntries{};
@ -5746,21 +5746,22 @@ void GameHandler::maybeDetectVisibleItemLayout() {
}
}
if (bestMatches < 2 || bestBase < 0 || bestStride <= 0) return;
if (bestMismatches > 1) return;
if (bestMatches >= 2 && bestBase >= 0 && bestStride > 0 && bestMismatches <= 1) {
visibleItemEntryBase_ = bestBase;
visibleItemStride_ = bestStride;
visibleItemLayoutVerified_ = true;
LOG_INFO("Detected PLAYER_VISIBLE_ITEM entry layout: base=", visibleItemEntryBase_,
" stride=", visibleItemStride_, " (matches=", bestMatches,
" mismatches=", bestMismatches, " score=", bestScore, ")");
visibleItemEntryBase_ = bestBase;
visibleItemStride_ = bestStride;
LOG_INFO("Detected PLAYER_VISIBLE_ITEM entry layout: base=", visibleItemEntryBase_,
" stride=", visibleItemStride_, " (matches=", bestMatches,
" mismatches=", bestMismatches, " score=", bestScore, ")");
// Backfill existing player entities already in view.
for (const auto& [guid, ent] : entityManager.getEntities()) {
if (!ent || ent->getType() != ObjectType::PLAYER) continue;
if (guid == playerGuid) continue;
updateOtherPlayerVisibleItems(guid, ent->getFields());
// Backfill existing player entities already in view.
for (const auto& [guid, ent] : entityManager.getEntities()) {
if (!ent || ent->getType() != ObjectType::PLAYER) continue;
if (guid == playerGuid) continue;
updateOtherPlayerVisibleItems(guid, ent->getFields());
}
}
// If heuristic didn't find a match, keep using the default WotLK layout (base=284, stride=2).
}
void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<uint16_t, uint32_t>& fields) {