Kelsidavis-WoWee/include/pipeline/wowee_model.hpp
Kelsi b736c6b2e1 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.
2026-05-06 01:07:00 -07:00

97 lines
3.3 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace pipeline {
struct M2Model;
// Wowee Open Model format (.wom) — novel format, no Blizzard IP
// WOM1: static geometry | WOM2: + bones + animations | WOM3: + multi-batch materials
struct WoweeModel {
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
uint8_t boneWeights[4] = {255, 0, 0, 0};
uint8_t boneIndices[4] = {0, 0, 0, 0};
};
struct Bone {
int32_t keyBoneId = -1;
int16_t parentBone = -1;
glm::vec3 pivot{0};
uint32_t flags = 0;
};
struct AnimKeyframe {
uint32_t timeMs;
glm::vec3 translation;
glm::quat rotation;
glm::vec3 scale;
};
struct Animation {
uint32_t id = 0;
uint32_t durationMs = 0;
float movingSpeed = 0;
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), 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 {
public:
// Load from .wom file (binary) + .wom.json (metadata)
static WoweeModel load(const std::string& basePath);
// Save to .wom + .wom.json
static bool save(const WoweeModel& model, const std::string& basePath);
// Convert an M2 model to WoweeModel (static geometry only, no animation)
static WoweeModel fromM2(const std::string& m2Path, class AssetManager* am);
// Check if a .wom exists
static bool exists(const std::string& basePath);
// Convert WoweeModel to an in-memory M2Model so the M2Renderer can consume it.
// Single batch, single material — sufficient for static and simple animated meshes.
static M2Model toM2(const WoweeModel& wom);
// Convenience: try loading <path-without-ext>.wom from the standard editor
// search paths (custom_zones/models/, output/models/). Returns valid model on hit.
static WoweeModel tryLoadByGamePath(const std::string& gamePath);
};
} // namespace pipeline
} // namespace wowee