Files
WoWee/include/rendering/character_renderer.hpp

229 lines
8.6 KiB
C++

#pragma once
#include "pipeline/m2_loader.hpp"
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <memory>
#include <vector>
#include <unordered_map>
#include <unordered_set>
#include <string>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering {
// Forward declarations
class Shader;
class Texture;
class Camera;
// Weapon attached to a character instance at a bone attachment point
struct WeaponAttachment {
uint32_t weaponModelId;
uint32_t weaponInstanceId;
uint32_t attachmentId; // 1=RightHand, 2=LeftHand
uint16_t boneIndex;
glm::vec3 offset;
};
/**
* Character renderer for M2 models with skeletal animation
*
* Features:
* - Skeletal animation with bone transformations
* - Keyframe interpolation (linear position/scale, slerp rotation)
* - Vertex skinning (GPU-accelerated)
* - Texture loading from BLP via AssetManager
*/
class CharacterRenderer {
public:
CharacterRenderer();
~CharacterRenderer();
bool initialize();
void shutdown();
void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
bool loadModel(const pipeline::M2Model& model, uint32_t id);
uint32_t createInstance(uint32_t modelId, const glm::vec3& position,
const glm::vec3& rotation = glm::vec3(0.0f),
float scale = 1.0f);
void playAnimation(uint32_t instanceId, uint32_t animationId, bool loop = true);
void update(float deltaTime);
void render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection);
void renderShadow(const glm::mat4& lightSpaceMatrix);
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
void startFadeIn(uint32_t instanceId, float durationSeconds);
const pipeline::M2Model* getModelData(uint32_t modelId) const;
void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
void setInstanceVisible(uint32_t instanceId, bool visible);
void removeInstance(uint32_t instanceId);
bool getAnimationState(uint32_t instanceId, uint32_t& animationId, float& animationTimeMs, float& animationDurationMs) const;
bool hasAnimation(uint32_t instanceId, uint32_t animationId) const;
bool getAnimationSequences(uint32_t instanceId, std::vector<pipeline::M2Sequence>& out) const;
bool getInstanceModelName(uint32_t instanceId, std::string& modelName) const;
bool getInstanceBounds(uint32_t instanceId, glm::vec3& outCenter, float& outRadius) const;
/** Attach a weapon model to a character instance at the given attachment point. */
bool attachWeapon(uint32_t charInstanceId, uint32_t attachmentId,
const pipeline::M2Model& weaponModel, uint32_t weaponModelId,
const std::string& texturePath);
/** Detach a weapon from the given attachment point. */
void detachWeapon(uint32_t charInstanceId, uint32_t attachmentId);
size_t getInstanceCount() const { return instances.size(); }
void setFog(const glm::vec3& color, float start, float end) {
fogColor = color; fogStart = start; fogEnd = end;
}
void setShadowMap(GLuint depthTex, const glm::mat4& lightSpace) {
shadowDepthTex = depthTex; lightSpaceMatrix = lightSpace; shadowEnabled = true;
}
void clearShadowMap() { shadowEnabled = false; }
private:
// GPU representation of M2 model
struct M2ModelGPU {
uint32_t vao = 0;
uint32_t vbo = 0;
uint32_t ebo = 0;
pipeline::M2Model data; // Original model data
std::vector<glm::mat4> bindPose; // Inverse bind pose matrices
// Textures loaded from BLP (indexed by texture array position)
std::vector<GLuint> textureIds;
};
// Character instance
struct CharacterInstance {
uint32_t id;
uint32_t modelId;
glm::vec3 position;
glm::vec3 rotation;
float scale;
bool visible = true; // For first-person camera hiding
// Animation state
uint32_t currentAnimationId = 0;
int currentSequenceIndex = -1; // Index into M2Model::sequences
float animationTime = 0.0f;
bool animationLoop = true;
bool isDead = false; // Prevents movement while in death state
std::vector<glm::mat4> boneMatrices; // Current bone transforms
// Geoset visibility — which submesh IDs to render
// Empty = render all (for non-character models)
std::unordered_set<uint16_t> activeGeosets;
// Per-geoset-group texture overrides (group → GL texture ID)
std::unordered_map<uint16_t, GLuint> groupTextureOverrides;
// Weapon attachments (weapons parented to this instance's bones)
std::vector<WeaponAttachment> weaponAttachments;
// Opacity (for fade-in)
float opacity = 1.0f;
float fadeInTime = 0.0f; // elapsed fade time (seconds)
float fadeInDuration = 0.0f; // total fade duration (0 = no fade)
// Movement interpolation
bool isMoving = false;
glm::vec3 moveStart{0.0f};
glm::vec3 moveEnd{0.0f};
float moveDuration = 0.0f; // seconds
float moveElapsed = 0.0f;
// Override model matrix (used for weapon instances positioned by parent bone)
bool hasOverrideModelMatrix = false;
glm::mat4 overrideModelMatrix{1.0f};
};
void setupModelBuffers(M2ModelGPU& gpuModel);
void calculateBindPose(M2ModelGPU& gpuModel);
void updateAnimation(CharacterInstance& instance, float deltaTime);
void calculateBoneMatrices(CharacterInstance& instance);
glm::mat4 getBoneTransform(const pipeline::M2Bone& bone, float time, int sequenceIndex);
glm::mat4 getModelMatrix(const CharacterInstance& instance) const;
// Keyframe interpolation helpers
static int findKeyframeIndex(const std::vector<uint32_t>& timestamps, float time);
static glm::vec3 interpolateVec3(const pipeline::M2AnimationTrack& track,
int seqIdx, float time, const glm::vec3& defaultVal);
static glm::quat interpolateQuat(const pipeline::M2AnimationTrack& track,
int seqIdx, float time);
public:
/**
* Build a composited character skin texture by alpha-blending overlay
* layers (e.g. underwear) onto a base skin BLP. Each overlay is placed
* at the correct CharComponentTextureSections region based on its
* filename (pelvis, torso, etc.). Returns the resulting GL texture ID.
*/
GLuint compositeTextures(const std::vector<std::string>& layerPaths);
/**
* Build a composited character skin with explicit region-based equipment overlays.
* @param basePath Body skin texture path
* @param baseLayers Underwear overlay paths (placed by filename keyword)
* @param regionLayers Pairs of (region_index, blp_path) for equipment textures
* @return GL texture ID of the composited result
*/
GLuint compositeWithRegions(const std::string& basePath,
const std::vector<std::string>& baseLayers,
const std::vector<std::pair<int, std::string>>& regionLayers);
/** Load a BLP texture from MPQ and return the GL texture ID (cached). */
GLuint loadTexture(const std::string& path);
/** Replace a loaded model's texture at the given slot with a new GL texture. */
void setModelTexture(uint32_t modelId, uint32_t textureSlot, GLuint textureId);
/** Reset a model's texture slot back to white fallback. */
void resetModelTexture(uint32_t modelId, uint32_t textureSlot);
private:
std::unique_ptr<Shader> characterShader;
GLuint shadowCasterProgram = 0;
pipeline::AssetManager* assetManager = nullptr;
// Fog parameters
glm::vec3 fogColor = glm::vec3(0.5f, 0.6f, 0.7f);
float fogStart = 400.0f;
float fogEnd = 1200.0f;
// Shadow mapping
GLuint shadowDepthTex = 0;
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
bool shadowEnabled = false;
// Texture cache
std::unordered_map<std::string, GLuint> textureCache;
GLuint whiteTexture = 0;
std::unordered_map<uint32_t, M2ModelGPU> models;
std::unordered_map<uint32_t, CharacterInstance> instances;
uint32_t nextInstanceId = 1;
// Maximum bones supported (GPU uniform limit)
static constexpr int MAX_BONES = 200;
};
} // namespace rendering
} // namespace wowee