mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-02-20 08:14:55 -05:00
Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate logging. Add negative cache for failed texture loads to prevent repeated file I/O for missing textures like deathknighteyeglow.blp.
272 lines
11 KiB
C++
272 lines
11 KiB
C++
#pragma once
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#include "pipeline/m2_loader.hpp"
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include <unordered_set>
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#include <string>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering {
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// Forward declarations
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class Shader;
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class Texture;
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class Camera;
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// Weapon attached to a character instance at a bone attachment point
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struct WeaponAttachment {
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uint32_t weaponModelId;
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uint32_t weaponInstanceId;
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uint32_t attachmentId; // 1=RightHand, 2=LeftHand
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uint16_t boneIndex;
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glm::vec3 offset;
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};
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/**
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* Character renderer for M2 models with skeletal animation
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*
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* Features:
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* - Skeletal animation with bone transformations
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* - Keyframe interpolation (linear position/scale, slerp rotation)
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* - Vertex skinning (GPU-accelerated)
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* - Texture loading from BLP via AssetManager
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*/
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class CharacterRenderer {
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public:
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CharacterRenderer();
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~CharacterRenderer();
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bool initialize();
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void shutdown();
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void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
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bool loadModel(const pipeline::M2Model& model, uint32_t id);
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uint32_t createInstance(uint32_t modelId, const glm::vec3& position,
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const glm::vec3& rotation = glm::vec3(0.0f),
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float scale = 1.0f);
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void playAnimation(uint32_t instanceId, uint32_t animationId, bool loop = true);
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void update(float deltaTime, const glm::vec3& cameraPos = glm::vec3(0.0f));
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void render(const Camera& camera, const glm::mat4& view, const glm::mat4& projection);
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void renderShadow(const glm::mat4& lightSpaceMatrix);
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void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
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void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
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void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
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void startFadeIn(uint32_t instanceId, float durationSeconds);
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const pipeline::M2Model* getModelData(uint32_t modelId) const;
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void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
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void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
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void setTextureSlotOverride(uint32_t instanceId, uint16_t textureSlot, GLuint textureId);
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void clearTextureSlotOverride(uint32_t instanceId, uint16_t textureSlot);
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void setInstanceVisible(uint32_t instanceId, bool visible);
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void removeInstance(uint32_t instanceId);
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bool getAnimationState(uint32_t instanceId, uint32_t& animationId, float& animationTimeMs, float& animationDurationMs) const;
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bool hasAnimation(uint32_t instanceId, uint32_t animationId) const;
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bool getAnimationSequences(uint32_t instanceId, std::vector<pipeline::M2Sequence>& out) const;
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bool getInstanceModelName(uint32_t instanceId, std::string& modelName) const;
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bool getInstanceBounds(uint32_t instanceId, glm::vec3& outCenter, float& outRadius) const;
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/** Debug: Log all available animations for an instance */
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void dumpAnimations(uint32_t instanceId) const;
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/** Attach a weapon model to a character instance at the given attachment point. */
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bool attachWeapon(uint32_t charInstanceId, uint32_t attachmentId,
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const pipeline::M2Model& weaponModel, uint32_t weaponModelId,
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const std::string& texturePath);
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/** Detach a weapon from the given attachment point. */
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void detachWeapon(uint32_t charInstanceId, uint32_t attachmentId);
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/** Get the world-space transform of an attachment point on an instance.
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* Used for mount seats, weapon positions, etc.
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* @param instanceId The character/mount instance
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* @param attachmentId The attachment point ID (0=Mount, 1=RightHand, 2=LeftHand, etc.)
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* @param outTransform The resulting world-space transform matrix
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* @return true if attachment found and matrix computed
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*/
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bool getAttachmentTransform(uint32_t instanceId, uint32_t attachmentId, glm::mat4& outTransform);
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size_t getInstanceCount() const { return instances.size(); }
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void setFog(const glm::vec3& color, float start, float end) {
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fogColor = color; fogStart = start; fogEnd = end;
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}
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void setLighting(const float lightDirIn[3], const float lightColorIn[3],
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const float ambientColorIn[3]) {
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lightDir = glm::vec3(lightDirIn[0], lightDirIn[1], lightDirIn[2]);
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lightColor = glm::vec3(lightColorIn[0], lightColorIn[1], lightColorIn[2]);
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ambientColor = glm::vec3(ambientColorIn[0], ambientColorIn[1], ambientColorIn[2]);
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}
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void setShadowMap(GLuint depthTex, const glm::mat4& lightSpace) {
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shadowDepthTex = depthTex; lightSpaceMatrix = lightSpace; shadowEnabled = true;
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}
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void clearShadowMap() { shadowEnabled = false; }
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private:
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// GPU representation of M2 model
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struct M2ModelGPU {
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uint32_t vao = 0;
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uint32_t vbo = 0;
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uint32_t ebo = 0;
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pipeline::M2Model data; // Original model data
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std::vector<glm::mat4> bindPose; // Inverse bind pose matrices
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// Textures loaded from BLP (indexed by texture array position)
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std::vector<GLuint> textureIds;
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};
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// Character instance
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struct CharacterInstance {
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uint32_t id;
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uint32_t modelId;
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glm::vec3 position;
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glm::vec3 rotation;
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float scale;
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bool visible = true; // For first-person camera hiding
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// Animation state
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uint32_t currentAnimationId = 0;
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int currentSequenceIndex = -1; // Index into M2Model::sequences
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float animationTime = 0.0f;
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bool animationLoop = true;
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bool isDead = false; // Prevents movement while in death state
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std::vector<glm::mat4> boneMatrices; // Current bone transforms
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// Geoset visibility — which submesh IDs to render
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// Empty = render all (for non-character models)
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std::unordered_set<uint16_t> activeGeosets;
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// Per-geoset-group texture overrides (group → GL texture ID)
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std::unordered_map<uint16_t, GLuint> groupTextureOverrides;
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// Per-texture-slot overrides (slot → GL texture ID)
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std::unordered_map<uint16_t, GLuint> textureSlotOverrides;
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// Weapon attachments (weapons parented to this instance's bones)
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std::vector<WeaponAttachment> weaponAttachments;
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// Opacity (for fade-in)
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float opacity = 1.0f;
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float fadeInTime = 0.0f; // elapsed fade time (seconds)
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float fadeInDuration = 0.0f; // total fade duration (0 = no fade)
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// Movement interpolation
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bool isMoving = false;
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glm::vec3 moveStart{0.0f};
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glm::vec3 moveEnd{0.0f};
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float moveDuration = 0.0f; // seconds
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float moveElapsed = 0.0f;
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// Override model matrix (used for weapon instances positioned by parent bone)
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bool hasOverrideModelMatrix = false;
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glm::mat4 overrideModelMatrix{1.0f};
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};
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void setupModelBuffers(M2ModelGPU& gpuModel);
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void calculateBindPose(M2ModelGPU& gpuModel);
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void updateAnimation(CharacterInstance& instance, float deltaTime);
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void calculateBoneMatrices(CharacterInstance& instance);
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glm::mat4 getBoneTransform(const pipeline::M2Bone& bone, float time, int sequenceIndex);
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glm::mat4 getModelMatrix(const CharacterInstance& instance) const;
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// Keyframe interpolation helpers
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static int findKeyframeIndex(const std::vector<uint32_t>& timestamps, float time);
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static glm::vec3 interpolateVec3(const pipeline::M2AnimationTrack& track,
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int seqIdx, float time, const glm::vec3& defaultVal);
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static glm::quat interpolateQuat(const pipeline::M2AnimationTrack& track,
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int seqIdx, float time);
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public:
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/**
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* Build a composited character skin texture by alpha-blending overlay
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* layers (e.g. underwear) onto a base skin BLP. Each overlay is placed
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* at the correct CharComponentTextureSections region based on its
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* filename (pelvis, torso, etc.). Returns the resulting GL texture ID.
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*/
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GLuint compositeTextures(const std::vector<std::string>& layerPaths);
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/**
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* Build a composited character skin with explicit region-based equipment overlays.
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* @param basePath Body skin texture path
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* @param baseLayers Underwear overlay paths (placed by filename keyword)
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* @param regionLayers Pairs of (region_index, blp_path) for equipment textures
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* @return GL texture ID of the composited result
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*/
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GLuint compositeWithRegions(const std::string& basePath,
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const std::vector<std::string>& baseLayers,
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const std::vector<std::pair<int, std::string>>& regionLayers);
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/** Clear the composite texture cache (forces re-compositing on next call). */
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void clearCompositeCache();
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/** Load a BLP texture from MPQ and return the GL texture ID (cached). */
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GLuint loadTexture(const std::string& path);
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/** Replace a loaded model's texture at the given slot with a new GL texture. */
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void setModelTexture(uint32_t modelId, uint32_t textureSlot, GLuint textureId);
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/** Reset a model's texture slot back to white fallback. */
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void resetModelTexture(uint32_t modelId, uint32_t textureSlot);
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private:
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std::unique_ptr<Shader> characterShader;
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GLuint shadowCasterProgram = 0;
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pipeline::AssetManager* assetManager = nullptr;
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// Fog parameters
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glm::vec3 fogColor = glm::vec3(0.5f, 0.6f, 0.7f);
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float fogStart = 400.0f;
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float fogEnd = 1200.0f;
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// Lighting parameters
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glm::vec3 lightDir = glm::vec3(0.0f, -1.0f, 0.3f);
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glm::vec3 lightColor = glm::vec3(1.5f, 1.4f, 1.3f);
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glm::vec3 ambientColor = glm::vec3(0.4f, 0.4f, 0.45f);
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// Shadow mapping
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GLuint shadowDepthTex = 0;
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glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
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bool shadowEnabled = false;
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// Texture cache
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struct TextureCacheEntry {
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GLuint id = 0;
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size_t approxBytes = 0;
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uint64_t lastUse = 0;
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};
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std::unordered_map<std::string, TextureCacheEntry> textureCache;
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std::unordered_map<std::string, GLuint> compositeCache_; // key → GPU texture for reuse
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std::unordered_set<std::string> failedTextureCache_; // negative cache for missing textures
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size_t textureCacheBytes_ = 0;
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uint64_t textureCacheCounter_ = 0;
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size_t textureCacheBudgetBytes_ = 1024ull * 1024 * 1024; // Default, overridden at init
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GLuint whiteTexture = 0;
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std::unordered_map<uint32_t, M2ModelGPU> models;
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std::unordered_map<uint32_t, CharacterInstance> instances;
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uint32_t nextInstanceId = 1;
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// Maximum bones supported (GPU uniform limit)
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// WoW character models can have 210+ bones; GPU reports 4096 components (~256 mat4)
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static constexpr int MAX_BONES = 240;
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};
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} // namespace rendering
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} // namespace wowee
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