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https://github.com/Kelsidavis/WoWee.git
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Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter group 0 submeshes so only the body base and correct hair mesh render (prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column indices (5→7) and geoset formulas for equipment. Add CharSections.dbc hair texture lookup and CharacterFacialHairStyles.dbc support.
212 lines
7.8 KiB
C++
212 lines
7.8 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);
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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 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 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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/** 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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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 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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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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// Weapon attachments (weapons parented to this instance's bones)
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std::vector<WeaponAttachment> weaponAttachments;
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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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/** 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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// 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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std::unordered_map<std::string, GLuint> textureCache;
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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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static constexpr int MAX_BONES = 200;
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};
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} // namespace rendering
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} // namespace wowee
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