Tune M2 lantern flame glow without restoring card artifacts

This commit is contained in:
Kelsi 2026-02-19 06:12:32 -08:00
parent 3c754801c4
commit 0ea1106b05

View file

@ -1975,6 +1975,17 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
}
}
std::string modelKeyLower = model.name;
std::transform(modelKeyLower.begin(), modelKeyLower.end(), modelKeyLower.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
const bool flameLikeModel =
(modelKeyLower.find("lantern") != std::string::npos) ||
(modelKeyLower.find("lamp") != std::string::npos) ||
(modelKeyLower.find("torch") != std::string::npos) ||
(modelKeyLower.find("candle") != std::string::npos) ||
(modelKeyLower.find("flame") != std::string::npos) ||
(modelKeyLower.find("fire") != std::string::npos);
for (const auto& batch : model.batches) {
if (batch.indexCount == 0) continue;
@ -1984,8 +1995,31 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
// Skip batches with zero opacity from texture weight tracks (should be invisible)
if (batch.batchOpacity < 0.01f) continue;
// Render additive/mod batches as authored geometry so alpha-cutout cards
// (e.g. candle flames) keep their original transparency/glow behavior.
const bool koboldFlameCard =
batch.colorKeyBlack &&
(modelKeyLower.find("kobold") != std::string::npos) &&
((modelKeyLower.find("candle") != std::string::npos) ||
(modelKeyLower.find("torch") != std::string::npos) ||
(modelKeyLower.find("mine") != std::string::npos));
// Replace only likely flame-card submeshes with sprite glow. Keep larger geometry
// (lantern housings, posts, etc.) authored so the prop itself remains visible.
const bool smallCardLikeBatch = (batch.glowSize <= 1.35f);
const bool shouldUseGlowSprite =
!koboldFlameCard &&
smallCardLikeBatch &&
((batch.blendMode >= 3) || (batch.colorKeyBlack && flameLikeModel && batch.blendMode >= 1));
if (shouldUseGlowSprite) {
if (entry.distSq < 180.0f * 180.0f) {
glm::vec3 worldPos = glm::vec3(instance.modelMatrix * glm::vec4(batch.center, 1.0f));
GlowSprite gs;
gs.worldPos = worldPos;
gs.color = glm::vec4(1.0f, 0.82f, 0.46f, 1.15f);
gs.size = batch.glowSize * instance.scale * 1.45f;
glowSprites_.push_back(gs);
}
continue;
}
// Compute UV offset for texture animation (only set uniform if changed)
glm::vec2 uvOffset(0.0f, 0.0f);