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Tune M2 lantern flame glow without restoring card artifacts
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3c754801c4
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0ea1106b05
1 changed files with 36 additions and 2 deletions
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@ -1975,6 +1975,17 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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}
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}
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std::string modelKeyLower = model.name;
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std::transform(modelKeyLower.begin(), modelKeyLower.end(), modelKeyLower.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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const bool flameLikeModel =
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(modelKeyLower.find("lantern") != std::string::npos) ||
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(modelKeyLower.find("lamp") != std::string::npos) ||
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(modelKeyLower.find("torch") != std::string::npos) ||
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(modelKeyLower.find("candle") != std::string::npos) ||
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(modelKeyLower.find("flame") != std::string::npos) ||
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(modelKeyLower.find("fire") != std::string::npos);
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for (const auto& batch : model.batches) {
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if (batch.indexCount == 0) continue;
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@ -1984,8 +1995,31 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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// Skip batches with zero opacity from texture weight tracks (should be invisible)
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if (batch.batchOpacity < 0.01f) continue;
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// Render additive/mod batches as authored geometry so alpha-cutout cards
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// (e.g. candle flames) keep their original transparency/glow behavior.
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const bool koboldFlameCard =
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batch.colorKeyBlack &&
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(modelKeyLower.find("kobold") != std::string::npos) &&
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((modelKeyLower.find("candle") != std::string::npos) ||
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(modelKeyLower.find("torch") != std::string::npos) ||
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(modelKeyLower.find("mine") != std::string::npos));
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// Replace only likely flame-card submeshes with sprite glow. Keep larger geometry
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// (lantern housings, posts, etc.) authored so the prop itself remains visible.
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const bool smallCardLikeBatch = (batch.glowSize <= 1.35f);
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const bool shouldUseGlowSprite =
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!koboldFlameCard &&
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smallCardLikeBatch &&
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((batch.blendMode >= 3) || (batch.colorKeyBlack && flameLikeModel && batch.blendMode >= 1));
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if (shouldUseGlowSprite) {
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if (entry.distSq < 180.0f * 180.0f) {
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glm::vec3 worldPos = glm::vec3(instance.modelMatrix * glm::vec4(batch.center, 1.0f));
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GlowSprite gs;
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gs.worldPos = worldPos;
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gs.color = glm::vec4(1.0f, 0.82f, 0.46f, 1.15f);
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gs.size = batch.glowSize * instance.scale * 1.45f;
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glowSprites_.push_back(gs);
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}
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continue;
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}
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// Compute UV offset for texture animation (only set uniform if changed)
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glm::vec2 uvOffset(0.0f, 0.0f);
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