WMO glass transparency for instances, disable interior shadows

- Add case-insensitive "glass" detection for WMO window materials
- Make instance (WMO-only) glass highly transparent (12-35% alpha)
  so underwater scenes are visible through Deeprun Tram windows
- Keep normal world windows at existing opacity (40-95% alpha)
- Disable shadow mapping for interior WMO groups to fix dark
  indoor areas like Ironforge
This commit is contained in:
Kelsi 2026-03-06 23:48:35 -08:00
parent f4c115ade9
commit 2c5b7cd368
4 changed files with 23 additions and 7 deletions

View file

@ -196,6 +196,7 @@ public:
void setNormalMapStrength(float s) { normalMapStrength_ = s; materialSettingsDirty_ = true; }
void setPOMEnabled(bool enabled) { pomEnabled_ = enabled; materialSettingsDirty_ = true; }
void setPOMQuality(int q) { pomQuality_ = q; materialSettingsDirty_ = true; }
void setWMOOnlyMap(bool v) { wmoOnlyMap_ = v; materialSettingsDirty_ = true; }
bool isNormalMappingEnabled() const { return normalMappingEnabled_; }
float getNormalMapStrength() const { return normalMapStrength_; }
bool isPOMEnabled() const { return pomEnabled_; }
@ -670,6 +671,7 @@ private:
bool pomEnabled_ = true; // on by default
int pomQuality_ = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
bool materialSettingsDirty_ = false; // rebuild UBOs when settings change
bool wmoOnlyMap_ = false; // true for dungeon/instance WMO-only maps
// Rendering state
bool wireframeMode = false;