wmo: apply MOHD ambient color to interior group lighting

Read the ambient color from the MOHD chunk (BGRA uint32) and store it
on WMOModel as a normalized RGB vec3.  Pass it through ModelData into
the per-batch WMOMaterialUBO (replacing the unused pad[3] bytes, keeping
the struct at 64 bytes).  The GLSL interior branch now floors vertex
colors against the WMO ambient instead of a hardcoded 0.5, so dungeon
interiors respect the artist-specified ambient tint from the WMO root
rather than always clamping to grey.
This commit is contained in:
Kelsi 2026-03-09 21:27:01 -07:00
parent 8561d5c58c
commit 4d1be18c18
6 changed files with 24 additions and 3 deletions

View file

@ -353,7 +353,9 @@ private:
float heightMapVariance; // 40 (low variance = skip POM)
float normalMapStrength; // 44 (0=flat, 1=full, 2=exaggerated)
int32_t isLava; // 48 (1=lava/magma UV scroll)
float pad[3]; // 52-60 padding to 64 bytes
float wmoAmbientR; // 52 (interior ambient color R)
float wmoAmbientG; // 56 (interior ambient color G)
float wmoAmbientB; // 60 (interior ambient color B)
}; // 64 bytes total
/**
@ -472,6 +474,7 @@ private:
std::vector<GroupResources> groups;
glm::vec3 boundingBoxMin;
glm::vec3 boundingBoxMax;
glm::vec3 wmoAmbientColor{0.5f, 0.5f, 0.5f}; // From MOHD, used for interior lighting
bool isLowPlatform = false;
// Doodad templates (M2 models placed in WMO, stored for instancing)