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feat: enable shadow rendering in character preview for visual depth
Enable shadows in character preview with 0.5 strength for a subtle lighting effect that improves visual accuracy. Removes clearShadowMap() call and enables shadowParams in preview UBO. Enhances character appearance fidelity when viewing equipment and customization options.
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1 changed files with 4 additions and 4 deletions
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@ -64,9 +64,9 @@ bool CharacterPreview::initialize(pipeline::AssetManager* am) {
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return false;
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}
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// Disable fog and shadows for the preview
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// Configure lighting for character preview
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// Use distant fog to avoid clipping, enable shadows for visual depth
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charRenderer_->setFog(glm::vec3(0.05f, 0.05f, 0.1f), 9999.0f, 10000.0f);
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charRenderer_->clearShadowMap();
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camera_ = std::make_unique<Camera>();
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// Portrait-style camera: WoW Z-up coordinate system
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@ -819,8 +819,8 @@ void CharacterPreview::compositePass(VkCommandBuffer cmd, uint32_t frameIndex) {
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// No fog in preview
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ubo.fogColor = glm::vec4(0.05f, 0.05f, 0.1f, 0.0f);
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ubo.fogParams = glm::vec4(9999.0f, 10000.0f, 0.0f, 0.0f);
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// Shadows disabled
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ubo.shadowParams = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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// Enable shadows for visual depth in preview (strength=0.5 for subtle effect)
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ubo.shadowParams = glm::vec4(1.0f, 0.5f, 0.0f, 0.0f);
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std::memcpy(previewUBOMapped_[fi], &ubo, sizeof(GPUPerFrameData));
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