Refine lantern glow-card replacement and preserve lamp geometry

- Add per-batch glow metadata (lantern hint, card-like classification, tint)

- Track normalized texture keys and log lantern/light texture sets once for diagnostics

- Force sprite replacement for known Stormwind/Night Elf glow textures

- Keep lantern/light meshes visible while hiding only classified glow-card submeshes

- Choose glow sprite tint from texture hints (cool/red/warm) to avoid orange-only cards

- Broaden lantern glow detection to handle gameobject lights with nonstandard material setups
This commit is contained in:
Kelsi 2026-02-21 03:51:42 -08:00
parent 1304509260
commit 602f8265de
2 changed files with 127 additions and 17 deletions

View file

@ -39,6 +39,9 @@ struct M2ModelGPU {
uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
uint8_t textureUnit = 0; // UV set index (0=texCoords[0], 1=texCoords[1])
uint8_t texFlags = 0; // M2Texture.flags (bit0=WrapS, bit1=WrapT)
bool lanternGlowHint = false; // Texture/model hints this batch is a glow-card billboard
bool glowCardLike = false; // Batch likely is a flat emissive card that should be sprite-replaced
uint8_t glowTint = 0; // 0=warm, 1=cool, 2=red
float batchOpacity = 1.0f; // Resolved texture weight opacity (0=transparent, skip batch)
glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
float glowSize = 1.0f; // Approx radius of batch geometry