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Align sun placement and shadow direction to active lighting
- drive shadow light direction from live LightingManager directionalDir - normalize shadow light to downward-facing convention with grazing-angle guard - make celestial/sky sun placement robust to directionalDir convention mismatches - keep visible sun above horizon while preserving shadow alignment
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3 changed files with 43 additions and 4 deletions
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@ -3599,8 +3599,24 @@ glm::mat4 Renderer::computeLightSpaceMatrix() {
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constexpr float kShadowNearPlane = 1.0f;
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constexpr float kShadowFarPlane = 600.0f;
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// Fixed sun direction matching current world lighting setup.
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// Use active lighting direction so shadow projection matches sun/celestial.
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glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
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if (lightingManager) {
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const auto& lighting = lightingManager->getLightingParams();
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if (glm::length(lighting.directionalDir) > 0.001f) {
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sunDir = glm::normalize(lighting.directionalDir);
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}
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}
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// Shadow camera expects light rays pointing downward in render space (Z up).
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// Some profiles/opcode paths provide the opposite convention; normalize here.
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if (sunDir.z > 0.0f) {
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sunDir = -sunDir;
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}
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// Keep a minimum downward component so the frustum doesn't collapse at grazing angles.
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if (sunDir.z > -0.08f) {
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sunDir.z = -0.08f;
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sunDir = glm::normalize(sunDir);
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}
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// Keep a stable shadow focus center and move it smoothly toward the player
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// to avoid visible shadow "state jumps" during movement.
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@ -3738,6 +3754,19 @@ void Renderer::renderShadowPass() {
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// directly by calling renderShadow with the light view/proj split.
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// For simplicity, compute the split:
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glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
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if (lightingManager) {
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const auto& lighting = lightingManager->getLightingParams();
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if (glm::length(lighting.directionalDir) > 0.001f) {
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sunDir = glm::normalize(lighting.directionalDir);
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}
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}
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if (sunDir.z > 0.0f) {
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sunDir = -sunDir;
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}
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if (sunDir.z > -0.08f) {
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sunDir.z = -0.08f;
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sunDir = glm::normalize(sunDir);
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}
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glm::vec3 center = shadowCenterInitialized ? shadowCenter : characterPosition;
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float halfExtent = kShadowHalfExtent;
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glm::vec3 up(0.0f, 0.0f, 1.0f);
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