Narrow glow-card replacement to preserve lamp/sconce textures

- restrict glow sprite substitution to elven-like light models only
- keep Stormwind lamps and generic torch sconces rendering authored glass/grate/flame cards
- remove over-broad flame heuristic that turned many light fixtures into plain glow orbs
This commit is contained in:
Kelsi 2026-02-21 03:26:21 -08:00
parent 7a4a21c8bf
commit f8fc34ff2c

View file

@ -2070,17 +2070,6 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
std::string modelKeyLower = model.name;
std::transform(modelKeyLower.begin(), modelKeyLower.end(), modelKeyLower.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
const bool flameLikeModel =
(modelKeyLower.find("lantern") != std::string::npos) ||
(modelKeyLower.find("lamp") != std::string::npos) ||
(modelKeyLower.find("torch") != std::string::npos) ||
(modelKeyLower.find("candle") != std::string::npos) ||
(modelKeyLower.find("flame") != std::string::npos) ||
(modelKeyLower.find("fire") != std::string::npos) ||
(modelKeyLower.find("brazier") != std::string::npos) ||
(modelKeyLower.find("campfire") != std::string::npos) ||
(modelKeyLower.find("bonfire") != std::string::npos);
for (const auto& batch : model.batches) {
if (batch.indexCount == 0) continue;
@ -2101,27 +2090,23 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
// (lantern housings, posts, etc.) authored so the prop itself remains visible.
const bool smallCardLikeBatch = (batch.glowSize <= 1.35f);
const bool batchUnlit = (batch.materialFlags & 0x01) != 0;
const bool lightEmitterLikeBatch =
flameLikeModel &&
!model.isSpellEffect &&
smallCardLikeBatch &&
(batch.blendMode >= 1 || batch.colorKeyBlack || batchUnlit);
const bool elvenLikeModel =
(modelKeyLower.find("elf") != std::string::npos) ||
(modelKeyLower.find("elven") != std::string::npos) ||
(modelKeyLower.find("quel") != std::string::npos);
const bool shouldUseGlowSprite =
!koboldFlameCard &&
elvenLikeModel &&
!model.isSpellEffect &&
smallCardLikeBatch &&
((batch.blendMode >= 3) ||
lightEmitterLikeBatch ||
(flameLikeModel && batchUnlit) ||
(batch.colorKeyBlack && flameLikeModel && batchUnlit && batch.blendMode >= 1));
(batch.colorKeyBlack && batchUnlit && batch.blendMode >= 1));
if (shouldUseGlowSprite) {
if (entry.distSq < 180.0f * 180.0f) {
glm::vec3 worldPos = glm::vec3(instance.modelMatrix * glm::vec4(batch.center, 1.0f));
GlowSprite gs;
gs.worldPos = worldPos;
const bool elvenLike =
(modelKeyLower.find("elf") != std::string::npos) ||
(modelKeyLower.find("elven") != std::string::npos) ||
(modelKeyLower.find("quel") != std::string::npos);
gs.color = elvenLike
gs.color = elvenLikeModel
? glm::vec4(0.48f, 0.72f, 1.0f, 1.05f)
: glm::vec4(1.0f, 0.82f, 0.46f, 1.15f);
gs.size = batch.glowSize * instance.scale * 1.45f;