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Wire DBC-driven lighting to terrain shaders: - Add LightingManager to Renderer - Initialize lighting manager with AssetManager - Update lighting each frame with player position - Feed lighting params to terrain shader uniforms: * Ambient color * Diffuse (sun) color and direction * Fog color, start, end distances - Fallback to skybox-based fog if lighting unavailable TODOs for full integration: - Wire actual map ID from game state - Wire server game time from login packets - Add weather/underwater state detection - Apply lighting to WMO/M2/skybox shaders Current state: Uses local time + Eastern Kingdoms map (0) Next: Hook up SMSG_LOGIN_SETTIMESPEED for real game time |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| platform | ||
| rendering | ||
| ui | ||