fix: shadow map binding before draw + correct matrix transpose
- Use BeginShaderMode/EndShaderMode around DrawModelEx to keep shader active - Bind shadow map on texture unit 1 BEFORE DrawModelEx (not after) - Remove manual Matrix4x4.Transpose — SetShaderValueMatrix already handles row-major to column-major conversion via glUniformMatrix4fv(transpose=false) - 66/66 tests, 145 FPS
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@@ -133,10 +133,10 @@ public sealed class RaylibRenderer : IRenderer
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Raylib.BeginMode3D(shadowCamera);
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Raylib.BeginMode3D(shadowCamera);
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// Grab light view/proj matrices AFTER BeginMode3D (like official example)
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// Grab light view/proj matrices AFTER BeginMode3D (like official example)
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// Raylib matrices are row-major, need to transpose for OpenGL (column-major)
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// SetShaderValueMatrix passes Matrix4x4 as-is to glUniformMatrix4fv(transpose=false)
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var lv = Rlgl.GetMatrixModelview();
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// which interprets row-major System.Numerics as column-major = effectively transposed.
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var lp = Rlgl.GetMatrixProjection();
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// So we just multiply directly (no manual transpose needed).
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lightViewProj = Matrix4x4.Transpose(lv * lp);
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lightViewProj = Rlgl.GetMatrixModelview() * Rlgl.GetMatrixProjection();
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// Draw all shadow casters with the simple shadow shader
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// Draw all shadow casters with the simple shadow shader
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
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@@ -198,22 +198,29 @@ public sealed class RaylibRenderer : IRenderer
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var (axis, angle) = QuaternionToAxisAngle(rotation);
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var (axis, angle) = QuaternionToAxisAngle(rotation);
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SetMaterialUniforms(material, model);
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SetMaterialUniforms(material, model);
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// Bind shadow map on Emission slot (texture unit 1) for each entity
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// Bind shadow map on Emission slot (texture unit 1)
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if (hasDirectionalLight && _shadowMapLoc >= 0)
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if (hasDirectionalLight && _shadowMapLoc >= 0)
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{
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{
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unsafe { Raylib.SetMaterialTexture(ref model.Materials[0], MaterialMapIndex.Emission, shadowTex); }
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unsafe { Raylib.SetMaterialTexture(ref model.Materials[0], MaterialMapIndex.Emission, shadowTex); }
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}
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}
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Raylib.DrawModelEx(model, position, axis, angle * 180.0f / MathF.PI, scale, Color.White);
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// Use BeginShaderMode to lock our shader, then bind shadow map on unit 1
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// BEFORE DrawModelEx so it's active during the draw
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// Re-bind shadow map on unit 1 after DrawModelEx (it may have reset texture state)
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if (hasDirectionalLight && _shadowMapLoc >= 0)
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if (hasDirectionalLight && _shadowMapLoc >= 0)
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{
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{
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Raylib.BeginShaderMode(_shader);
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Rlgl.ActiveTextureSlot(1);
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Rlgl.ActiveTextureSlot(1);
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Rlgl.EnableTexture(_shadowDepthTex);
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Rlgl.EnableTexture(_shadowDepthTex);
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Raylib.SetShaderValue(_shader, _shadowMapLoc, 1, ShaderUniformDataType.Int);
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Raylib.SetShaderValue(_shader, _shadowMapLoc, 1, ShaderUniformDataType.Int);
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Rlgl.ActiveTextureSlot(0);
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Rlgl.ActiveTextureSlot(0);
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}
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}
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Raylib.DrawModelEx(model, position, axis, angle * 180.0f / MathF.PI, scale, Color.White);
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if (hasDirectionalLight && _shadowMapLoc >= 0)
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{
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Raylib.EndShaderMode();
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}
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}
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}
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});
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});
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