fix: shadow map re-bind after DrawModelEx + transpose lightViewProj

- Bind shadow map on MaterialMapIndex.Emission (unit 1) per entity
- Re-bind via Rlgl.ActiveTextureSlot(1)+EnableTexture after DrawModelEx
  (DrawModelEx resets texture state internally)
- Transpose lightViewProj matrix (Raylib row-major → OpenGL column-major)
- 66/66 tests, 145 FPS
This commit is contained in:
emil28092005
2026-06-17 18:07:13 +03:00
parent 2e73a0b52c
commit 6d16287bcb
2 changed files with 24 additions and 10 deletions
+2 -2
View File
@@ -14,7 +14,7 @@ Size=250,398
Collapsed=0
[Window][Inspector]
Pos=740,357
Size=300,400
Pos=740,354
Size=300,403
Collapsed=0
+22 -8
View File
@@ -133,7 +133,10 @@ public sealed class RaylibRenderer : IRenderer
Raylib.BeginMode3D(shadowCamera);
// Grab light view/proj matrices AFTER BeginMode3D (like official example)
lightViewProj = Rlgl.GetMatrixModelview() * Rlgl.GetMatrixProjection();
// Raylib matrices are row-major, need to transpose for OpenGL (column-major)
var lv = Rlgl.GetMatrixModelview();
var lp = Rlgl.GetMatrixProjection();
lightViewProj = Matrix4x4.Transpose(lv * lp);
// Draw all shadow casters with the simple shadow shader
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
@@ -175,17 +178,12 @@ public sealed class RaylibRenderer : IRenderer
if (hasDirectionalLight && _lightViewProjLoc >= 0)
{
Raylib.SetShaderValueMatrix(_shader, _lightViewProjLoc, lightViewProj);
// Bind shadow map on texture unit 1, tell shader sampler to use it
if (_shadowMapLoc >= 0)
{
Rlgl.ActiveTextureSlot(1);
Rlgl.EnableTexture(_shadowDepthTex);
Raylib.SetShaderValue(_shader, _shadowMapLoc, 1, ShaderUniformDataType.Int);
}
}
Rlgl.DisableBackfaceCulling();
var shadowTex = new Texture2D { Id = _shadowDepthTex, Width = ShadowMapSize, Height = ShadowMapSize, Mipmaps = 1, Format = PixelFormat.UncompressedR16 };
world.Each((Entity e, ref EngineMesh mesh, ref EngineTransform transform) =>
{
if (e.Name() == "Grid")
@@ -199,7 +197,23 @@ public sealed class RaylibRenderer : IRenderer
{
var (axis, angle) = QuaternionToAxisAngle(rotation);
SetMaterialUniforms(material, model);
// Bind shadow map on Emission slot (texture unit 1) for each entity
if (hasDirectionalLight && _shadowMapLoc >= 0)
{
unsafe { Raylib.SetMaterialTexture(ref model.Materials[0], MaterialMapIndex.Emission, shadowTex); }
}
Raylib.DrawModelEx(model, position, axis, angle * 180.0f / MathF.PI, scale, Color.White);
// Re-bind shadow map on unit 1 after DrawModelEx (it may have reset texture state)
if (hasDirectionalLight && _shadowMapLoc >= 0)
{
Rlgl.ActiveTextureSlot(1);
Rlgl.EnableTexture(_shadowDepthTex);
Raylib.SetShaderValue(_shader, _shadowMapLoc, 1, ShaderUniformDataType.Int);
Rlgl.ActiveTextureSlot(0);
}
}
});