fix: rlgl depth FBO shadows, correct normals, linear gamma, per-channel Fresnel
- Shadow mapping via rlgl: custom depth FBO (2048x2048, 24-bit depth texture) instead of color-attachment approach. Proper depth-only render pass. - Shadow map bound via MaterialMapIndex.Emission (texture unit 1), sampled in shadow receiver shader with PCF 3x3 soft shadows. - Fixed inverted normals: Cross(ac, ab) for CW winding in OBJ files. - Linear workflow: pow(albedo, 2.2) before lighting, pow(result, 1/2.2) after. - Per-channel Fresnel: vec3 F0 + (1-F0)*pow(1-HdotV,5) instead of F0.x. - Single CollectLights call after BeginMode3D. - Shadow pass after BeginDrawing (inside frame). - Backface culling disabled globally for mixed-winding meshes. - Point light support: Light.Point/Directional factory methods, attenuation, ImGui inspector with type combo, position/range for point lights. - Floor rendered for both light types (shadow receiver or main shader). - 66/66 tests passing.
This commit is contained in:
@@ -224,7 +224,16 @@ public sealed class AiCommandProcessor
|
||||
{
|
||||
ref var light = ref e.Ensure<Light>();
|
||||
writer.WriteStartObject("Light");
|
||||
WriteVector3(writer, "direction", light.Direction);
|
||||
writer.WriteString("type", light.Type.ToString());
|
||||
if (light.IsPoint)
|
||||
{
|
||||
WriteVector3(writer, "position", light.Position);
|
||||
writer.WriteNumber("range", light.Range);
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteVector3(writer, "direction", light.Direction);
|
||||
}
|
||||
WriteVector3(writer, "color", light.Color);
|
||||
writer.WriteNumber("intensity", light.Intensity);
|
||||
writer.WriteEndObject();
|
||||
|
||||
Reference in New Issue
Block a user