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-rw-r--r--apps/fparkan-game/src/main.rs22
1 files changed, 20 insertions, 2 deletions
diff --git a/apps/fparkan-game/src/main.rs b/apps/fparkan-game/src/main.rs
index 3fc12a7..3b3969e 100644
--- a/apps/fparkan-game/src/main.rs
+++ b/apps/fparkan-game/src/main.rs
@@ -3841,6 +3841,11 @@ const PROTOTYPE_TYPE_FORT: u32 = u32::from_le_bytes(*b"FORT");
const PROTOTYPE_TYPE_BTLU: u32 = u32::from_le_bytes(*b"BTLU");
const PROTOTYPE_TYPE_STAT: u32 = u32::from_le_bytes(*b"STAT");
+// shortcut: the preview does not load shade.cfg yet, so use CShade's native
+// defaults until the settings loader is implemented.
+const NATIVE_DEFAULT_ROB_SHADOWS_ON: bool = true;
+const NATIVE_DEFAULT_BLD_SHADOWS_ON: bool = false;
+
/// Maps the resolved registry type to the native object-kind selector used by
/// CSun/CShade. The mission object's raw kind is an unrelated TMA field; the
/// renderer receives the registry provenance from the prepared visual.
@@ -3853,6 +3858,14 @@ fn native_shadow_kind(source_type: Option<u32>) -> Option<u32> {
}
}
+fn native_shadow_caster_enabled(native_kind: u32) -> bool {
+ if native_kind == 4 {
+ NATIVE_DEFAULT_ROB_SHADOWS_ON
+ } else {
+ NATIVE_DEFAULT_BLD_SHADOWS_ON
+ }
+}
+
fn compose_unit_pose(parent: VulkanNodePose, child: VulkanNodePose) -> VulkanNodePose {
let rotated = rotate_unit_vector(child.translation, parent.rotation);
VulkanNodePose {
@@ -4288,7 +4301,9 @@ fn static_preview_mesh_and_materials(
mesh_components += 1;
}
}
- if let Some(native_kind) = root_native_kind {
+ if let Some(native_kind) =
+ root_native_kind.filter(|kind| native_shadow_caster_enabled(*kind))
+ {
let caster_id = u32::try_from(shadow_casters.len())
.map_err(|_| "shadow caster id exceeds u32".to_string())?;
if let Some(caster) = aggregate_shadow_caster(
@@ -6439,10 +6454,13 @@ mod tests {
}
#[test]
- fn native_sun_object_source_types_map_to_world_kinds() {
+ fn native_shadow_kind_mapping_keeps_sun_eligibility_separate_from_caster_defaults() {
assert_eq!(native_shadow_kind(Some(PROTOTYPE_TYPE_FORT)), Some(3));
assert_eq!(native_shadow_kind(Some(PROTOTYPE_TYPE_BTLU)), Some(4));
assert_eq!(native_shadow_kind(Some(PROTOTYPE_TYPE_STAT)), Some(10));
+ assert!(!native_shadow_caster_enabled(3));
+ assert!(native_shadow_caster_enabled(4));
+ assert!(!native_shadow_caster_enabled(10));
assert!(native_sun_object_kind_eligible(Some(PROTOTYPE_TYPE_FORT)));
assert!(native_sun_object_kind_eligible(Some(PROTOTYPE_TYPE_BTLU)));
assert!(native_sun_object_kind_eligible(Some(PROTOTYPE_TYPE_STAT)));