Implement fake lightning so terrain looks a little bit better
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756c2e98fe
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2b40543425
@ -111,7 +111,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_LEFT)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_LEFT)/15.0f, output_lightmap);
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push_lightmap(0.7f, output_lightmap);
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}
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if(sides[1]) {
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output_vertices.push_back(x+1);
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@ -133,7 +134,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_RIGHT)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_RIGHT)/15.0f, output_lightmap);
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push_lightmap(0.7f, output_lightmap);
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}
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if(sides[2]) {
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output_vertices.push_back(x);
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@ -155,7 +157,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_BACK)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_BACK)/15.0f, output_lightmap);
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push_lightmap(0.7f, output_lightmap);
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}
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if(sides[3]) {
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output_vertices.push_back(x);
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@ -177,7 +180,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_FRONT)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_FRONT)/15.0f, output_lightmap);
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push_lightmap(0.7f, output_lightmap);
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}
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if(sides[4]) {
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output_vertices.push_back(x);
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@ -199,7 +203,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_BOTTOM)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_BOTTOM)/15.0f, output_lightmap);
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push_lightmap(0.3f, output_lightmap);
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}
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if(sides[5]) {
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output_vertices.push_back(x);
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@ -221,7 +226,8 @@ void polygun::engine::normal_meshing::generate_mesh(const world::Chunk& chunk, C
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vertex_count+=4;
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push_indices(vertex_count, output_indices);
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push_uvs(texture_unit_size, node_id-1, output_uvs);
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push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_TOP)/15.0f, output_lightmap);
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//push_lightmap(chunk.get_light_value(pos, world::NodeSide::NODE_SIDE_TOP)/15.0f, output_lightmap);
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push_lightmap(1.0f, output_lightmap);
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}
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}
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}
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