Implement fake lightning so terrain looks a little bit better

This commit is contained in:
mrkubax10 2024-05-17 12:51:30 +02:00
parent 756c2e98fe
commit 2b40543425

View File

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