fix custom model lighting
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983e516fb4
commit
a333cadfca
@ -292,23 +292,29 @@ void BlocksRenderer::blockCustomModel(
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overflow = true;
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return;
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}
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int i = 0;
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for (const auto& vertex : mesh.vertices) {
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auto n =
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vertex.normal.x * X + vertex.normal.y * Y + vertex.normal.z * Z;
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float d = glm::dot(glm::normalize(n), SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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const auto& vcoord = vertex.coord - 0.5f;
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vertexAO(
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coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
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vertex.uv.x,
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vertex.uv.y,
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glm::vec4(1, 1, 1, 1),
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glm::vec3(1, 0, 0),
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glm::vec3(0, 1, 0),
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n
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);
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indexBuffer[indexSize++] = indexOffset++;
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for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
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auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
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mesh.vertices[triangle * 3 + 1].coord;
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r = glm::normalize(r);
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for (int i = 0; i < 3; i++) {
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const auto& vertex = mesh.vertices[triangle * 3 + i];
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auto n = vertex.normal.x * X + vertex.normal.y * Y +
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vertex.normal.z * Z;
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float d = glm::dot(n, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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const auto& vcoord = vertex.coord - 0.5f;
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vertexAO(
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coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
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vertex.uv.x,
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vertex.uv.y,
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glm::vec4(d, d, d, d),
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glm::cross(r, n),
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r,
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n
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);
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indexBuffer[indexSize++] = indexOffset++;
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}
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}
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}
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}
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