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https://github.com/MihailRis/voxelcore.git
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fix extended blocks culling and lighting at chunk boundaries
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parent
1eeb59de26
commit
27ce16db27
3 changed files with 19 additions and 6 deletions
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@ -104,11 +104,14 @@ void BlocksRenderer::vertexAO(
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const glm::vec3& coord,
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float u, float v,
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const glm::vec4& tint,
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float normalHalfLen,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ
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) {
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auto pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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// Sample AO in world-voxel grid with a slightly longer reach along the normal
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// to avoid sampling the same chunk voxel when faces reside over neighbor chunk.
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auto pos = coord + axisZ * normalHalfLen + (axisX + axisY) * 0.5f;
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auto light = pickSoftLight(
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glm::ivec3(std::round(pos.x), std::round(pos.y), std::round(pos.z)),
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axisX,
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@ -140,10 +143,11 @@ void BlocksRenderer::faceAO(
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(d);
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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const float nh = 0.75f; // push AO sample a bit farther along normal
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, nh, axisX, axisY, axisZ);
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} else {
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(1.0f);
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