diff options
Diffstat (limited to '')
-rw-r--r-- | src/RendererSectionData.cpp | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 067728f..e3c4870 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -265,6 +265,13 @@ RendererSectionData ParseSection(World * world, Vector sectionPosition) std::array<BlockId, 4096> blockIdData = SetBlockIdData(world, sectionPosition); std::array<unsigned char, 4096> blockVisibility = GetBlockVisibilityData(world, sectionPosition, blockIdData, idModels); std::string textureName; + + Section* yp = world->GetSectionPtr(sectionPosition + Vector(0, 1, 0)); + Section* yn = world->GetSectionPtr(sectionPosition + Vector(0, -1, 0)); + Section* xp = world->GetSectionPtr(sectionPosition + Vector(1, 0, 0)); + Section* xn = world->GetSectionPtr(sectionPosition + Vector(-1, 0, 0)); + Section* zp = world->GetSectionPtr(sectionPosition + Vector(0, 0, 1)); + Section* zn = world->GetSectionPtr(sectionPosition + Vector(0, 0, -1)); const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes(); const Section §ion = world->GetSection(sectionPosition); @@ -287,9 +294,12 @@ RendererSectionData ParseSection(World * world, Vector sectionPosition) transform = glm::translate(baseOffset, Vector(x, y, z).glm()); + unsigned char light = world->GetBlockLight(Vector(x, y, z), §ion, xp, xn, yp, yn, zp, zn); + unsigned char skyLight = world->GetBlockSkyLight(Vector(x, y, z), §ion, xp, xn, yp, yn, zp, zn); + const BlockModel* model = GetInternalBlockModel(block, idModels); if (model) { - AddFacesByBlockModel(sectionsList, world, Vector(x, y, z), *model, transform, world->GetBlockLight(Vector(x, y, z) + sectionPosition * 16), world->GetBlockSkyLight(Vector(x, y, z) + sectionPosition * 16), blockVisibility, textureName, data); + AddFacesByBlockModel(sectionsList, world, Vector(x, y, z), *model, transform, light, skyLight, blockVisibility, textureName, data); } else { transform = glm::translate(transform, glm::vec3(0, 1, 0)); @@ -304,7 +314,7 @@ RendererSectionData ParseSection(World * world, Vector sectionPosition) data.models.push_back(transform); data.colors.push_back(glm::vec3(0, 0, 0)); - data.lights.push_back(glm::vec2(world->GetBlockLight(Vector(x, y, z) + sectionPosition * 16), world->GetBlockSkyLight(Vector(x, y, z) + sectionPosition * 16))); + data.lights.push_back(glm::vec2(light, skyLight)); } } |