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authorLaG1924 <lag1924@gmail.com>2021-12-11 21:10:47 +0100
committerLaG1924 <lag1924@gmail.com>2021-12-11 21:10:47 +0100
commit5da2c6799c9064278a4c055e1505880699829cfc (patch)
tree5d757ac7918640e8440ace62602566d2fd08cfab
parentOptimized fragment shader quads overdraw (diff)
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-rw-r--r--src/RendererSectionData.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 94c802d..7e3d285 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -26,16 +26,12 @@ glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords
}
void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) {
- glm::mat3 normalMat = glm::mat3(glm::inverseTranspose(transform * model.transform));
-
- for (const auto &face : model.faces) {
- glm::vec3 normal = {};
+ for (const auto &face : model.faces) {
glm::vec2 lightness;
lightness.x = _max(light.face[0], light.face[1], light.face[2], light.face[3], light.face[4], light.face[5]);
lightness.y = _max(skyLight.face[0], skyLight.face[1], skyLight.face[2], skyLight.face[3], skyLight.face[4], skyLight.face[5]);
if (face.visibility != FaceDirection::none) {
FaceDirection direction = face.visibility;
- normal = FaceDirectionVector[direction].glm();
Vector directionVec = model.faceDirectionVector[direction];
FaceDirection faceDirection = FaceDirection::none;
for (int i = 0; i < FaceDirection::none; i++) {
@@ -61,7 +57,8 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
vertexData.positions[2] = transformed * glm::vec4(1, 0, 1, 1);
vertexData.positions[3] = transformed * glm::vec4(1, 0, 0, 1);
- vertexData.normal = glm::normalize(normalMat * glm::vec4(normal, 1.0f));
+ glm::vec3 normal = glm::cross(vertexData.positions[1] - vertexData.positions[0], vertexData.positions[3] - vertexData.positions[0]);
+ vertexData.normal = glm::normalize(normal);
vertexData.uvs[0] = TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames);
vertexData.uvs[1] = TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames);