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# Conflicts: # pomme-client/src/cpu_bench/mesh_hash.rs # pomme-client/src/cpu_bench/mod.rs # pomme-client/src/renderer/chunk/mesher.rs # pomme-client/src/renderer/shaders/chunk.vert # pomme-client/src/renderer/shaders/water.vert
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Type of change
Summary
lights terrain through a lightmap: terrain now darkens at night and in storms, torches light warm, the nether and end get their light colours, and brightness works.
lightmap:
core/lightmap.fsh(block tint and flicker, sky factor and colour, ambient, brightness'snotGammamix; night vision, darkness and boss fog wired as 0 for now)EnvironmentAttributeSystemresolves themterrain.vsh, through a new chunk pipeline setterrain vertices:
light_tint's first byte, sky light in the uv's free top byte, and the colour is tint x ao x face shade; still 16 bytesBlockModelLighter:smoothBlend, corner permeability, partial faces, emission and emissive blocks, and the flat path's own-state rule; models'ambientocclusionand elements'light_emissionare readFaceBakery.recalculateWinding, and blockstate turns are exact quarter turnsoptions: brightness is a real slider, labelled moody / default / bright or a number, and settable from the harness.
just mesh-hashalso prints a geometry hash (quads' positions, uvs and sprites, however they split into triangles).not here: effects in the lightmap, and entities, items, particles and weather through it.
Reference
Lightmap,LightmapRenderStateExtractor,core/lightmap.fsh,include/sample_lightmap.glsl,core/terrain.vsh,EnvironmentAttributeSystem,EnvironmentAttributes,WeatherAttributes,KeyframeTrack/KeyframeTrackSampler,Timeline,DimensionType,LightCoordsUtil,Options.gamma,BlockModelLighter,ModelBlockRenderer,FaceBakeryTesting
just ingame-test: 43 of 43, including the newworld/lightmap(noon, midnight, moody, bright, thunder, a torch-lit room, lit and rotated blocks, the nether)just bench meshwithin ~2%