forked from Mirrors/openclonk
88f8f75441
This introduces a new texture, an ambient light map, that is generated automatically at the beginning of the round by the sky portion of the landscape. This basically makes everything that is close to sky visible by default. The shaders have been adapted so that they deploy direction-independent lighting for the ambient component, and the current (diffuse) behaviour for the diffuse component. This makes the shaders use an additional texture unit that represents the ambient light. We can think about merging this information into the light texture, but the coordinate systems are different at the moment, so this could be performed at the stage of light texture generation. For meshes, the ambient material is not actually used, but instead a diffuse light from the front is used. This makes many meshes look more interesting, maybe also because the ambient material setting of most meshes are not set correctly at the moment. |
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.. | ||
C4FoW.cpp | ||
C4FoW.h | ||
C4FoWAmbient.cpp | ||
C4FoWAmbient.h | ||
C4FoWBeam.cpp | ||
C4FoWBeam.h | ||
C4FoWBeamTriangle.h | ||
C4FoWDrawStrategy.cpp | ||
C4FoWDrawStrategy.h | ||
C4FoWLight.cpp | ||
C4FoWLight.h | ||
C4FoWLightSection.cpp | ||
C4FoWLightSection.h | ||
C4FoWRegion.cpp | ||
C4FoWRegion.h |