Look for terraman 2d instead of just terraman.

This commit is contained in:
Relintai 2022-02-23 00:15:25 +01:00
parent 875f338a88
commit 8eaa94f0dc
3 changed files with 10 additions and 17 deletions

4
SCsub
View File

@ -15,8 +15,8 @@ if os.path.isdir('../texture_packer'):
has_texture_packer = True
module_env.Append(CPPDEFINES=['TEXTURE_PACKER_PRESENT'])
if os.path.isdir('../terraman'):
module_env.Append(CPPDEFINES=['TERRAMAN_PRESENT'])
if os.path.isdir('../terraman_2d'):
module_env.Append(CPPDEFINES=['TERRAMAN_2D_PRESENT'])
if os.path.isdir('../mesh_utils'):
module_env.Append(CPPDEFINES=['MESH_UTILS_PRESENT'])

View File

@ -951,8 +951,9 @@ void Prop2DMesher::bake_colors_lights() {
}
}
#ifdef TERRAMAN_PRESENT
void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights) {
#ifdef TERRAMAN_2D_PRESENT
void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights) {
/*
ERR_FAIL_COND(node == NULL);
Color darkColor(0, 0, 0, 1);
@ -992,15 +993,6 @@ void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &li
value *= light->get_size();
v_lightDiffuse += value;
/*
float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f);
dist2 /= 35f;
Vector3 value = Vector3.one;
value *= ((float) lights[i].Strength) / 255f;
value *= (1 - dist2);
v_lightDiffuse += value;*/
}
Color f = vertexv.color;
@ -1037,6 +1029,7 @@ void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &li
// for (int i = 0; i < _colors->size(); ++i) {
// print_error(_colors->get(i));
// }
*/
}
#endif

View File

@ -56,8 +56,8 @@ using PoolVector = Vector<N>;
#include "../mesh_data_resource/mesh_data_resource.h"
#endif
#ifdef TERRAMAN_PRESENT
#include "../terraman/data/terrain_light.h"
#ifdef TERRAMAN_2D_PRESENT
#include "../terraman_2d/data/terrain_2d_light.h"
#endif
class OpenSimplexNoise;
@ -172,8 +172,8 @@ public:
void bake_colors_lights_rao();
void bake_colors_lights();
#ifdef TERRAMAN_PRESENT
void bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights);
#ifdef TERRAMAN_2D_PRESENT
void bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights);
#endif
Array build_mesh();