islaApocalypse/Client/Scripts/ChunkRenderer.cs
beezm ea11258871 F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
Vertex colour is now chosen from the true, unrounded surface height and faded
between adjacent materials across a tunable band, instead of switching at one
rounded integer depth. This removes the horizontal contour banding.

Colour path only: density field, Marching Cubes interpolation/welding, chunk
dimensions, the .dat contract and all road logic are untouched. BlockID
classification is unchanged and still drives non-visual use.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:51:06 -04:00

35 lines
1.1 KiB
C#

using Godot;
using IslaApocalypse.Core;
namespace IslaApocalypse.Client
{
// Notice this inherits from MeshInstance3D, which is Godot's visual 3D node!
public partial class ChunkRenderer : MeshInstance3D
{
public void RenderChunk(ChunkData data)
{
// 1. Pass the BlockIDs array to the generator, plus the per-column
// surface/biome/road data it needs to fade colours smoothly.
Mesh = MarchingCubes.GenerateMesh(
data.Densities, data.BlockIDs,
data.SurfaceHeights, data.ColumnBiomes, data.ColumnIsRoad,
Constants.ISO_LEVEL, Constants.VOXEL_SCALE);
StandardMaterial3D mat = new StandardMaterial3D();
// 2. THE FIX: Tell the material to use the colors we paint on the vertices!
mat.VertexColorUseAsAlbedo = true;
mat.Roughness = 0.8f;
mat.CullMode = BaseMaterial3D.CullModeEnum.Disabled;
MaterialOverride = mat;
Position = new Vector3(
data.ChunkPosition.X * Constants.CHUNK_SIZE_X * Constants.VOXEL_SCALE,
0,
data.ChunkPosition.Y * Constants.CHUNK_SIZE_Z * Constants.VOXEL_SCALE
);
}
}
}