feat(core): add per-vertex ambient occlusion baked into chunk meshes

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dualfroz committed 2026-08-24 17:11:53 +02:00
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#pragma once
#include "Mesh.h"
#include "Lighting.h"
namespace vf {
// Face-culled mesh for one chunk carrying per-vertex ambient occlusion and
// baked light sampled from `light`. Opaque and transparent (water) faces are
// written to separate sub-meshes. Faces are culled against neighbours across
// chunk borders exactly like the greedy mesher.
ChunkMesh meshChunkLit(const World& world, const Vec3i& chunkCoord, const LightField& light);
} // namespace vf