well what i mean Bulleye is quite simple

each surface uses a texture right? well this texture is merged with the normal index of the 3 vertex points to form a shaded version based on an ambient light (which is a static light which is always the same place in the world meaning that all shadows one the polygon come from the centre).
well to achieve a form of real-time lightmapping as it were as to have more light possible, what you're to do is get the position & strength of your light source.
after this you basically calculate per surface the normal points based on the lights position (a calculation for this is below on Normals on a Matrix post) ... this will add the main blend for the texture - but what if that isn't enough?
easi we take a Matrix4 (4x4) and we use this to project a light map over a surface of textures... you can precalcuate lightmaps prior to game use and then you just project the texture later to get the effect you want.
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?