feat(rendering): distance fog and config-derived far plane
This commit is contained in:
@@ -43,7 +43,7 @@ public sealed class Game : GameWindow
|
||||
Log.Information("Game starting with seed={Seed} renderDistanceH={H} renderDistanceV={V}",
|
||||
this._cfg.Seed, this._cfg.RenderDistanceHorizontal, this._cfg.RenderDistanceVertical);
|
||||
|
||||
GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f);
|
||||
GL.ClearColor(this._cfg.SkyColor.X, this._cfg.SkyColor.Y, this._cfg.SkyColor.Z, 1.0f);
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
GL.Enable(EnableCap.CullFace);
|
||||
|
||||
@@ -119,6 +119,11 @@ public sealed class Game : GameWindow
|
||||
this._shader.SetFloat("u_caveDarkStartY", this._cfg.CaveDarkStartY);
|
||||
this._shader.SetFloat("u_caveDarkEndY", this._cfg.CaveDarkEndY);
|
||||
this._shader.SetFloat("u_caveMinBrightness", this._cfg.CaveMinBrightness);
|
||||
float fogEnd = this._cfg.RenderDistanceHorizontal * Chunk.Size;
|
||||
this._shader.SetFloat("u_fogEnd", fogEnd);
|
||||
this._shader.SetFloat("u_fogStart", fogEnd * this._cfg.FogStartFraction);
|
||||
this._shader.SetVector3("u_cameraPos", this._player.Camera.Position);
|
||||
this._shader.SetVector3("u_skyColor", this._cfg.SkyColor);
|
||||
this._texture.Use(TextureUnit.Texture0);
|
||||
|
||||
this._streamer.DrawAll((pos, renderer) =>
|
||||
|
||||
Reference in New Issue
Block a user