2016-09-15 16:40:09 +10:00

71 lines
2.0 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Renderers {
public abstract class EnvRenderer : IGameComponent {
protected World map;
protected Game game;
protected IGraphicsApi graphics;
public virtual void Init( Game game ) {
this.game = game;
map = game.World;
graphics = game.Graphics;
game.WorldEvents.EnvVariableChanged += EnvVariableChanged;
}
public virtual void UseLegacyMode( bool legacy ) { }
public void Ready( Game game ) { }
public virtual void Reset( Game game ) { OnNewMap( game ); }
public abstract void OnNewMap( Game game );
public abstract void OnNewMapLoaded( Game game );
public virtual void Dispose() {
game.WorldEvents.EnvVariableChanged -= EnvVariableChanged;
}
public abstract void Render( double deltaTime );
protected abstract void EnvVariableChanged( object sender, EnvVarEventArgs e );
protected byte BlockOn( out float fogDensity, out FastColour fogCol ) {
BlockInfo info = game.BlockInfo;
Vector3 pos = game.CurrentCameraPos;
Vector3I coords = Vector3I.Floor( pos );
byte block = game.World.SafeGetBlock( coords );
AABB blockBB = new AABB(
(Vector3)coords + info.MinBB[block],
(Vector3)coords + info.MaxBB[block] );
if( blockBB.Contains( pos ) && info.FogDensity[block] != 0 ) {
fogDensity = info.FogDensity[block];
fogCol = info.FogColour[block];
} else {
fogDensity = 0;
// Blend fog and sky together
float blend = (float)BlendFactor( game.ViewDistance );
fogCol = FastColour.Lerp( map.Env.FogCol, map.Env.SkyCol, blend );
}
return block;
}
double BlendFactor( int x ) {
//return -0.05 + 0.22 * Math.Log( Math.Pow( x, 0.25 ) );
double blend = -0.13 + 0.28 * Math.Log( Math.Pow( x, 0.25 ) );
if( blend < 0 ) blend = 0;
if( blend > 1 ) blend = 1;
return blend;
}
}
}