implement fog and improve render quality
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@@ -3,10 +3,10 @@ window.Tessellator = class {
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constructor() {
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this.material = new THREE.MeshBasicMaterial({
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vertexColors: THREE.VertexColors,
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color: 0xffffff,
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side: THREE.BackSide,
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overdraw: 1
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transparent: true
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});
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}
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bindTexture(texture) {
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@@ -47,7 +47,7 @@ window.Tessellator = class {
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draw(group) {
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let geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(this.vertices), 3));
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geometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array(this.colors), 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array(this.colors), 3));
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geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(this.uv), 2));
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geometry.setIndex(new THREE.BufferAttribute(new Uint32Array([0, 2, 1, 0, 3, 2]), 1));
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@@ -1,5 +1,7 @@
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window.WorldRenderer = class {
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static RENDER_DISTANCE = 4;
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constructor(minecraft) {
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this.minecraft = minecraft;
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@@ -19,10 +21,10 @@ window.WorldRenderer = class {
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this.canvasElement = document.createElement('canvas')
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this.webRenderer = this.supportWebGL ? new THREE.WebGLRenderer({
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canvas: this.canvasElement,
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antialias: true
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antialias: false
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}) : new THREE.CanvasRenderer({
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canvas: this.canvasElement,
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antialias: true
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antialias: false
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});
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// Settings
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@@ -32,14 +34,10 @@ window.WorldRenderer = class {
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this.webRenderer.setClearColor(0x000000, 0);
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this.webRenderer.clear();
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// Add lights
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const nightLight = new THREE.AmbientLight(0x888888, 1.0);
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this.scene.add(nightLight);
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// Load terrain
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this.terrainTexture = new THREE.TextureLoader().load( 'src/resources/terrain.png' );
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this.terrainTexture = new THREE.TextureLoader().load('src/resources/terrain.png');
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this.terrainTexture.magFilter = THREE.NearestFilter;
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this.terrainTexture.minFilter = THREE.LinearFilter;
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this.terrainTexture.minFilter = THREE.NearestFilter;
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// Block Renderer
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this.blockRenderer = new BlockRenderer(this);
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@@ -72,6 +70,21 @@ window.WorldRenderer = class {
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// Update FOV
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this.camera.fov = 85 + player.getFOVModifier();
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this.camera.updateProjectionMatrix();
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// Setup fog
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this.setupFog();
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}
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setupFog(inWater) {
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if (inWater) {
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} else {
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let viewDistance = WorldRenderer.RENDER_DISTANCE * ChunkSection.SIZE;
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let color = new THREE.Color(0x9299ff);
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this.scene.background = color;
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this.scene.fog = new THREE.Fog(color, 0.0025, viewDistance);
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}
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}
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renderChunks(renderer, partialTicks) {
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