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@ -10,34 +10,19 @@ namespace lighting { |
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clear_light_target(at); |
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vector<Point> has_light; |
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matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance}; |
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light_box(source, at, min, max); |
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dbc::check(it.x+1 == min.x, "box min x different"); |
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dbc::check(it.y == min.y, "box min y different"); |
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dbc::check(it.right == max.x + 1, "box max.x/right different"); |
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dbc::check(it.bottom == max.y + 1, "box max.y/bottom different"); |
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while(it.next()) { |
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auto &light_row = $lightmap[it.y]; |
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auto &path_row = $paths.$paths[it.y]; |
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if(path_row[it.x] != WALL_PATH_LIMIT) { |
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light_row[it.x] = light_level(source.strength, it.x, it.y); |
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for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance}; it.next();) { |
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if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) { |
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$lightmap[it.y][it.x] = light_level(source.strength, it.x, it.y); |
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has_light.push_back({it.x, it.y}); |
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} |
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} |
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const int wall_light = source.strength + WALL_LIGHT_LEVEL; |
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for(auto point : has_light) { |
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for(int j = -1;point.y+j >= 0 && j <= 1 && point.y+j < $height; j++) { |
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auto &path_row = $paths.$paths[point.y+j]; |
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auto &light_row = $lightmap[point.y+j]; |
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for(int i = -1; point.x+i >= 0 && i <= 1 && point.x+i < $width; i++) { |
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if(path_row[point.x+i] == WALL_PATH_LIMIT) { |
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light_row[point.x+i] = light_level(wall_light, point.x, point.y); |
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} |
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for(matrix::in_box it{$lightmap, point.x, point.y, 1}; it.next();) { |
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if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) { |
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$lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y); |
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} |
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} |
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} |
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@ -68,12 +53,4 @@ namespace lighting { |
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void LightRender::path_light(Matrix &walls) { |
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$paths.compute_paths(walls); |
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} |
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void LightRender::light_box(LightSource source, Point from, Point &min_out, Point &max_out) { |
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using std::min, std::max; |
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min_out.x = max(int(from.x), source.distance) - source.distance; |
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max_out.x = min(from.x + source.distance, $width - 1); |
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min_out.y = max(int(from.y), source.distance) - source.distance; |
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max_out.y = min(from.y + source.distance, $height - 1); |
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} |
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} |
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