#include "lights.hpp" #include "constants.hpp" #include using std::vector; namespace lighting { void LightRender::render_light(LightSource source, Point at) { Point min, max; clear_light_target(at); vector has_light; for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance}; it.next();) { if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) { $lightmap[it.y][it.x] = light_level(source.strength, it.x, it.y); has_light.push_back({it.x, it.y}); } } const int wall_light = source.strength + WALL_LIGHT_LEVEL; for(auto point : has_light) { for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) { if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) { $lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y); } } } } int LightRender::light_level(int level, size_t x, size_t y) { size_t at = level + $paths.$paths[y][x]; int cur_level = $lightmap[y][x]; int new_level = at < lighting::LEVELS.size() ? lighting::LEVELS[at] : lighting::MIN; return cur_level < new_level ? new_level : cur_level; } void LightRender::reset_light() { for(auto &row : $lightmap) { row.assign(row.size(), lighting::MIN); } } void LightRender::clear_light_target(const Point &at) { $paths.clear_target(at); } void LightRender::set_light_target(const Point &at, int value) { $paths.set_target(at, value); } void LightRender::path_light(Matrix &walls) { $paths.compute_paths(walls); } }