Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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8 changed files with 36 additions and 29 deletions
15
lights.cpp
15
lights.cpp
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@ -14,6 +14,13 @@ namespace lighting {
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}
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}
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/*
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* NOTE: This really doesn't need to calculate light all the time. It doesn't
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* change around the light source until the lightsource is changed, so the
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* light levels could be placed in a Matrix inside LightSource, calculated once
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* and then simply "applied" to the area where the entity is located. The only
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* thing that would need to be calculated each time is the walls.
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*/
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void LightRender::render_light(LightSource source, Point at) {
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Point min, max;
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clear_light_target(at);
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@ -21,22 +28,18 @@ namespace lighting {
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render_square_light(source, at, has_light);
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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(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
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if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
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// BUG: include the distance in the list of walls to light
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// so that they will be closer to the light level at that point
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$lightmap[it.y][it.x] = light_level(wall_light, 1.0f, point.x, point.y);
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$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
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}
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}
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}
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}
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int LightRender::light_level(int strength, float distance, size_t x, size_t y) {
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int new_level = distance <= 1.0f ? strength : strength / sqrt(distance);
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int cur_level = $lightmap[y][x];
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int new_level = strength / sqrt(distance + 0.6f);
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return cur_level < new_level ? new_level : cur_level;
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}
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