Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.

This commit is contained in:
Zed A. Shaw 2024-12-01 17:54:43 -05:00
parent e05335b153
commit 3f7a9cc124
18 changed files with 209 additions and 257 deletions

76
lights.cpp Normal file
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#include "lights.hpp"
#include <vector>
const int WALL_LIGHT_LEVEL = 3;
using std::vector;
namespace lighting {
void LightRender::render_light(LightSource source, Point at) {
const int UNPATH = $limit;
Point min, max;
light_box(source, at, min, max);
clear_light_target(at);
vector<Point> has_light;
for(size_t y = min.y; y <= max.y; ++y) {
auto &light_row = $lightmap[y];
auto &path_row = $light.$paths[y];
for(size_t x = min.x; x <= max.x; ++x) {
if(path_row[x] != UNPATH) {
light_row[x] = light_level(source.strength, x, y);
has_light.push_back({x,y});
}
}
}
const int wall_light = source.strength + WALL_LIGHT_LEVEL;
for(auto point : has_light) {
for(int j = -1;point.y+j >= 0 && j <= 1 && point.y+j < $height; j++) {
auto &path_row = $light.$paths[point.y+j];
auto &light_row = $lightmap[point.y+j];
for(int i = -1; point.x+i >= 0 && i <= 1 && point.x+i < $width; i++) {
if(path_row[point.x+i] == UNPATH) {
light_row[point.x+i] = light_level(wall_light, point.x, point.y);
}
}
}
}
}
int LightRender::light_level(int level, size_t x, size_t y) {
size_t at = level + $light.$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) {
$light.clear_target(at);
}
void LightRender::set_light_target(const Point &at, int value) {
$light.set_target(at, value);
}
void LightRender::path_light(Matrix &walls) {
$light.compute_paths(walls);
}
void LightRender::light_box(LightSource source, Point from, Point &min_out, Point &max_out) {
using std::min, std::max;
min_out.x = max(int(from.x), source.distance) - source.distance;
max_out.x = min(from.x + source.distance, $width - 1);
min_out.y = max(int(from.y), source.distance) - source.distance;
max_out.y = min(from.y + source.distance, $height - 1);
}
}