Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.

This commit is contained in:
Zed A. Shaw 2024-12-25 06:03:11 -05:00
parent 8a94108874
commit 9ac8da30ea
7 changed files with 23 additions and 22 deletions

View file

@ -7,7 +7,7 @@ using std::vector;
namespace lighting {
void LightRender::render_circle_light(LightSource source, Point at, PointList &has_light) {
for(matrix::circle it{$lightmap, at, source.distance + 1}; it.next();) {
for(matrix::circle it{$lightmap, at, source.radius}; it.next();) {
for(int x = it.left; x < it.right; x++) {
$lightmap[it.y][x] = light_level(source.strength, x, it.y);
has_light.push_back({(size_t)x, (size_t)it.y});
@ -25,7 +25,7 @@ namespace lighting {
}
void LightRender::render_square_light(LightSource source, Point at, PointList &has_light) {
for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance}; it.next();) {
for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
if($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});
@ -38,9 +38,9 @@ namespace lighting {
clear_light_target(at);
PointList has_light;
if(source.distance == 0) {
if(source.radius < 1.5f) {
render_compass_light(source, at, has_light);
} else if(source.distance == 1) {
} else if(source.radius < 2.0f) {
render_square_light(source, at, has_light);
} else {
render_circle_light(source, at, has_light);