Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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8 changed files with 72 additions and 63 deletions
37
lights.cpp
37
lights.cpp
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@ -5,29 +5,10 @@
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using std::vector;
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namespace lighting {
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void LightRender::render_circle_light(LightSource source, Point at, PointList &has_light) {
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for(matrix::circle it{$lightmap, at, source.radius}; it.next();) {
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for(int x = it.left; x < it.right; x++) {
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$lightmap[it.y][x] = light_level(source.strength, x, it.y);
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has_light.push_back({(size_t)x, (size_t)it.y});
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}
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}
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}
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void LightRender::render_compass_light(LightSource source, Point at, PointList &has_light) {
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for(matrix::compass it{$lightmap, at.x, at.y}; it.next();) {
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if($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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}
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void LightRender::render_square_light(LightSource source, Point at, PointList &has_light) {
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for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
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if($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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$lightmap[it.y][it.x] = light_level(source.strength, it.distance(), it.x, it.y);
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has_light.push_back({it.x, it.y});
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}
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}
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@ -38,26 +19,22 @@ namespace lighting {
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clear_light_target(at);
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PointList has_light;
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if(source.radius < 1.5f) {
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render_compass_light(source, at, has_light);
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} else if(source.radius < 2.0f) {
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render_square_light(source, at, has_light);
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} else {
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render_circle_light(source, at, has_light);
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}
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render_square_light(source, at, has_light);
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const int wall_light = source.strength + WALL_LIGHT_LEVEL;
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for(auto point : has_light) {
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for(matrix::compass it{$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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$lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y);
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// BUG: include the distance in the list of walls to light
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// so that they will be closer to the light level at that point
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$lightmap[it.y][it.x] = light_level(wall_light, 1.0f, point.x, point.y);
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}
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}
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}
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}
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int LightRender::light_level(int level, size_t x, size_t y) {
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size_t at = level + $paths.$paths[y][x];
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int LightRender::light_level(int level, float distance, size_t x, size_t y) {
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size_t at = level + ceil(distance);
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int cur_level = $lightmap[y][x];
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int new_level = at < lighting::LEVELS.size() ? lighting::LEVELS[at] : lighting::MIN;
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return cur_level < new_level ? new_level : cur_level;
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