Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.

This commit is contained in:
Zed A. Shaw 2024-12-26 04:39:07 -05:00
parent 31620adf7a
commit f46b5f15ef
8 changed files with 72 additions and 63 deletions

View file

@ -10,38 +10,36 @@
using namespace lighting;
TEST_CASE("lighting a map works", "[lighting]") {
for(int i = 0; i < 5; i++) {
Map map(20+i,23+i);
WorldBuilder builder(map);
builder.generate();
Map map(20,23);
WorldBuilder builder(map);
builder.generate();
Point light1 = map.place_entity(0);
Point light2 = map.place_entity(1);
LightSource source1{7,1};
LightSource source2{3,2};
Point light1 = map.place_entity(0);
Point light2 = map.place_entity(1);
LightSource source1{0,2};
LightSource source2{1,3};
LightRender lr(map.width(), map.height());
LightRender lr(map.width(), map.height());
lr.reset_light();
lr.reset_light();
lr.set_light_target(light1);
lr.set_light_target(light2);
lr.set_light_target(light1);
lr.set_light_target(light2);
lr.path_light(map.walls());
lr.path_light(map.walls());
lr.render_light(source1, light1);
lr.render_light(source2, light2);
lr.render_light(source1, light1);
lr.render_light(source2, light2);
lr.clear_light_target(light1);
lr.clear_light_target(light2);
lr.clear_light_target(light1);
lr.clear_light_target(light2);
Matrix &lighting = lr.lighting();
Matrix &lighting = lr.lighting();
//matrix::dump("WALLS=====", map.walls());
//matrix::dump("LIGHT PATHS======", lr.$paths.$paths);
matrix::dump("WALLS=====", map.walls(), light1.x, light1.y);
matrix::dump("LIGHTING======", lighting, light1.x, light1.y);
// confirm light is set at least at and around the two points
REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
}
// confirm light is set at least at and around the two points
REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
}