Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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31620adf7a
commit
f46b5f15ef
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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@ -49,7 +49,7 @@ namespace lighting {
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void clear_light_target(const Point &at);
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void path_light(Matrix &walls);
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void light_box(LightSource source, Point from, Point &min_out, Point &max_out);
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int light_level(int level, size_t x, size_t y);
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int light_level(int level, float distance, size_t x, size_t y);
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void render_light(LightSource source, Point at);
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void render_square_light(LightSource source, Point at, PointList &has_light);
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void render_compass_light(LightSource source, Point at, PointList &has_light);
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4
main.cpp
4
main.cpp
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@ -33,7 +33,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
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world.set<Combat>(player.entity, {100, 10});
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world.set<Tile>(player.entity, {config.PLAYER_TILE});
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world.set<Inventory>(player.entity, {5});
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world.set<LightSource>(player.entity, {6,2.1});
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world.set<LightSource>(player.entity, {6,1.0});
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auto enemy = world.entity();
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world.set<Position>(enemy, {game_map.place_entity(1)});
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@ -55,7 +55,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
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auto wall_torch = world.entity();
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world.set<Position>(wall_torch, {game_map.place_entity(4)});
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world.set<LightSource>(wall_torch, {3,2.4});
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world.set<LightSource>(wall_torch, {4,3});
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world.set<Tile>(wall_torch, {"☀"});
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}
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16
matrix.cpp
16
matrix.cpp
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@ -53,9 +53,11 @@ namespace matrix {
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return at_end(y, height);
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}
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in_box::in_box(Matrix &mat, size_t from_x, size_t from_y, size_t size) {
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size_t h = mat.size();
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size_t w = mat[0].size();
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in_box::in_box(Matrix &mat, size_t at_x, size_t at_y, size_t size) :
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from_x(at_x), from_y(at_y)
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{
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size_t h = matrix::height(mat);
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size_t w = matrix::width(mat);
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// keeps it from going below zero
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// need extra -1 to compensate for the first next()
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@ -78,9 +80,17 @@ namespace matrix {
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// if x==0 then this moves it to min_x
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x = max(x, left);
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// and done
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return at_end(y, bottom);
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}
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float in_box::distance() {
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int dx = from_x - x;
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int dy = from_y - y;
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return sqrt((dx * dx) + (dy * dy));
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}
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void in_box::dump() {
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println("BOX: x={},y={}; left={},right={}; top={},bottom={}",
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x, y, left, right, top, bottom);
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@ -37,6 +37,8 @@ namespace matrix {
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};
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struct in_box {
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size_t from_x;
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size_t from_y;
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size_t x = 0; // these are set in constructor
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size_t y = 0; // again, no fancy ~ trick needed
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size_t left = 0;
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@ -45,6 +47,7 @@ namespace matrix {
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size_t bottom = 0;
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in_box(Matrix &mat, size_t x, size_t y, size_t size);
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float distance();
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bool next();
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void dump();
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};
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@ -143,8 +143,8 @@ void System::collision(DinkyECS::World &world, Player &player) {
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world.send<Events::GUI>(Events::GUI::LOOT, entity, loot);
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inventory.gold += loot.amount;
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light.strength = 4;
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light.radius = 2.3;
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light.strength = 5;
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light.radius = 2;
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collider.remove(loot_pos.location);
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} else {
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println("UNKNOWN COLLISION TYPE {}", entity);
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@ -10,38 +10,36 @@
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using namespace lighting;
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TEST_CASE("lighting a map works", "[lighting]") {
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for(int i = 0; i < 5; i++) {
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Map map(20+i,23+i);
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WorldBuilder builder(map);
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builder.generate();
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Map map(20,23);
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WorldBuilder builder(map);
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builder.generate();
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Point light1 = map.place_entity(0);
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Point light2 = map.place_entity(1);
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LightSource source1{7,1};
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LightSource source2{3,2};
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Point light1 = map.place_entity(0);
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Point light2 = map.place_entity(1);
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LightSource source1{0,2};
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LightSource source2{1,3};
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LightRender lr(map.width(), map.height());
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LightRender lr(map.width(), map.height());
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lr.reset_light();
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lr.reset_light();
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lr.set_light_target(light1);
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lr.set_light_target(light2);
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lr.set_light_target(light1);
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lr.set_light_target(light2);
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lr.path_light(map.walls());
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lr.path_light(map.walls());
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lr.render_light(source1, light1);
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lr.render_light(source2, light2);
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lr.render_light(source1, light1);
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lr.render_light(source2, light2);
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lr.clear_light_target(light1);
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lr.clear_light_target(light2);
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lr.clear_light_target(light1);
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lr.clear_light_target(light2);
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Matrix &lighting = lr.lighting();
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Matrix &lighting = lr.lighting();
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//matrix::dump("WALLS=====", map.walls());
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//matrix::dump("LIGHT PATHS======", lr.$paths.$paths);
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matrix::dump("WALLS=====", map.walls(), light1.x, light1.y);
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matrix::dump("LIGHTING======", lighting, light1.x, light1.y);
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// confirm light is set at least at and around the two points
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REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
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REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
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}
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// confirm light is set at least at and around the two points
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REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
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REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
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}
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@ -101,6 +101,27 @@ TEST_CASE("thash matrix iterators", "[matrix]") {
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}
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}
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TEST_CASE("thrash box distance iterators", "[matrix:distance]") {
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size_t width = Random::uniform<size_t>(10, 21);
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size_t height = Random::uniform<size_t>(10, 25);
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Matrix result(height, matrix::Row(width));
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matrix::assign(result, 0);
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size_t size = Random::uniform<int>(4, 10);
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Point target{width/2, height/2};
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matrix::in_box box{result, target.x, target.y, size};
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while(box.next()) {
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result[box.y][box.x] = box.distance();
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}
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matrix::dump(format("MAP {}x{} @ {},{}; BOX {}x{}; size: {}",
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matrix::width(result), matrix::height(result),
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target.x, target.y, box.right - box.left, box.bottom - box.top, size),
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result, target.x, target.y);
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}
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TEST_CASE("thrash box iterators", "[matrix]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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@ -250,7 +271,7 @@ TEST_CASE("prototype circle algorithm", "[matrix:circle]") {
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}
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}
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matrix::dump(format("RESULT AFTER CIRCLE radius {}", radius), result, start.x, start.y);
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// matrix::dump(format("RESULT AFTER CIRCLE radius {}", radius), result, start.x, start.y);
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}
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}
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}
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