dfhack/plugins/rendermax/renderer_light.hpp

220 lines
6.6 KiB
C++

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#ifndef RENDERER_LIGHT_INCLUDED
#define RENDERER_LIGHT_INCLUDED
#include "renderer_opengl.hpp"
#include "Types.h"
#include <map>
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#include <tuple>
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#include "modules/MapCache.h"
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struct renderer_light : public renderer_wrap {
private:
void colorizeTile(int x,int y)
{
const int tile = x*(df::global::gps->dimy) + y;
old_opengl* p=reinterpret_cast<old_opengl*>(parent);
float *fg = p->fg + tile * 4 * 6;
float *bg = p->bg + tile * 4 * 6;
float *tex = p->tex + tile * 2 * 6;
lightCell light=lightGrid[tile];
for (int i = 0; i < 6; i++) {
*(fg++) *= light.r;
*(fg++) *= light.g;
*(fg++) *= light.b;
*(fg++) = 1;
*(bg++) *= light.r;
*(bg++) *= light.g;
*(bg++) *= light.b;
*(bg++) = 1;
}
}
void reinitLightGrid(int w,int h)
{
tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
lightGrid.resize(w*h);
}
void reinitLightGrid()
{
reinitLightGrid(df::global::gps->dimy,df::global::gps->dimx);
}
public:
tthread::fast_mutex dataMutex;
std::vector<lightCell> lightGrid;
renderer_light(renderer* parent):renderer_wrap(parent)
{
reinitLightGrid();
}
virtual void update_tile(int32_t x, int32_t y) {
renderer_wrap::update_tile(x,y);
tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
colorizeTile(x,y);
};
virtual void update_all() {
renderer_wrap::update_all();
tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
for (int x = 0; x < df::global::gps->dimx; x++)
for (int y = 0; y < df::global::gps->dimy; y++)
colorizeTile(x,y);
};
virtual void grid_resize(int32_t w, int32_t h) {
renderer_wrap::grid_resize(w,h);
reinitLightGrid(w,h);
};
virtual void resize(int32_t w, int32_t h) {
renderer_wrap::resize(w,h);
reinitLightGrid();
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}
};
class lightingEngine
{
public:
lightingEngine(renderer_light* target):myRenderer(target){}
virtual void reinit()=0;
virtual void calculate()=0;
virtual void updateWindow()=0;
virtual void loadSettings()=0;
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virtual void clear()=0;
virtual void setHour(float h)=0;
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protected:
renderer_light* myRenderer;
};
struct lightSource
{
lightCell power;
int radius;
bool flicker;
lightSource():power(0,0,0),radius(0),flicker(false)
{
}
lightSource(lightCell power,int radius);
float powerSquared()const
{
return power.r*power.r+power.g*power.g+power.b*power.b;
}
void combine(const lightSource& other);
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};
struct matLightDef
{
bool isTransparent;
lightCell transparency;
bool isEmiting;
bool flicker;
lightCell emitColor;
int radius;
matLightDef():isTransparent(false),isEmiting(false),transparency(0,0,0),emitColor(0,0,0),radius(0){}
matLightDef(lightCell transparency,lightCell emit,int rad):isTransparent(true),isEmiting(true),
transparency(transparency),emitColor(emit),radius(rad){}
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matLightDef(lightCell emit,int rad):isTransparent(false),isEmiting(true),emitColor(emit),radius(rad),transparency(0,0,0){}
matLightDef(lightCell transparency):isTransparent(true),isEmiting(false),transparency(transparency){}
lightSource makeSource(float size=1) const
{
if(size>0.999 && size<1.001)
return lightSource(emitColor,radius);
else
return lightSource(emitColor*size,radius*size);//todo check if this is sane
}
};
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struct buildingLightDef
{
matLightDef light;
bool poweredOnly;
bool useMaterial;
float thickness;
float size;
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};
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class lightingEngineViewscreen:public lightingEngine
{
public:
lightingEngineViewscreen(renderer_light* target);
~lightingEngineViewscreen();
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void reinit();
void calculate();
void updateWindow();
void loadSettings();
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void clear();
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private:
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df::coord2d worldToViewportCoord(const df::coord2d& in,const DFHack::rect2d& r,const df::coord2d& window2d) ;
bool isInViewport(const df::coord2d& in,const DFHack::rect2d& r);
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void doSun(const lightSource& sky,MapExtras::MapCache& map);
void doOcupancyAndLights();
lightCell propogateSun(MapExtras::Block* b, int x,int y,const lightCell& in,bool lastLevel);
void doRay(std::vector<lightCell> & target, lightCell power,int cx,int cy,int tx,int ty);
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void doFovs();
void doLight(std::vector<lightCell> & target, int index);
lightCell lightUpCell(std::vector<lightCell> & target, lightCell power,int dx,int dy,int tx,int ty);
bool addLight(int tileId,const lightSource& light);
void addOclusion(int tileId,const lightCell& c,float thickness);
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matLightDef* getMaterial(int matType,int matIndex);
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buildingLightDef* getBuilding(df::building* bld);
//apply material to cell
void applyMaterial(int tileId,const matLightDef& mat,float size=1, float thickness = 1);
//try to find and apply material, if failed return false, and if def!=null then apply def.
bool applyMaterial(int tileId,int matType,int matIndex,float size=1,float thickness = 1,const matLightDef* def=NULL);
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size_t inline getIndex(int x,int y)
{
return x*h+y;
}
df::coord2d inline getCoords(int index)
{
return df::coord2d(index/h, index%h);
}
//maps
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std::vector<lightCell> lightMap;
std::vector<lightCell> ocupancy;
std::vector<lightSource> lights;
//Threading stuff
tthread::mutex indexMutex;
tthread::mutex writeMutex;
int nextIndex;
std::vector<tthread::thread *> threadList;
void doLightThreads();
//misc
void setHour(float h){dayHour=h;};
public:
void lightWorkerThread(void * arg);
private:
lightCell getSkyColor(float v);
//settings
float daySpeed;
float dayHour; //<0 to cycle
std::vector<lightCell> dayColors; // a gradient of colors, first to 0, last to 24
///set up sane settings if setting file does not exist.
void defaultSettings();
static int parseMaterials(lua_State* L);
static int parseSpecial(lua_State* L);
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static int parseBuildings(lua_State* L);
//special stuff
matLightDef matLava;
matLightDef matIce;
matLightDef matAmbience;
matLightDef matCursor;
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matLightDef matWall;
matLightDef matWater;
matLightDef matCitizen;
float levelDim;
//materials
std::map<std::pair<int,int>,matLightDef> matDefs;
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//buildings
std::map<std::tuple<int,int,int>,buildingLightDef> buildingDefs;
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int w,h;
DFHack::rect2d mapPort;
};
lightCell blend(lightCell a,lightCell b);
lightCell blendMax(lightCell a,lightCell b);
#endif