dfhack/plugins/rendermax/renderer_light.cpp

1487 lines
46 KiB
C++

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#include "renderer_light.hpp"
#include <functional>
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#include <math.h>
#include <string>
#include <vector>
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#include "tinythread.h"
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#include "LuaTools.h"
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#include "modules/Gui.h"
#include "modules/Maps.h"
#include "modules/Screen.h"
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#include "modules/Units.h"
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#include "df/block_square_event_material_spatterst.h"
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#include "df/building.h"
#include "df/building_doorst.h"
#include "df/building_floodgatest.h"
#include "df/flow_info.h"
#include "df/graphic.h"
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#include "df/item.h"
#include "df/items_other_id.h"
#include "df/plant.h"
#include "df/plant_raw.h"
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#include "df/unit.h"
#include "df/viewscreen_dungeonmodest.h"
#include "df/viewscreen_dwarfmodest.h"
#include "df/world.h"
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using df::global::gps;
using namespace DFHack;
using df::coord2d;
using namespace tthread;
const float RootTwo = 1.4142135623730950488016887242097f;
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bool isInRect(const coord2d& pos,const rect2d& rect)
{
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if(pos.x>=rect.first.x && pos.y>=rect.first.y && pos.x<rect.second.x && pos.y<rect.second.y)
return true;
return false;
}
lightingEngineViewscreen::~lightingEngineViewscreen()
{
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threading.shutdown();
}
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lightSource::lightSource(rgbf power,int radius):power(power),flicker(false)
{
if(radius >= 0)
this->radius = radius;
else
{
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float levelDim = 0.2f;//TODO this is not correct if you change config
float totalPower = power.r;
if(totalPower < power.g)totalPower = power.g;
if(totalPower < power.b)totalPower = power.b;
if(totalPower > 0 && levelDim > 0)
this->radius = (int)((log(levelDim/totalPower)/log(0.85f))) + 1;
else
this->radius = 0;
}
}
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rect2d getMapViewport()
{
const int AREA_MAP_WIDTH = 23;
const int MENU_WIDTH = 30;
if(!gps || !df::viewscreen_dwarfmodest::_identity.is_instance(DFHack::Gui::getCurViewscreen()))
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{
if(gps && df::viewscreen_dungeonmodest::_identity.is_instance(DFHack::Gui::getCurViewscreen()))
{
return mkrect_wh(0,0,gps->dimx,gps->dimy);
}
else
return mkrect_wh(0,0,0,0);
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}
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int w=gps->dimx;
int h=gps->dimy;
int view_height=h-2;
int area_x2 = w-AREA_MAP_WIDTH-2;
int menu_x2=w-MENU_WIDTH-2;
int menu_x1=area_x2-MENU_WIDTH-1;
int view_rb=w-1;
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int area_pos=(*df::global::ui_menu_width)[1];
int menu_pos=(*df::global::ui_menu_width)[0];
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if(area_pos<3)
{
view_rb=area_x2;
}
if (menu_pos<area_pos || df::global::ui->main.mode!=0)
{
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if (menu_pos >= area_pos)
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menu_pos = area_pos-1;
int menu_x = menu_x2;
if(menu_pos < 2) menu_x = menu_x1;
view_rb = menu_x;
}
return mkrect_wh(1,1,view_rb,view_height+1);
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}
lightingEngineViewscreen::lightingEngineViewscreen(renderer_light* target):lightingEngine(target),threading(this),doDebug(false)
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{
reinit();
defaultSettings();
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int numTreads=tthread::thread::hardware_concurrency();
if(numTreads==0)numTreads=1;
threading.start(numTreads);
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}
void lightingEngineViewscreen::reinit()
{
if(!gps)
return;
w=gps->dimx;
h=gps->dimy;
size_t size=w*h;
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lightMap.resize(size,rgbf(1,1,1));
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ocupancy.resize(size);
lights.resize(size);
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}
void plotCircle(int xm, int ym, int r,const std::function<void(int,int)>& setPixel)
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{
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int x = -r, y = 0, err = 2-2*r; /* II. Quadrant */
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do {
setPixel(xm-x, ym+y); /* I. Quadrant */
setPixel(xm-y, ym-x); /* II. Quadrant */
setPixel(xm+x, ym-y); /* III. Quadrant */
setPixel(xm+y, ym+x); /* IV. Quadrant */
r = err;
if (r <= y) err += ++y*2+1; /* e_xy+e_y < 0 */
if (r > x || err > y) err += ++x*2+1; /* e_xy+e_x > 0 or no 2nd y-step */
} while (x < 0);
}
void plotSquare(int xm, int ym, int r,const std::function<void(int,int)>& setPixel)
{
for(int x = 0; x <= r; x++)
{
setPixel(xm+r, ym+x); /* I.1 Quadrant */
setPixel(xm+x, ym+r); /* I.2 Quadrant */
setPixel(xm+r, ym-x); /* II.1 Quadrant */
setPixel(xm+x, ym-r); /* II.2 Quadrant */
setPixel(xm-r, ym-x); /* III.1 Quadrant */
setPixel(xm-x, ym-r); /* III.2 Quadrant */
setPixel(xm-r, ym+x); /* IV.1 Quadrant */
setPixel(xm-x, ym+r); /* IV.2 Quadrant */
}
}
void plotLine(int x0, int y0, int x1, int y1,rgbf power,const std::function<rgbf(rgbf,int,int,int,int)>& setPixel)
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{
int dx = abs(x1-x0), sx = x0<x1 ? 1 : -1;
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int dy = -abs(y1-y0), sy = y0<y1 ? 1 : -1;
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int err = dx+dy, e2; /* error value e_xy */
int rdx=0;
int rdy=0;
for(;;){ /* loop */
if(rdx!=0 || rdy!=0) //dirty hack to skip occlusion on the first tile.
{
power=setPixel(power,rdx,rdy,x0,y0);
if(power.dot(power)<0.00001f)
return ;
}
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if (x0==x1 && y0==y1) break;
e2 = 2*err;
rdx=rdy=0;
if (e2 >= dy) { err += dy; x0 += sx; rdx=sx;} /* e_xy+e_x > 0 */
if (e2 <= dx) { err += dx; y0 += sy; rdy=sy;} /* e_xy+e_y < 0 */
}
return ;
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}
void plotLineDiffuse(int x0, int y0, int x1, int y1,rgbf power,int num_diffuse,const std::function<rgbf(rgbf,int,int,int,int)>& setPixel,bool skip_hack=false)
{
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int dx = abs(x1-x0), sx = x0<x1 ? 1 : -1;
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int dy = -abs(y1-y0), sy = y0<y1 ? 1 : -1;
int dsq=dx*dx+dy*dy;
int err = dx+dy, e2; /* error value e_xy */
int rdx=0;
int rdy=0;
for(;;){ /* loop */
if(rdx!=0 || rdy!=0 || skip_hack) //dirty hack to skip occlusion on the first tile.
{
power=setPixel(power,rdx,rdy,x0,y0);
if(power.dot(power)<0.00001f)
return ;
}
if (x0==x1 && y0==y1) break;
e2 = 2*err;
rdx=rdy=0;
if (e2 >= dy) { err += dy; x0 += sx; rdx=sx;} /* e_xy+e_x > 0 */
if (e2 <= dx) { err += dx; y0 += sy; rdy=sy;} /* e_xy+e_y < 0 */
if(num_diffuse>0 && dsq/4<(x1-x0)*(x1-x0)+(y1-y0)*(y1-y0))//reached center?
{
const float betta=0.25;
int nx=y1-y0; //right angle
int ny=x1-x0;
if((nx*nx+ny*ny)*betta*betta>2)
{
plotLineDiffuse(x0,y0,x0+nx*betta,y0+ny*betta,power,num_diffuse-1,setPixel,true);
plotLineDiffuse(x0,y0,x0-nx*betta,y0-ny*betta,power,num_diffuse-1,setPixel,true);
}
}
}
return ;
}
void plotLineAA(int x0, int y0, int x1, int y1,rgbf power,const std::function<rgbf(rgbf,int,int,int,int)>& setPixelAA)
{
int dx = abs(x1-x0), sx = x0<x1 ? 1 : -1;
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int dy = abs(y1-y0), sy = y0<y1 ? 1 : -1;
int err = dx-dy, e2, x2; /* error value e_xy */
int ed = dx+dy == 0 ? 1 : sqrt((float)dx*dx+(float)dy*dy);
int rdx=0;
int rdy=0;
int lrdx,lrdy;
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rgbf sumPower;
for ( ; ; ){ /* pixel loop */
float strsum=0;
float str=1-abs(err-dx+dy)/(float)ed;
strsum=str;
sumPower=setPixelAA(power*str,rdx,rdy,x0,y0);
e2 = err; x2 = x0;
lrdx=rdx;
lrdy=rdy;
rdx=rdy=0;
if (2*e2 >= -dx) { /* x step */
if (x0 == x1) break;
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if (e2+dy < ed)
{
str=1-(e2+dy)/(float)ed;
sumPower+=setPixelAA(power*str,lrdx,lrdy,x0,y0+sy);
strsum+=str;
}
err -= dy; x0 += sx; rdx=sx;
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}
if (2*e2 <= dy) { /* y step */
if (y0 == y1) break;
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if (dx-e2 < ed)
{
str=1-(dx-e2)/(float)ed;
sumPower+=setPixelAA(power*str,lrdx,lrdy,x2+sx,y0);
strsum+=str;
}
err += dx; y0 += sy; rdy=sy;
}
if(strsum<0.001f)
return;
sumPower=sumPower/strsum;
if(sumPower.dot(sumPower)<0.00001f)
return;
power=sumPower;
}
}
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rgbf blendMax(const rgbf& a,const rgbf& b)
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{
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return rgbf(std::max(a.r,b.r),std::max(a.g,b.g),std::max(a.b,b.b));
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}
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rgbf blend(const rgbf& a,const rgbf& b)
{
return blendMax(a,b);
}
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void lightingEngineViewscreen::clear()
{
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lightMap.assign(lightMap.size(),rgbf(1,1,1));
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tthread::lock_guard<tthread::fast_mutex> guard(myRenderer->dataMutex);
if(lightMap.size()==myRenderer->lightGrid.size())
{
std::swap(myRenderer->lightGrid,lightMap);
myRenderer->invalidate();
}
}
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void lightingEngineViewscreen::calculate()
{
if(lightMap.size()!=myRenderer->lightGrid.size())
{
reinit();
myRenderer->invalidate();//needs a lock?
}
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rect2d vp=getMapViewport();
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const rgbf dim(levelDim,levelDim,levelDim);
lightMap.assign(lightMap.size(),rgbf(1,1,1));
lights.assign(lights.size(),lightSource());
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for(int i=vp.first.x;i<vp.second.x;i++)
for(int j=vp.first.y;j<vp.second.y;j++)
{
lightMap[getIndex(i,j)]=dim;
}
doOcupancyAndLights();
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threading.signalDoneOcclusion();
threading.waitForWrites();
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}
void lightingEngineViewscreen::updateWindow()
{
tthread::lock_guard<tthread::fast_mutex> guard(myRenderer->dataMutex);
if(lightMap.size()!=myRenderer->lightGrid.size())
{
reinit();
myRenderer->invalidate();
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return;
}
bool isAdventure=(*df::global::gametype==df::game_type::ADVENTURE_ARENA)||
(*df::global::gametype==df::game_type::ADVENTURE_MAIN);
if(isAdventure)
{
fixAdvMode(adv_mode);
}
if(doDebug)
std::swap(ocupancy,myRenderer->lightGrid);
else
std::swap(lightMap,myRenderer->lightGrid);
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rect2d vp=getMapViewport();
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myRenderer->invalidateRect(vp.first.x,vp.first.y,vp.second.x-vp.first.x,vp.second.y-vp.first.y);
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}
void lightingEngineViewscreen::preRender()
{
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}
void lightingEngineViewscreen::fixAdvMode(int mode)
{
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MapExtras::MapCache mc;
const rgbf dim(levelDim,levelDim,levelDim);
rect2d vp=getMapViewport();
int window_x=*df::global::window_x;
int window_y=*df::global::window_y;
int window_z=*df::global::window_z;
//mode 0-> make dark non-visible parts
if(mode==0)
{
for(int x=vp.first.x;x<vp.second.x;x++)
for(int y=vp.first.y;y<vp.second.y;y++)
{
df::tile_designation d=mc.designationAt(DFCoord(window_x+x,window_y+y,window_z));
if(d.bits.pile!=1)
{
lightMap[getIndex(x,y)]=dim;
}
}
}
//mode 1-> make everything visible, let the lighting hide stuff
else if(mode==1)
{
for(int x=vp.first.x;x<vp.second.x;x++)
for(int y=vp.first.y;y<vp.second.y;y++)
{
df::tile_designation d=mc.designationAt(DFCoord(window_x+x,window_y+y,window_z));
d.bits.dig=df::tile_dig_designation::Default;//TODO add union and flag there
d.bits.hidden=0;
d.bits.pile = 1;
mc.setDesignationAt(DFCoord(window_x+x,window_y+y,window_z),d);
}
}
}
void lightSource::combine(const lightSource& other)
{
power=blend(power,other.power);
radius=std::max(other.radius,radius);//hack... but who cares
}
bool lightingEngineViewscreen::addLight(int tileId,const lightSource& light)
{
bool wasLight=lights[tileId].radius>0;
lights[tileId].combine(light);
if(light.flicker)
lights[tileId].flicker=true;
return wasLight;
}
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void lightingEngineViewscreen::addOclusion(int tileId,const rgbf& c,float thickness)
{
if(thickness > 0.999 && thickness < 1.001)
ocupancy[tileId]*=c;
else
ocupancy[tileId]*=(c.pow(thickness));
}
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rgbf getStandartColor(int colorId)
{
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return rgbf(df::global::enabler->ccolor[colorId][0]/255.0f,
df::global::enabler->ccolor[colorId][1]/255.0f,
df::global::enabler->ccolor[colorId][2]/255.0f);
}
int getPlantNumber(const std::string& id)
{
std::vector<df::plant_raw*>& vec=df::plant_raw::get_vector();
for(size_t i=0;i<vec.size();i++)
{
if(vec[i]->id==id)
return i;
}
return -1;
}
void addPlant(const std::string& id,std::map<int,lightSource>& map,const lightSource& v)
{
int nId=getPlantNumber(id);
if(nId>0)
{
map[nId]=v;
}
}
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matLightDef* lightingEngineViewscreen::getMaterialDef( int matType,int matIndex )
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{
auto it=matDefs.find(std::make_pair(matType,matIndex));
if(it!=matDefs.end())
return &it->second;
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else
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return NULL;
}
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buildingLightDef* lightingEngineViewscreen::getBuildingDef( df::building* bld )
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{
auto it=buildingDefs.find(std::make_tuple((int)bld->getType(),(int)bld->getSubtype(),(int)bld->getCustomType()));
if(it!=buildingDefs.end())
return &it->second;
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else
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return NULL;
}
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creatureLightDef* lightingEngineViewscreen::getCreatureDef(df::unit* u)
{
auto it=creatureDefs.find(std::make_pair(int(u->race),int(u->caste)));
if(it!=creatureDefs.end())
return &it->second;
else
{
auto it2=creatureDefs.find(std::make_pair(int(u->race),int(-1)));
if(it2!=creatureDefs.end())
return &it2->second;
else
return NULL;
}
}
itemLightDef* lightingEngineViewscreen::getItemDef(df::item* it)
{
auto iter=itemDefs.find(std::make_pair(int(it->getType()),int(it->getSubtype())));
if(iter!=itemDefs.end())
return &iter->second;
else
{
auto iter2=itemDefs.find(std::make_pair(int(it->getType()),int(-1)));
if(iter2!=itemDefs.end())
return &iter2->second;
else
return NULL;
}
}
void lightingEngineViewscreen::applyMaterial(int tileId,const matLightDef& mat,float size, float thickness)
{
if(mat.isTransparent)
{
addOclusion(tileId,mat.transparency,thickness);
}
else
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ocupancy[tileId]=rgbf(0,0,0);
if(mat.isEmiting)
addLight(tileId,mat.makeSource(size));
}
bool lightingEngineViewscreen::applyMaterial(int tileId,int matType,int matIndex,float size,float thickness,const matLightDef* def)
{
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matLightDef* m=getMaterialDef(matType,matIndex);
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if(m)
{
applyMaterial(tileId,*m,size,thickness);
return true;
}
else if(def)
{
applyMaterial(tileId,*def,size,thickness);
}
return false;
}
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rgbf lightingEngineViewscreen::propogateSun(MapExtras::Block* b, int x,int y,const rgbf& in,bool lastLevel)
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{
//TODO unify under addLight/addOclusion
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const rgbf matStairCase(0.9f,0.9f,0.9f);
rgbf ret=in;
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coord2d innerCoord(x,y);
df::tiletype type = b->staticTiletypeAt(innerCoord);
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df::tile_designation d = b->DesignationAt(innerCoord);
//df::tile_occupancy o = b->OccupancyAt(innerCoord);
df::tiletype_shape shape = ENUM_ATTR(tiletype,shape,type);
df::tiletype_shape_basic basic_shape = ENUM_ATTR(tiletype_shape, basic_shape, shape);
DFHack::t_matpair mat=b->staticMaterialAt(innerCoord);
df::tiletype_material tileMat= ENUM_ATTR(tiletype,material,type);
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matLightDef* lightDef;
if(tileMat==df::tiletype_material::FROZEN_LIQUID)
{
df::tiletype typeIce = b->tiletypeAt(innerCoord);
df::tiletype_shape shapeIce = ENUM_ATTR(tiletype,shape,typeIce);
df::tiletype_shape_basic basicShapeIce = ENUM_ATTR(tiletype_shape,basic_shape,shapeIce);
if(basicShapeIce==df::tiletype_shape_basic::Wall)
ret*=matIce.transparency;
else if(basicShapeIce==df::tiletype_shape_basic::Floor || basicShapeIce==df::tiletype_shape_basic::Ramp || shapeIce==df::tiletype_shape::STAIR_UP)
if(!lastLevel)
ret*=matIce.transparency.pow(1.0f/7.0f);
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}
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lightDef=getMaterialDef(mat.mat_type,mat.mat_index);
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if(!lightDef || !lightDef->isTransparent)
lightDef=&matWall;
if(basic_shape==df::tiletype_shape_basic::Wall)
{
ret*=lightDef->transparency;
}
else if(basic_shape==df::tiletype_shape_basic::Floor || basic_shape==df::tiletype_shape_basic::Ramp || shape==df::tiletype_shape::STAIR_UP)
{
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if(!lastLevel)
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ret*=lightDef->transparency.pow(1.0f/7.0f);
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}
else if(shape==df::tiletype_shape::STAIR_DOWN || shape==df::tiletype_shape::STAIR_UPDOWN)
{
ret*=matStairCase;
}
if(d.bits.liquid_type == df::enums::tile_liquid::Water && d.bits.flow_size > 0)
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{
ret *=matWater.transparency.pow((float)d.bits.flow_size/7.0f);
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}
else if(d.bits.liquid_type == df::enums::tile_liquid::Magma && d.bits.flow_size > 0)
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{
ret *=matLava.transparency.pow((float)d.bits.flow_size/7.0f);
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}
return ret;
}
coord2d lightingEngineViewscreen::worldToViewportCoord(const coord2d& in,const rect2d& r,const coord2d& window2d)
{
return in-window2d+r.first;
}
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static size_t max_list_size = 100000; // Avoid iterating over huge lists
void lightingEngineViewscreen::doSun(const lightSource& sky,MapExtras::MapCache& map)
{
//TODO fix this mess
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int window_x=*df::global::window_x;
int window_y=*df::global::window_y;
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coord2d window2d(window_x,window_y);
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int window_z=*df::global::window_z;
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rect2d vp=getMapViewport();
coord2d vpSize=rect_size(vp);
rect2d blockVp;
blockVp.first=window2d/16;
blockVp.second=(window2d+vpSize)/16;
blockVp.second.x=std::min(blockVp.second.x,(int16_t)df::global::world->map.x_count_block);
blockVp.second.y=std::min(blockVp.second.y,(int16_t)df::global::world->map.y_count_block);
//endof mess
for(int blockX=blockVp.first.x;blockX<=blockVp.second.x;blockX++)
for(int blockY=blockVp.first.y;blockY<=blockVp.second.y;blockY++)
{
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rgbf cellArray[16][16];
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
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cellArray[block_x][block_y] = sky.power;
int emptyCell=0;
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for(int z=window_z;z< df::global::world->map.z_count && emptyCell<256;z++)
{
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MapExtras::Block* b=map.BlockAt(DFCoord(blockX,blockY,z));
if(!b)
continue;
emptyCell=0;
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
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rgbf& curCell=cellArray[block_x][block_y];
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curCell=propogateSun(b,block_x,block_y,curCell,z==window_z);
if(curCell.dot(curCell)<0.003f)
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emptyCell++;
}
}
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if(emptyCell==256)
continue;
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
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rgbf& curCell=cellArray[block_x][block_y];
df::coord2d pos;
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pos.x = blockX*16+block_x;
pos.y = blockY*16+block_y;
pos=worldToViewportCoord(pos,vp,window2d);
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if(isInRect(pos,vp) && curCell.dot(curCell)>0.003f)
{
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lightSource sun=lightSource(curCell,15);
addLight(getIndex(pos.x,pos.y),sun);
}
}
}
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}
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rgbf lightingEngineViewscreen::getSkyColor(float v)
{
if(dayColors.size()<2)
{
v=abs(fmod(v+0.5,1)-0.5)*2;
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return rgbf(v,v,v);
}
else
{
float pos=v*(dayColors.size()-1);
int pre=floor(pos);
pos-=pre;
if(pre==int(dayColors.size())-1)
return dayColors[pre];
return dayColors[pre]*(1-pos)+dayColors[pre+1]*pos;
}
}
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void lightingEngineViewscreen::doOcupancyAndLights()
{
float daycol;
if(dayHour<0)
{
int length=1200/daySpeed;
daycol= (*df::global::cur_year_tick % length)/ (float)length;
}
else
daycol= fmod(dayHour,24.0f)/24.0f; //1->12h 0->24h
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rgbf sky_col=getSkyColor(daycol);
lightSource sky(sky_col, -1);//auto calculate best size
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MapExtras::MapCache cache;
doSun(sky,cache);
int window_x=*df::global::window_x;
int window_y=*df::global::window_y;
coord2d window2d(window_x,window_y);
int window_z=*df::global::window_z;
rect2d vp=getMapViewport();
coord2d vpSize=rect_size(vp);
rect2d blockVp;
blockVp.first=coord2d(window_x,window_y)/16;
blockVp.second=(window2d+vpSize)/16;
blockVp.second.x=std::min(blockVp.second.x,(int16_t)df::global::world->map.x_count_block);
blockVp.second.y=std::min(blockVp.second.y,(int16_t)df::global::world->map.y_count_block);
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for(int blockX=blockVp.first.x;blockX<=blockVp.second.x;blockX++)
for(int blockY=blockVp.first.y;blockY<=blockVp.second.y;blockY++)
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{
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MapExtras::Block* b=cache.BlockAt(DFCoord(blockX,blockY,window_z));
MapExtras::Block* bDown=cache.BlockAt(DFCoord(blockX,blockY,window_z-1));
if(!b)
continue; //empty blocks fixed by sun propagation
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for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
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{
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df::coord2d pos;
pos.x = blockX*16+block_x;
pos.y = blockY*16+block_y;
df::coord2d gpos=pos;
pos=worldToViewportCoord(pos,vp,window2d);
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if(!isInRect(pos,vp))
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continue;
int tile=getIndex(pos.x,pos.y);
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rgbf& curCell=ocupancy[tile];
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curCell=matAmbience.transparency;
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df::tiletype type = b->tiletypeAt(gpos);
df::tile_designation d = b->DesignationAt(gpos);
if(d.bits.hidden )
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{
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curCell=rgbf(0,0,0);
continue; // do not process hidden stuff, TODO other hidden stuff
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}
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//df::tile_occupancy o = b->OccupancyAt(gpos);
df::tiletype_shape shape = ENUM_ATTR(tiletype,shape,type);
bool is_wall=!ENUM_ATTR(tiletype_shape,passable_high,shape);
bool is_floor=!ENUM_ATTR(tiletype_shape,passable_low,shape);
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df::tiletype_shape_basic basic_shape = ENUM_ATTR(tiletype_shape, basic_shape, shape);
df::tiletype_material tileMat= ENUM_ATTR(tiletype,material,type);
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DFHack::t_matpair mat=b->staticMaterialAt(gpos);
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matLightDef* lightDef=getMaterialDef(mat.mat_type,mat.mat_index);
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if(!lightDef || !lightDef->isTransparent)
lightDef=&matWall;
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if(shape==df::tiletype_shape::BROOK_BED )
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{
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curCell=rgbf(0,0,0);
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}
else if(is_wall)
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{
if(tileMat==df::tiletype_material::FROZEN_LIQUID)
applyMaterial(tile,matIce);
else
applyMaterial(tile,*lightDef);
}
else if(!d.bits.liquid_type && d.bits.flow_size>0 )
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{
applyMaterial(tile,matWater, (float)d.bits.flow_size/7.0f, (float)d.bits.flow_size/7.0f);
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}
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if(d.bits.liquid_type && d.bits.flow_size>0)
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{
applyMaterial(tile,matLava,(float)d.bits.flow_size/7.0f,(float)d.bits.flow_size/7.0f);
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}
else if(!is_floor)
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{
if(bDown)
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{
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df::tile_designation d2=bDown->DesignationAt(gpos);
if(d2.bits.liquid_type && d2.bits.flow_size>0)
{
applyMaterial(tile,matLava);
}
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}
}
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}
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df::map_block* block=b->getRaw();
if(!block)
continue;
//flows
for(size_t i=0;i<block->flows.size();i++)
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{
df::flow_info* f=block->flows[i];
if(f && f->density>0 && (f->type==df::flow_type::Dragonfire || f->type==df::flow_type::Fire))
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{
df::coord2d pos=f->pos;
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pos=worldToViewportCoord(pos,vp,window2d);
int tile=getIndex(pos.x,pos.y);
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if(isInRect(pos,vp))
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{
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rgbf fireColor;
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if(f->density>60)
{
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fireColor=rgbf(0.98f,0.91f,0.30f);
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}
else if(f->density>30)
{
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fireColor=rgbf(0.93f,0.16f,0.16f);
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}
else
{
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fireColor=rgbf(0.64f,0.0f,0.0f);
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}
lightSource fire(fireColor,f->density/5);
addLight(tile,fire);
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}
}
}
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//blood and other goo
for(size_t i=0;i<block->block_events.size();i++)
{
df::block_square_event* ev=block->block_events[i];
df::block_square_event_type ev_type=ev->getType();
if(ev_type==df::block_square_event_type::material_spatter)
{
df::block_square_event_material_spatterst* spatter=static_cast<df::block_square_event_material_spatterst*>(ev);
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matLightDef* m=getMaterialDef(spatter->mat_type,spatter->mat_index);
if(!m)
continue;
if(!m->isEmiting)
continue;
for(int x=0;x<16;x++)
for(int y=0;y<16;y++)
{
df::coord2d pos;
pos.x = blockX*16+x;
pos.y = blockY*16+y;
int16_t amount=spatter->amount[x][y];
if(amount<=0)
continue;
pos=worldToViewportCoord(pos,vp,window2d);
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if(isInRect(pos,vp))
{
addLight(getIndex(pos.x,pos.y),m->makeSource((float)amount/100));
}
}
}
}
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}
if(df::global::cursor->x>-30000)
{
int wx=df::global::cursor->x-window_x+vp.first.x;
int wy=df::global::cursor->y-window_y+vp.first.y;
int tile=getIndex(wx,wy);
applyMaterial(tile,matCursor);
}
//citizen only emit light, if defined
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//or other creatures
if(matCitizen.isEmiting || creatureDefs.size()>0)
for (size_t i=0;i<df::global::world->units.active.size();++i)
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{
df::unit *u = df::global::world->units.active[i];
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coord2d pos=worldToViewportCoord(coord2d(u->pos.x,u->pos.y),vp,window2d);
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if(u->pos.z==window_z && isInRect(pos,vp))
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{
if (DFHack::Units::isCitizen(u) && !u->counters.unconscious)
addLight(getIndex(pos.x,pos.y),matCitizen.makeSource());
creatureLightDef *def=getCreatureDef(u);
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if(def && Units::isActive(u))
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{
addLight(getIndex(pos.x,pos.y),def->light.makeSource());
}
}
}
//items
if(itemDefs.size()>0)
{
std::vector<df::item*>& vec=df::global::world->items.other[items_other_id::IN_PLAY];
for(size_t i=0;i<vec.size();i++)
{
df::item* curItem=vec[i];
df::coord itemPos=DFHack::Items::getPosition(curItem);
coord2d pos=worldToViewportCoord(itemPos,vp,window2d);
itemLightDef* mat=0;
if( itemPos.z==window_z && isInRect(pos,vp) && (mat=getItemDef(curItem)) )
{
if( ((mat->equiped || mat->haul ||mat->inBuilding ||mat->inContainer) && curItem->flags.bits.in_inventory)|| //TODO split this up
(mat->onGround && curItem->flags.bits.on_ground) )
{
if(mat->light.isEmiting)
addLight(getIndex(pos.x,pos.y),mat->light.makeSource());
if(!mat->light.isTransparent)
addOclusion(getIndex(pos.x,pos.y),mat->light.transparency,1);
}
}
}
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}
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//buildings
for(size_t i = 0; i < df::global::world->buildings.all.size(); i++)
{
df::building *bld = df::global::world->buildings.all[i];
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if(window_z!=bld->z)
continue;
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if(bld->getBuildStage()<bld->getMaxBuildStage()) //only work if fully built
continue;
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df::coord2d p1(bld->x1,bld->y1);
df::coord2d p2(bld->x2,bld->y2);
p1=worldToViewportCoord(p1,vp,window2d);
p2=worldToViewportCoord(p2,vp,window2d);
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if(isInRect(p1,vp)||isInRect(p2,vp))
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{
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int tile;
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if(isInRect(p1,vp))
tile=getIndex(p1.x,p1.y); //TODO multitile buildings. How they would work?
else
tile=getIndex(p2.x,p2.y);
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df::building_type type = bld->getType();
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buildingLightDef* def=getBuildingDef(bld);
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if(!def)
continue;
if(type==df::enums::building_type::Door)
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{
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df::building_doorst* door=static_cast<df::building_doorst*>(bld);
if(!door->door_flags.bits.closed)
continue;
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}
else if(type==df::enums::building_type::Floodgate)
{
df::building_floodgatest* gate=static_cast<df::building_floodgatest*>(bld);
if(!gate->gate_flags.bits.closed)
continue;
}
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if(def->useMaterial)
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{
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matLightDef* mat=getMaterialDef(bld->mat_type,bld->mat_index);
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if(!mat)mat=&matWall;
if(!def->poweredOnly || !bld->isUnpowered()) //not powered. Add occlusion only.
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{
if(def->light.isEmiting)
{
addLight(tile,def->light.makeSource(def->size));
}
else if(mat->isEmiting)
{
addLight(tile,mat->makeSource(def->size));
}
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}
if(def->light.isTransparent)
{
addOclusion(tile,def->light.transparency,def->size);
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}
else
{
addOclusion(tile,mat->transparency,def->size);
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}
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}
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else
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{
if(!def->poweredOnly || !bld->isUnpowered())//not powered. Add occlusion only.
addOclusion(tile,def->light.transparency,def->size);
else
applyMaterial(tile,def->light,def->size,def->thickness);
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}
}
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}
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}
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rgbf lua_parseLightCell(lua_State* L)
{
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rgbf ret;
lua_pushnumber(L,1);
lua_gettable(L,-2);
ret.r=lua_tonumber(L,-1);
lua_pop(L,1);
lua_pushnumber(L,2);
lua_gettable(L,-2);
ret.g=lua_tonumber(L,-1);
lua_pop(L,1);
lua_pushnumber(L,3);
lua_gettable(L,-2);
ret.b=lua_tonumber(L,-1);
lua_pop(L,1);
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//Lua::GetOutput(L)->print("got cell(%f,%f,%f)\n",ret.r,ret.g,ret.b);
return ret;
}
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#define GETLUAFLAG(field,name) lua_getfield(L,-1,"flags");\
if(lua_isnil(L,-1)){field=false;}\
else{lua_getfield(L,-1,#name);field=lua_isnil(L,-1);lua_pop(L,1);}\
lua_pop(L,1)
#define GETLUANUMBER(field,name) lua_getfield(L,-1,#name);\
if(!lua_isnil(L,-1) && lua_isnumber(L,-1))field=lua_tonumber(L,-1);\
lua_pop(L,1)
matLightDef lua_parseMatDef(lua_State* L)
{
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matLightDef ret;
lua_getfield(L,-1,"tr");
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if((ret.isTransparent=!lua_isnil(L,-1)))
{
ret.transparency=lua_parseLightCell(L);
}
lua_pop(L,1);
lua_getfield(L,-1,"em");
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if((ret.isEmiting=!lua_isnil(L,-1)))
{
ret.emitColor=lua_parseLightCell(L);
lua_pop(L,1);
lua_getfield(L,-1,"rad");
if(lua_isnil(L,-1))
{
lua_pop(L,1);
luaL_error(L,"Material has emittance but no radius");
}
else
ret.radius=lua_tonumber(L,-1);
lua_pop(L,1);
}
else
lua_pop(L,1);
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GETLUAFLAG(ret.flicker,"flicker");
return ret;
}
int lightingEngineViewscreen::parseMaterials(lua_State* L)
{
auto engine= (lightingEngineViewscreen*)lua_touserdata(L, 1);
engine->matDefs.clear();
//color_ostream* os=Lua::GetOutput(L);
Lua::StackUnwinder unwinder(L);
lua_getfield(L,2,"materials");
if(!lua_istable(L,-1))
{
luaL_error(L,"Materials table not found.");
return 0;
}
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
int type=lua_tonumber(L,-2);
//os->print("Processing type:%d\n",type);
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
int index=lua_tonumber(L,-2);
//os->print("\tProcessing index:%d\n",index);
engine->matDefs[std::make_pair(type,index)]=lua_parseMatDef(L);
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lua_pop(L, 1);
}
lua_pop(L, 1);
}
return 0;
}
#define LOAD_SPECIAL(lua_name,class_name) \
lua_getfield(L,-1,#lua_name);\
if(!lua_isnil(L,-1))engine->class_name=lua_parseMatDef(L);\
lua_pop(L,1)
int lightingEngineViewscreen::parseSpecial(lua_State* L)
{
auto engine= (lightingEngineViewscreen*)lua_touserdata(L, 1);
Lua::StackUnwinder unwinder(L);
lua_getfield(L,2,"special");
if(!lua_istable(L,-1))
{
luaL_error(L,"Special table not found.");
return 0;
}
LOAD_SPECIAL(LAVA,matLava);
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LOAD_SPECIAL(WATER,matWater);
LOAD_SPECIAL(FROZEN_LIQUID,matIce);
LOAD_SPECIAL(AMBIENT,matAmbience);
LOAD_SPECIAL(CURSOR,matCursor);
LOAD_SPECIAL(CITIZEN,matCitizen);
GETLUANUMBER(engine->levelDim,levelDim);
GETLUANUMBER(engine->dayHour,dayHour);
GETLUANUMBER(engine->daySpeed,daySpeed);
GETLUANUMBER(engine->num_diffuse,diffusionCount);
GETLUANUMBER(engine->adv_mode,advMode);
lua_getfield(L,-1,"dayColors");
if(lua_istable(L,-1))
{
engine->dayColors.clear();
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
engine->dayColors.push_back(lua_parseLightCell(L));
lua_pop(L,1);
}
lua_pop(L,1);
}
return 0;
}
#undef LOAD_SPECIAL
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int lightingEngineViewscreen::parseItems(lua_State* L)
{
auto engine= (lightingEngineViewscreen*)lua_touserdata(L, 1);
engine->itemDefs.clear();
Lua::StackUnwinder unwinder(L);
lua_getfield(L,2,"items");
if(!lua_istable(L,-1))
{
luaL_error(L,"Items table not found.");
return 0;
}
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
if(!lua_istable(L,-1))
luaL_error(L,"Broken item definitions.");
lua_getfield(L,-1,"type");
int type=lua_tonumber(L,-1);
lua_pop(L,1);
lua_getfield(L,-1,"subtype");
int subtype=luaL_optinteger(L,-1,-1);
lua_pop(L,1);
itemLightDef item;
lua_getfield(L,-1,"light");
item.light=lua_parseMatDef(L);
GETLUAFLAG(item.haul,"hauling");
GETLUAFLAG(item.equiped,"equiped");
GETLUAFLAG(item.inBuilding,"inBuilding");
GETLUAFLAG(item.inContainer,"contained");
GETLUAFLAG(item.onGround,"onGround");
GETLUAFLAG(item.useMaterial,"useMaterial");
engine->itemDefs[std::make_pair(type,subtype)]=item;
lua_pop(L,2);
}
lua_pop(L,1);
return 0;
}
int lightingEngineViewscreen::parseCreatures(lua_State* L)
{
auto engine= (lightingEngineViewscreen*)lua_touserdata(L, 1);
engine->creatureDefs.clear();
Lua::StackUnwinder unwinder(L);
lua_getfield(L,2,"creatures");
if(!lua_istable(L,-1))
{
luaL_error(L,"Creatures table not found.");
return 0;
}
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
if(!lua_istable(L,-1))
luaL_error(L,"Broken creature definitions.");
lua_getfield(L,-1,"race");
int race=lua_tonumber(L,-1);
lua_pop(L,1);
lua_getfield(L,-1,"caste");
int caste=lua_tonumber(L,-1);
lua_pop(L,1);
creatureLightDef cr;
lua_getfield(L,-1,"light");
cr.light=lua_parseMatDef(L);
engine->creatureDefs[std::make_pair(race,caste)]=cr;
lua_pop(L,2);
}
lua_pop(L,1);
return 0;
}
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int lightingEngineViewscreen::parseBuildings(lua_State* L)
{
auto engine= (lightingEngineViewscreen*)lua_touserdata(L, 1);
engine->buildingDefs.clear();
Lua::StackUnwinder unwinder(L);
lua_getfield(L,2,"buildings");
if(!lua_istable(L,-1))
{
luaL_error(L,"Buildings table not found.");
return 0;
}
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
int type=lua_tonumber(L,-2);
if(!lua_istable(L,-1))
{
luaL_error(L,"Broken building definitions.");
}
//os->print("Processing type:%d\n",type);
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
int subtype=lua_tonumber(L,-2);
//os->print("\tProcessing subtype:%d\n",index);
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
int custom=lua_tonumber(L,-2);
//os->print("\tProcessing custom:%d\n",index);
buildingLightDef current;
current.light=lua_parseMatDef(L);
engine->buildingDefs[std::make_tuple(type,subtype,custom)]=current;
GETLUAFLAG(current.poweredOnly,"poweredOnly");
GETLUAFLAG(current.useMaterial,"useMaterial");
lua_getfield(L,-1,"size");
current.size=luaL_optnumber(L,-1,1);
lua_pop(L,1);
lua_getfield(L,-1,"thickness");
current.thickness=luaL_optnumber(L,-1,1);
lua_pop(L,1);
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lua_pop(L, 1);
}
lua_pop(L, 1);
}
lua_pop(L, 1);
}
lua_pop(L,1);
return 0;
}
void lightingEngineViewscreen::defaultSettings()
{
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matAmbience=matLightDef(rgbf(0.85f,0.85f,0.85f));
matLava=matLightDef(rgbf(0.8f,0.2f,0.2f),rgbf(0.8f,0.2f,0.2f),5);
matWater=matLightDef(rgbf(0.6f,0.6f,0.8f));
matIce=matLightDef(rgbf(0.7f,0.7f,0.9f));
matCursor=matLightDef(rgbf(0.96f,0.84f,0.03f),11);
matCursor.flicker=true;
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matWall=matLightDef(rgbf(0,0,0));
matCitizen=matLightDef(rgbf(0.8f,0.8f,0.9f),6);
levelDim=0.2f;
dayHour=-1;
daySpeed=1;
adv_mode=0;
num_diffuse=0;
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dayColors.push_back(rgbf(0,0,0));
dayColors.push_back(rgbf(1,1,1));
dayColors.push_back(rgbf(0,0,0));
}
void lightingEngineViewscreen::loadSettings()
{
std::string rawFolder;
if(df::global::world->cur_savegame.save_dir!="")
{
rawFolder= "data/save/" + (df::global::world->cur_savegame.save_dir) + "/raw/";
}
else
{
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rawFolder= "raw/";
}
const std::string settingsfile=rawFolder+"rendermax.lua";
CoreSuspender lock;
color_ostream_proxy out(Core::getInstance().getConsole());
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lua_State* s=DFHack::Lua::Core::State;
lua_newtable(s);
int env=lua_gettop(s);
try{
int ret=luaL_loadfile(s,settingsfile.c_str());
if(ret==LUA_ERRFILE)
{
out.printerr("File not found:%s\n",settingsfile.c_str());
lua_pop(s,1);
}
else if(ret==LUA_ERRSYNTAX)
{
out.printerr("Syntax error:\n\t%s\n",lua_tostring(s,-1));
}
else
{
lua_pushvalue(s,env);
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if(Lua::SafeCall(out,s,1,0))
{
lua_pushcfunction(s, parseMaterials);
lua_pushlightuserdata(s, this);
lua_pushvalue(s,env);
Lua::SafeCall(out,s,2,0);
out.print("%d materials loaded\n",matDefs.size());
lua_pushcfunction(s, parseSpecial);
lua_pushlightuserdata(s, this);
lua_pushvalue(s,env);
Lua::SafeCall(out,s,2,0);
out.print("%d day light colors loaded\n",dayColors.size());
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lua_pushcfunction(s, parseBuildings);
lua_pushlightuserdata(s, this);
lua_pushvalue(s,env);
Lua::SafeCall(out,s,2,0);
out.print("%d buildings loaded\n",buildingDefs.size());
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lua_pushcfunction(s, parseCreatures);
lua_pushlightuserdata(s, this);
lua_pushvalue(s,env);
Lua::SafeCall(out,s,2,0);
out.print("%d creatures loaded\n",creatureDefs.size());
lua_pushcfunction(s, parseItems);
lua_pushlightuserdata(s, this);
lua_pushvalue(s,env);
Lua::SafeCall(out,s,2,0);
out.print("%d items loaded\n",itemDefs.size());
}
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}
}
catch(std::exception& e)
{
out.printerr("%s",e.what());
}
lua_pop(s,1);
}
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#undef GETLUAFLAG
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#undef GETLUANUMBER
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/*
* Threading stuff
*/
lightThread::lightThread( lightThreadDispatch& dispatch ):dispatch(dispatch),myThread(0),isDone(false)
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{
}
lightThread::~lightThread()
{
delete myThread;
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}
void lightThread::run()
{
while(!isDone)
{
//TODO: get area to process, and then process (by rounds): 1. occlusions, 2.sun, 3.lights(could be difficult, units/items etc...)
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{//wait for occlusion (and lights) to be ready
tthread::lock_guard<tthread::mutex> guard(dispatch.occlusionMutex);
if(!dispatch.occlusionReady)
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dispatch.occlusionDone.wait(dispatch.occlusionMutex);//wait for work
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if(dispatch.unprocessed.size()==0 || !dispatch.occlusionReady) //spurious wake-up
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continue;
if(dispatch.occlusion.size()!=canvas.size()) //oh no somebody resized stuff
canvas.resize(dispatch.occlusion.size());
}
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{ //get my rectangle (any will do)
tthread::lock_guard<tthread::mutex> guard(dispatch.unprocessedMutex);
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if (dispatch.unprocessed.size()==0)
{
//wtf?? why?!
continue;
}
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myRect=dispatch.unprocessed.top();
dispatch.unprocessed.pop();
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if (dispatch.unprocessed.size()==0)
{
dispatch.occlusionReady=false;
}
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}
work();
{
tthread::lock_guard<tthread::mutex> guard(dispatch.writeLock);
combine();//write it back
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dispatch.writeCount++;
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}
dispatch.writesDone.notify_one();//tell about it to the dispatch.
}
}
void lightThread::work()
{
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canvas.assign(canvas.size(),rgbf(0,0,0));
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for(int i=myRect.first.x;i<myRect.second.x;i++)
for(int j=myRect.first.y;j<myRect.second.y;j++)
{
doLight(i,j);
}
}
void lightThread::combine()
{
for(size_t i=0;i<canvas.size();i++)
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{
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rgbf& c=dispatch.lightMap[i];
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c=blend(c,canvas[i]);
}
}
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rgbf lightThread::lightUpCell(rgbf power,int dx,int dy,int tx,int ty)
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{
int h=dispatch.getH();
if(isInRect(coord2d(tx,ty),dispatch.viewPort))
{
size_t tile=tx*h+ty;
int dsq=dx*dx+dy*dy;
float dt=1;
if(dsq == 1)//array lookup might be faster still
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dt=1;
else if(dsq == 2)
dt = RootTwo;
else if(dsq == 0)
dt = 0;
else
dt=sqrt((float)dsq);
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rgbf& v=dispatch.occlusion[tile];
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lightSource& ls=dispatch.lights[tile];
bool wallhack=false;
if(v.r+v.g+v.b==0)
wallhack=true;
if (dsq>0 && !wallhack)
{
power*=v.pow(dt);
}
if(ls.radius>0 && dsq>0)
{
if(power<=ls.power) //quit early if hitting another (stronger) lightsource
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return rgbf();
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}
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rgbf oldCol=canvas[tile];
rgbf ncol=blendMax(power,oldCol);
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canvas[tile]=ncol;
if(wallhack)
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return rgbf();
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return power;
}
else
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return rgbf();
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}
void lightThread::doRay(const rgbf& power,int cx,int cy,int tx,int ty,int num_diffuse)
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{
using namespace std::placeholders;
plotLineDiffuse(cx,cy,tx,ty,power,num_diffuse,std::bind(&lightThread::lightUpCell,this,_1,_2,_3,_4,_5));
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}
void lightThread::doLight( int x,int y )
{
using namespace std::placeholders;
lightSource& csource=dispatch.lights[x*dispatch.getH()+y];
int num_diffuse=dispatch.num_diffusion;
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if(csource.radius>0)
{
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rgbf power=csource.power;
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int radius =csource.radius;
if(csource.flicker)
{
float flicker=(rand()/(float)RAND_MAX)/2.0f+0.5f;
radius*=flicker;
power=power*flicker;
}
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rgbf surrounds;
lightUpCell( power, 0, 0,x, y); //light up the source itself
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for(int i=-1;i<2;i++)
for(int j=-1;j<2;j++)
if(i!=0||j!=0)
surrounds += lightUpCell( power, i, j,x+i, y+j); //and this is wall hack (so that walls look nice)
if(surrounds.dot(surrounds)>0.00001f) //if we needed to light up the suroundings, then raycast
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{
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plotSquare(x,y,radius,
std::bind(&lightThread::doRay,this,power,x,y,_1,_2,num_diffuse));
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}
}
}
void lightThreadDispatch::signalDoneOcclusion()
{
{
tthread::lock_guard<tthread::mutex> guardWrite(writeLock);
writeCount=0;
}
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tthread::lock_guard<tthread::mutex> guard1(occlusionMutex);
tthread::lock_guard<tthread::mutex> guard2(unprocessedMutex);
while(!unprocessed.empty())
unprocessed.pop();
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viewPort=getMapViewport();
int threadCount=threadPool.size();
int w=viewPort.second.x-viewPort.first.x;
int slicew=w/threadCount;
for(int i=0;i<threadCount;i++)
{
rect2d area=viewPort;
area.first.x=viewPort.first.x+i*slicew;
if(i==threadCount-1)
area.second.x=viewPort.second.x; //fix, when area is even number or sth.
else
area.second.x=viewPort.first.x+(i+1)*slicew;
unprocessed.push(area);
}
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occlusionReady=true;
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occlusionDone.notify_all();
}
lightThreadDispatch::lightThreadDispatch( lightingEngineViewscreen* p ):parent(p),lights(parent->lights),
occlusionReady(false),occlusion(parent->ocupancy),num_diffusion(parent->num_diffuse),
lightMap(parent->lightMap),writeCount(0)
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{
}
void lightThreadDispatch::shutdown()
{
for(size_t i=0;i<threadPool.size();i++)
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{
threadPool[i]->isDone=true;
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}
occlusionDone.notify_all();//if stuck signal that you are done with stuff.
for(size_t i=0;i<threadPool.size();i++)
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{
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threadPool[i]->myThread->join();
}
threadPool.clear();
}
int lightThreadDispatch::getW()
{
return parent->getW();
}
int lightThreadDispatch::getH()
{
return parent->getH();
}
void threadStub(void * arg)
{
if(arg)
((lightThread*)arg)->run();
}
void lightThreadDispatch::start(int count)
{
for(int i=0;i<count;i++)
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{
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std::unique_ptr<lightThread> nthread(new lightThread(*this));
nthread->myThread=new tthread::thread(&threadStub,nthread.get());
threadPool.push_back(std::move(nthread));
}
}
void lightThreadDispatch::waitForWrites()
{
tthread::lock_guard<tthread::mutex> guard(writeLock);
while(threadPool.size()>size_t(writeCount))//missed it somehow already.
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{
writesDone.wait(writeLock); //if not, wait a bit
}
}
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lightThreadDispatch::~lightThreadDispatch()
{
shutdown();
}