2013-06-23 10:25:42 -06:00
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#ifndef RENDERER_LIGHT_INCLUDED
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#define RENDERER_LIGHT_INCLUDED
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#include "renderer_opengl.hpp"
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#include "Types.h"
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#include <map>
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#include "modules/MapCache.h"
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struct renderer_light : public renderer_wrap {
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private:
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void colorizeTile(int x,int y)
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{
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const int tile = x*(df::global::gps->dimy) + y;
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old_opengl* p=reinterpret_cast<old_opengl*>(parent);
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float *fg = p->fg + tile * 4 * 6;
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float *bg = p->bg + tile * 4 * 6;
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float *tex = p->tex + tile * 2 * 6;
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lightCell light=lightGrid[tile];
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for (int i = 0; i < 6; i++) {
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*(fg++) *= light.r;
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*(fg++) *= light.g;
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*(fg++) *= light.b;
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*(fg++) = 1;
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*(bg++) *= light.r;
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*(bg++) *= light.g;
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*(bg++) *= light.b;
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*(bg++) = 1;
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}
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}
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void reinitLightGrid(int w,int h)
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{
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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lightGrid.resize(w*h);
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}
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void reinitLightGrid()
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{
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reinitLightGrid(df::global::gps->dimy,df::global::gps->dimx);
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}
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public:
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tthread::fast_mutex dataMutex;
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std::vector<lightCell> lightGrid;
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renderer_light(renderer* parent):renderer_wrap(parent)
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{
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reinitLightGrid();
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}
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virtual void update_tile(int32_t x, int32_t y) {
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renderer_wrap::update_tile(x,y);
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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colorizeTile(x,y);
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};
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virtual void update_all() {
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renderer_wrap::update_all();
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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for (int x = 0; x < df::global::gps->dimx; x++)
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for (int y = 0; y < df::global::gps->dimy; y++)
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colorizeTile(x,y);
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};
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virtual void grid_resize(int32_t w, int32_t h) {
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renderer_wrap::grid_resize(w,h);
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reinitLightGrid(w,h);
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};
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virtual void resize(int32_t w, int32_t h) {
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renderer_wrap::resize(w,h);
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reinitLightGrid();
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}
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};
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class lightingEngine
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{
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public:
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lightingEngine(renderer_light* target):myRenderer(target){}
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virtual void reinit()=0;
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virtual void calculate()=0;
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virtual void updateWindow()=0;
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virtual void loadSettings()=0;
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protected:
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renderer_light* myRenderer;
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};
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struct lightSource
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{
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lightCell power;
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int radius;
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bool flicker;
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lightSource():power(0,0,0),radius(0),flicker(false)
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{
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}
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lightSource(lightCell power,int radius);
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float powerSquared()const
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{
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return power.r*power.r+power.g*power.g+power.b*power.b;
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}
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void combine(const lightSource& other);
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};
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struct matLightDef
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{
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int mat_index;
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int mat_type;
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bool isTransparent;
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lightCell transparency;
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bool isEmiting;
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bool sizeModifiesPower;
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bool sizeModifiesRange;
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bool flicker;
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lightCell emitColor;
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int radius;
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matLightDef(){}
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matLightDef(lightCell transparency,lightCell emit,int rad):isTransparent(true),isEmiting(true),
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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){}
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matLightDef(lightCell transparency):isTransparent(true),isEmiting(false),transparency(transparency){}
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lightSource makeSource(float size=1) const
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{
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//TODO implement sizeModifiesPower/range
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return lightSource(emitColor,radius);
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}
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};
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class lightingEngineViewscreen:public lightingEngine
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{
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public:
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lightingEngineViewscreen(renderer_light* target);
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void reinit();
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void calculate();
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void updateWindow();
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void loadSettings();
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private:
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df::coord2d worldToViewportCoord(const df::coord2d& in,const DFHack::rect2d& r,const df::coord2d& window2d) ;
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bool isInViewport(const df::coord2d& in,const DFHack::rect2d& r);
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void doSun(const lightSource& sky,MapExtras::MapCache& map);
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void doOcupancyAndLights();
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lightCell propogateSun(MapExtras::Block* b, int x,int y,const lightCell& in,bool lastLevel);
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void doRay(lightCell power,int cx,int cy,int tx,int ty);
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void doFovs();
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bool lightUpCell(lightCell& power,int dx,int dy,int tx,int ty);
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bool addLight(int tileId,const lightSource& light);
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matLightDef* getMaterial(int matType,int matIndex);
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//apply material to cell
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void applyMaterial(int tileId,const matLightDef& mat,float size=1, float thickness = 1);
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//try to find and apply material, if failed return false, and if def!=null then apply def.
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bool applyMaterial(int tileId,int matType,int matIndex,float size=1,const matLightDef* def=NULL);
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size_t inline getIndex(int x,int y)
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{
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return x*h+y;
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}
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//maps
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std::vector<lightCell> lightMap;
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std::vector<lightCell> ocupancy;
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std::vector<lightSource> lights;
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//settings
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///set up sane settings if setting file does not exist.
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void defaultSettings();
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static int parseMaterials(lua_State* L);
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static int parseSpecial(lua_State* L);
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//special stuff
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matLightDef matLava;
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matLightDef matIce;
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matLightDef matAmbience;
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matLightDef matCursor;
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matLightDef matWall;
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matLightDef matWater;
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//materials
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std::map<std::pair<int,int>,matLightDef> matDefs;
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int w,h;
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DFHack::rect2d mapPort;
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};
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#endif
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