Major rewrite of opacity calculation.

develop
Warmist 2013-06-25 00:59:32 +03:00
parent 74bed5529b
commit 4ccc95bc97
3 changed files with 266 additions and 189 deletions

@ -4,12 +4,13 @@
#include <string>
#include <math.h>
#include "Types.h"
#include "LuaTools.h"
#include "modules/Gui.h"
#include "modules/Screen.h"
#include "modules/Maps.h"
#include "modules/Units.h"
#include "df/graphic.h"
@ -65,7 +66,7 @@ rect2d getMapViewport()
if(menu_pos < 2) menu_x = menu_x1;
view_rb = menu_x;
}
return mkrect_wh(1,1,view_rb,view_height+1);
return mkrect_wh(1,1,view_rb,view_height);
}
lightingEngineViewscreen::lightingEngineViewscreen(renderer_light* target):lightingEngine(target)
{
@ -235,6 +236,10 @@ void lightingEngineViewscreen::updateWindow()
myRenderer->invalidate();
return;
}
//if(showOcupancy)
//std::swap(ocupancy,myRenderer->lightGrid);
//else
std::swap(lightMap,myRenderer->lightGrid);
rect2d vp=getMapViewport();
@ -282,6 +287,14 @@ void addPlant(const std::string& id,std::map<int,lightSource>& map,const lightSo
map[nId]=v;
}
}
matLightDef* lightingEngineViewscreen::getMaterial(int matType,int matIndex)
{
auto it=matDefs.find(std::make_pair(matType,matIndex));
if(it!=matDefs.end())
return &it->second;
else
return NULL;
}
void lightingEngineViewscreen::applyMaterial(int tileId,const matLightDef& mat,float size)
{
if(mat.isTransparent)
@ -293,10 +306,10 @@ void lightingEngineViewscreen::applyMaterial(int tileId,const matLightDef& mat,f
}
bool lightingEngineViewscreen::applyMaterial(int tileId,int matType,int matIndex,float size,const matLightDef* def)
{
auto it=matDefs.find(std::make_pair(matType,matIndex));
if(it!=matDefs.end())
matLightDef* m=getMaterial(matType,matIndex);
if(m)
{
applyMaterial(tileId,it->second,size);
applyMaterial(tileId,*m,size);
return true;
}
else if(def)
@ -305,208 +318,223 @@ bool lightingEngineViewscreen::applyMaterial(int tileId,int matType,int matIndex
}
return false;
}
static size_t max_list_size = 100000; // Avoid iterating over huge lists
void lightingEngineViewscreen::doOcupancyAndLights()
lightCell lightingEngineViewscreen::propogateSun(MapExtras::Block* b, int x,int y,const lightCell& in,bool lastLevel)
{
// TODO better curve (+red dawn ?)
float daycol = abs((*df::global::cur_year_tick % 1200) - 600.0) / 400.0;
lightCell sky_col(daycol, daycol, daycol);
lightSource sky(sky_col, 15);
lightSource candle(lightCell(0.96f,0.84f,0.03f),5);
lightSource torch(lightCell(0.9f,0.75f,0.3f),8);
//perfectly blocking material
matLightDef matWall(lightCell(0,0,0));
rect2d vp=getMapViewport();
int window_x=*df::global::window_x;
int window_y=*df::global::window_y;
int window_z=*df::global::window_z;
int vpW=vp.second.x-vp.first.x;
int vpH=vp.second.y-vp.first.y;
int endBlockx = (window_x+vpW);
int endBlocky = (window_y+vpH);
if(endBlockx >= df::global::world->map.x_count_block) endBlockx = df::global::world->map.x_count_block-1;
if(endBlocky >= df::global::world->map.y_count_block) endBlocky = df::global::world->map.y_count_block-1;
for(int blockx=window_x/16;blockx<=endBlockx;blockx++)
for(int blocky=window_y/16;blocky<=endBlocky;blocky++)
{
lightCell cellArray[16][16];
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
cellArray[block_x][block_y] = sky_col;
}
int totalBlank = 0;
int topLevel = df::global::world->map.z_count-1;
for(int ZZ = topLevel; (ZZ >= window_z) && totalBlank < 256; ZZ--)
{
df::map_block* block=Maps::getBlock(blockx,blocky,ZZ);
totalBlank = 0;
if(block)
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
df::tiletype type = block->tiletype[block_x][block_y];
df::tile_designation d = block->designation[block_x][block_y];
df::tile_occupancy o = block->occupancy[block_x][block_y];
const lightCell matStairCase(0.9f,0.9f,0.9f);
lightCell ret=in;
coord2d innerCoord(x,y);
df::tiletype type = b->tiletypeAt(innerCoord);
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);
matLightDef* lightDef;
if(tileMat==df::tiletype_material::FROZEN_LIQUID)
lightDef=&matIce;
else
lightDef=getMaterial(mat.mat_type,mat.mat_index);
if(!lightDef || !lightDef->isTransparent)
lightDef=&matWall;
if(basic_shape==df::tiletype_shape_basic::Wall)
{
cellArray[block_x][block_y]=lightCell(0,0,0);
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)
{
if(ZZ!=window_z)
{
cellArray[block_x][block_y]=lightCell(0,0,0);
}
if(!lastLevel)
ret*=lightDef->transparency; //TODO modify because floors have less material
}
else if(shape==df::tiletype_shape::STAIR_DOWN || shape==df::tiletype_shape::STAIR_UPDOWN)
{
cellArray[block_x][block_y]*=lightCell(0.9,0.9,0.9);
ret*=matStairCase;
}
if(d.bits.liquid_type == df::enums::tile_liquid::Water && d.bits.flow_size)
{
cellArray[block_x][block_y] *= (lightCell(1,1,1) - (lightCell(1,1,1) - lightCell(0.63f,0.63f,0.75f))*((float)d.bits.flow_size/7.0f));
ret *=matWater.transparency;// (lightCell(1,1,1) - (lightCell(1,1,1) - matWater)*((float)d.bits.flow_size/7.0f));
}
else if(d.bits.liquid_type == df::enums::tile_liquid::Magma && d.bits.flow_size > 3)
{
cellArray[block_x][block_y]=lightCell(0,0,0);
ret *=matLava.transparency;
}
if(cellArray[block_x][block_y].r < 0.003f && cellArray[block_x][block_y].g < 0.003f && cellArray[block_x][block_y].b < 0.003f)
totalBlank++;
return ret;
}
coord2d lightingEngineViewscreen::worldToViewportCoord(const coord2d& in,const rect2d& r,const coord2d& window2d)
{
return in-window2d+r.first;
}
bool lightingEngineViewscreen::isInViewport(const coord2d& in,const rect2d& r)
{
if(in.x>=r.first.x && in.y>=r.first.y && in.x<r.second.x && in.y<r.second.y)
return true;
return false;
}
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
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=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++)
{
lightCell cellArray[16][16];
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
cellArray[block_x][block_y] = sky.power;
int emptyCell=0;
for(int z=df::global::world->map.z_count-1;z>=window_z && emptyCell<256;z--)
{
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++)
{
lightCell& curCell=cellArray[block_x][block_y];
curCell=propogateSun(b,block_x,block_y,curCell,z==window_z);
if(curCell.dot(curCell)<0.003f)
emptyCell++;
}
}
if(emptyCell==256)
continue;
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
lightCell& curCell=cellArray[block_x][block_y];
df::coord2d pos;
pos.x = blockx*16+block_x;
pos.y = blocky*16+block_y;
int wx=pos.x-window_x+vp.first.x;
int wy=pos.y-window_y+vp.first.y;
if(wx>=vp.first.x && wy>=vp.first.y && wx<=vp.second.x && wy<=vp.second.y)
if(cellArray[block_x][block_y].r >= 0.003f && cellArray[block_x][block_y].g >= 0.003f && cellArray[block_x][block_y].b >= 0.003f)
pos.x = blockX*16+block_x;
pos.y = blockY*16+block_y;
pos=worldToViewportCoord(pos,vp,window2d);
if(isInViewport(pos,vp) && curCell.dot(curCell)>0.003f)
{
lightSource sun={cellArray[block_x][block_y],25,coord2d(wx,wy)};
lights.push_back(sun);
lightSource sun=lightSource(curCell,15);
addLight(getIndex(pos.x,pos.y),sun);
}
}
}
for(int x=window_x;x<window_x+vpW;x++)
for(int y=window_y;y<window_y+vpH;y++)
}
void lightingEngineViewscreen::doOcupancyAndLights()
{
// TODO better curve (+red dawn ?)
float daycol = abs((*df::global::cur_year_tick % 1200) - 600.0) / 400.0;
lightCell sky_col(daycol, daycol, daycol);
lightSource sky(sky_col, 15);
lightSource candle(lightCell(0.96f,0.84f,0.03f),5);
lightSource torch(lightCell(0.9f,0.75f,0.3f),8);
//perfectly blocking material
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);
for(int blockX=blockVp.first.x;blockX<=blockVp.second.x;blockX++)
for(int blockY=blockVp.first.y;blockY<=blockVp.second.y;blockY++)
{
int wx=x-window_x+vp.first.x;
int wy=y-window_y+vp.first.y;
int tile=getIndex(wx,wy);
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
for(int block_x = 0; block_x < 16; block_x++)
for(int block_y = 0; block_y < 16; block_y++)
{
df::coord2d pos;
pos.x = blockX*16+block_x;
pos.y = blockY*16+block_y;
df::coord2d gpos=pos;
pos=worldToViewportCoord(pos,vp,window2d);
if(!isInViewport(pos,vp))
continue;
int tile=getIndex(pos.x,pos.y);
lightCell& curCell=ocupancy[tile];
if(matAmbience.isTransparent)
curCell=matAmbience.transparency;
df::tiletype* type = Maps::getTileType(x,y,window_z);
if(!type)
df::tiletype type = b->tiletypeAt(gpos);
df::tile_designation d = b->DesignationAt(gpos);
//df::tile_occupancy o = b->OccupancyAt(gpos);
df::tiletype_shape shape = ENUM_ATTR(tiletype,shape,type);
df::tiletype_shape_basic basic_shape = ENUM_ATTR(tiletype_shape, basic_shape, shape);
df::tiletype_material tileMat= ENUM_ATTR(tiletype,material,type);
DFHack::t_matpair mat=b->staticMaterialAt(gpos);
matLightDef* lightDef=getMaterial(mat.mat_type,mat.mat_index);
if(!lightDef || !lightDef->isTransparent)
lightDef=&matWall;
if(shape==df::tiletype_shape::BROOK_BED || d.bits.hidden )
{
//unallocated, do sky
addLight(tile,sky);
continue;
curCell=lightCell(0,0,0);
}
df::tiletype_shape shape = ENUM_ATTR(tiletype,shape,*type);
df::tile_designation* d=Maps::getTileDesignation(x,y,window_z);
df::tile_designation* d2=Maps::getTileDesignation(x,y,window_z-1);
df::tile_occupancy* o=Maps::getTileOccupancy(x,y,window_z);
df::tiletype_material m=ENUM_ATTR(tiletype,material,*type);
if(!o || !d )
continue;
if(shape==df::tiletype_shape::BROOK_BED || shape==df::tiletype_shape::WALL || shape==df::tiletype_shape::TREE || d->bits.hidden )
else if(shape==df::tiletype_shape::WALL)
{
//TODO split into wall ,etc...
if(shape==df::tiletype_shape::WALL && m==df::tiletype_material::FROZEN_LIQUID)
if(tileMat==df::tiletype_material::FROZEN_LIQUID)
applyMaterial(tile,matIce);
else
curCell=lightCell(0,0,0);
applyMaterial(tile,*lightDef);
}
else if(o->bits.building)
else if(!d.bits.liquid_type && d.bits.flow_size>3 )
{
// Fixme: don't iterate the list every frame
size_t count = df::global::world->buildings.all.size();
if (count <= max_list_size)
{
for(size_t i = 0; i < count; i++)
{
df::building *bld = df::global::world->buildings.all[i];
if (window_z == bld->z &&
x >= bld->x1 && x <= bld->x2 &&
y >= bld->y1 && y <= bld->y2)
{
df::building_type type = bld->getType();
if (type == df::enums::building_type::WindowGlass || type==df::enums::building_type::WindowGem)
{
applyMaterial(tile,bld->mat_type,bld->mat_index);
applyMaterial(tile,matWater);
}
if (type == df::enums::building_type::Table)
if(d.bits.liquid_type && d.bits.flow_size>0)
{
addLight(tile,candle);
applyMaterial(tile,matLava);
}
if (type==df::enums::building_type::Statue)
else if(shape==df::tiletype_shape::EMPTY || shape==df::tiletype_shape::RAMP_TOP
|| shape==df::tiletype_shape::STAIR_DOWN || shape==df::tiletype_shape::STAIR_UPDOWN)
{
addLight(tile,torch);
}
if(type==df::enums::building_type::Door)
if(bDown)
{
df::building_doorst* door=static_cast<df::building_doorst*>(bld);
if(door->door_flags.bits.closed)
applyMaterial(tile,bld->mat_type,bld->mat_index,1,&matWall);
}
}
}
}
}
else if(!d->bits.liquid_type && d->bits.flow_size>3 )
df::tile_designation d2=bDown->DesignationAt(gpos);
if(d2.bits.liquid_type && d2.bits.flow_size>0)
{
curCell*=lightCell(0.7f,0.7f,0.8f);
applyMaterial(tile,matLava);
}
//lights
if((d->bits.liquid_type && d->bits.flow_size>0)||
(
(shape==df::tiletype_shape::EMPTY || shape==df::tiletype_shape::RAMP_TOP || shape==df::tiletype_shape::STAIR_DOWN || shape==df::tiletype_shape::STAIR_UPDOWN )
&& d2 && d2->bits.liquid_type && d2->bits.flow_size>0)
)
{
addLight(tile,matLava.makeSource());
}
if(d->bits.outside && d->bits.flow_size==0)
{
addLight(tile,sky);
}
}
for(int blockx=window_x/16;blockx<=endBlockx;blockx++)
for(int blocky=window_y/16;blocky<=endBlocky;blocky++)
{
df::map_block* block=Maps::getBlock(blockx,blocky,window_z);
if(!block)
continue;
//flows
df::map_block* block=b->getRaw();
for(int i=0;i<block->flows.size();i++)
{
df::flow_info* f=block->flows[i];
if(f && f->density>0 && f->type==df::flow_type::Dragonfire || f->type==df::flow_type::Fire)
{
df::coord2d pos=f->pos;
int wx=pos.x-window_x+vp.first.x;
int wy=pos.y-window_y+vp.first.y;
int tile=getIndex(wx,wy);
if(wx>=vp.first.x && wy>=vp.first.y && wx<=vp.second.x && wy<=vp.second.y)
pos=worldToViewportCoord(pos,vp,window2d);
int tile=getIndex(pos.x,pos.y);
if(isInViewport(pos,vp))
{
lightCell fireColor;
if(f->density>60)
@ -531,10 +559,9 @@ void lightingEngineViewscreen::doOcupancyAndLights()
df::plant* cPlant=block->plants[i];
df::coord2d pos=cPlant->pos;
int wx=pos.x-window_x+vp.first.x;
int wy=pos.y-window_y+vp.first.y;
int tile=getIndex(wx,wy);
if(wx>=vp.first.x && wy>=vp.first.y && wx<=vp.second.x && wy<=vp.second.y)
pos=worldToViewportCoord(pos,vp,window2d);
int tile=getIndex(pos.x,pos.y);
if(isInViewport(pos,vp))
{
applyMaterial(tile,cPlant->material,-1);
}
@ -553,12 +580,45 @@ void lightingEngineViewscreen::doOcupancyAndLights()
for (int i=0;i<df::global::world->units.active.size();++i)
{
df::unit *u = df::global::world->units.active[i];
if (u->pos.z != window_z ||
(u->pos.x < window_x || u->pos.x >= window_x+vpW) ||
(u->pos.y < window_y || u->pos.y >= window_y+vpH))
continue;
coord2d pos=worldToViewportCoord(coord2d(u->pos.x,u->pos.y),vp,window2d);
if(u->pos.z==window_z && isInViewport(pos,vp))
if (DFHack::Units::isCitizen(u) && !u->counters.unconscious)
addLight(getIndex(u->pos.x-window_x+1, u->pos.y-window_y+1),citizen);
addLight(getIndex(pos.x,pos.y),citizen);
}
//buildings
for(size_t i = 0; i < df::global::world->buildings.all.size(); i++)
{
df::building *bld = df::global::world->buildings.all[i];
if(window_z!=bld->z)
continue;
df::coord2d p1(bld->x1,bld->y1);
df::coord2d p2(bld->x2,bld->y2);
p1=worldToViewportCoord(p1,vp,window2d);
p2=worldToViewportCoord(p1,vp,window2d);
if(isInViewport(p1,vp)||isInViewport(p2,vp))
{
int tile=getIndex(p1.x,p1.y); //TODO multitile buildings. How they would work?
df::building_type type = bld->getType();
if (type == df::enums::building_type::WindowGlass || type==df::enums::building_type::WindowGem)
{
applyMaterial(tile,bld->mat_type,bld->mat_index);
}
if (type == df::enums::building_type::Table)
{
addLight(tile,candle);
}
if (type==df::enums::building_type::Statue)
{
addLight(tile,torch);
}
if(type==df::enums::building_type::Door)
{
df::building_doorst* door=static_cast<df::building_doorst*>(bld);
if(door->door_flags.bits.closed)
applyMaterial(tile,bld->mat_type,bld->mat_index,1,&matWall);
}
}
}
}
lightCell lua_parseLightCell(lua_State* L)
@ -580,7 +640,7 @@ lightCell lua_parseLightCell(lua_State* L)
ret.b=lua_tonumber(L,-1);
lua_pop(L,1);
Lua::GetOutput(L)->print("got cell(%f,%f,%f)\n",ret.r,ret.g,ret.b);
//Lua::GetOutput(L)->print("got cell(%f,%f,%f)\n",ret.r,ret.g,ret.b);
return ret;
}
matLightDef lua_parseMatDef(lua_State* L)
@ -657,6 +717,7 @@ int lightingEngineViewscreen::parseSpecial(lua_State* L)
return 0;
}
LOAD_SPECIAL(LAVA,matLava);
LOAD_SPECIAL(WATER,matWater);
LOAD_SPECIAL(FROZEN_LIQUID,matIce);
LOAD_SPECIAL(AMBIENT,matAmbience);
LOAD_SPECIAL(CURSOR,matCursor);
@ -667,9 +728,11 @@ void lightingEngineViewscreen::defaultSettings()
{
matAmbience=matLightDef(lightCell(0.85f,0.85f,0.85f));
matLava=matLightDef(lightCell(0.8f,0.2f,0.2f),lightCell(0.8f,0.2f,0.2f),5);
matWater=matLightDef(lightCell(0.6f,0.6f,0.8f));
matIce=matLightDef(lightCell(0.7f,0.7f,0.9f));
matCursor=matLightDef(lightCell(0.96f,0.84f,0.03f),11);
matCursor.flicker=true;
matWall=matLightDef(lightCell(0,0,0));
}
void lightingEngineViewscreen::loadSettings()
{

@ -3,6 +3,8 @@
#include "renderer_opengl.hpp"
#include "Types.h"
#include <map>
#include "modules/MapCache.h"
struct renderer_light : public renderer_wrap {
private:
void colorizeTile(int x,int y)
@ -112,7 +114,7 @@ struct matLightDef
matLightDef(){}
matLightDef(lightCell transparency,lightCell emit,int rad):isTransparent(true),isEmiting(true),
transparency(transparency),emitColor(emit),radius(rad){}
matLightDef(lightCell emit,int rad):isTransparent(false),isEmiting(true),emitColor(emit),radius(rad){}
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
{
@ -133,12 +135,18 @@ public:
void loadSettings();
private:
void doOcupancyAndLights();
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);
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(lightCell power,int cx,int cy,int tx,int ty);
void doFovs();
bool lightUpCell(lightCell& power,int dx,int dy,int tx,int ty);
bool addLight(int tileId,const lightSource& light);
matLightDef* getMaterial(int matType,int matIndex);
//apply material to cell
void applyMaterial(int tileId,const matLightDef& mat,float size=1);
//try to find and apply material, if failed return false, and if def!=null then apply def.
@ -163,6 +171,8 @@ private:
matLightDef matIce;
matLightDef matAmbience;
matLightDef matCursor;
matLightDef matWall;
matLightDef matWater;
//materials
std::map<std::pair<int,int>,matLightDef> matDefs;

@ -195,19 +195,19 @@ struct lightCell
{
}
lightCell operator-(lightCell cell)
lightCell operator-(lightCell cell) const
{
return lightCell(r-cell.r,g-cell.g,b-cell.b);
}
lightCell operator*(float val)
lightCell operator*(float val)const
{
return lightCell(r*val,g*val,b*val);
}
lightCell operator/(float val)
lightCell operator/(float val) const
{
return lightCell(r/val,g/val,b/val);
}
lightCell operator*(lightCell cell)
lightCell operator*(lightCell cell) const
{
return lightCell(r*cell.r,g*cell.g,b*cell.b);
}
@ -216,16 +216,20 @@ struct lightCell
r*=cell.r;
g*=cell.g;
b*=cell.b;
return lightCell(r,g,b);
return *this;
}
lightCell operator+(const lightCell& other)
lightCell operator+(const lightCell& other) const
{
return lightCell(r+other.r,g+other.g,b+other.b);
}
bool operator<(const lightCell& other)
bool operator<(const lightCell& other) const
{
return r<other.r && g<other.g && b<other.b;
}
float dot(const lightCell& other) const
{
return r*other.r+g*other.g+b*other.b;
}
};
struct renderer_test : public renderer_wrap {
private: