Merge remote-tracking branch 'warmist/dev-rendermax' into develop

develop
Alexander Gavrilov 2014-05-11 15:44:29 +04:00
commit ae8d630cfa
14 changed files with 3479 additions and 5 deletions

@ -23,6 +23,9 @@ DFHack future
- craft-age-wear: make crafted items wear out with time like in old versions (bug 6003)
- adamantine-cloth-wear: stop adamantine clothing from wearing out (bug 6481)
New plugins:
- rendermax: replace the renderer with something else. Most interesting is "rendermax light"- a lighting engine for df.
Misc improvements:
- digfort: improved csv parsing, add start() comment handling
- exterminate: allow specifying a caste (exterminate gob:male)

@ -337,6 +337,27 @@ that pre-filled.
.. image:: images/command-prompt.png
rendermax
---------
A collection of renderer replacing/enhancing filters. For better effect try changing the
black color in palette to non totally black. For more info see thread in forums:
http://www.bay12forums.com/smf/index.php?topic=128487.0
Options:
:rendermax trippy: Randomizes each tiles color. Used for fun mainly.
:rendermax light: Enable lighting engine.
:rendermax light reload: Reload the settings file.
:rendermax light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
:rendermax occlusionON|occlusionOFF: Show debug occlusion info.
:rendermax disable: Disable any filter that is enabled.
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
.. image:: images/rendermax.png
Adventure mode
==============

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@ -172,3 +172,7 @@ OPTION(BUILD_SKELETON "Build the skeleton plugin." OFF)
if(BUILD_SKELETON)
add_subdirectory(skeleton)
endif()
OPTION(BUILD_RENDERMAX "Build the rendermax alt-renderers plugin." OFF)
if(BUILD_RENDERMAX)
add_subdirectory(rendermax)
endif()

@ -0,0 +1,4 @@
local _ENV = mkmodule('plugins.rendermax')
return _ENV

@ -0,0 +1,41 @@
PROJECT (rendermax)
# A list of source files
SET(PROJECT_SRCS
rendermax.cpp
renderer_light.cpp
)
# A list of headers
SET(PROJECT_HDRS
renderer_opengl.hpp
renderer_light.hpp
)
SET_SOURCE_FILES_PROPERTIES( ${PROJECT_HDRS} PROPERTIES HEADER_FILE_ONLY TRUE)
# mash them together (headers are marked as headers and nothing will try to compile them)
LIST(APPEND PROJECT_SRCS ${PROJECT_HDRS})
#linux
IF(UNIX)
add_definitions(-DLINUX_BUILD)
SET(PROJECT_LIBS
# add any extra linux libs here
lua
dfhack-tinythread
${PROJECT_LIBS}
)
# windows
ELSE(UNIX)
SET(PROJECT_LIBS
# add any extra windows libs here
lua
dfhack-tinythread
${PROJECT_LIBS}
$(NOINHERIT)
)
ENDIF(UNIX)
# this makes sure all the stuff is put in proper places and linked to dfhack
DFHACK_PLUGIN(rendermax ${PROJECT_SRCS} LINK_LIBRARIES ${PROJECT_LIBS})
install(FILES rendermax.lua
DESTINATION ${DFHACK_DATA_DESTINATION}/raw)

File diff suppressed because it is too large Load Diff

@ -0,0 +1,377 @@
#ifndef RENDERER_LIGHT_INCLUDED
#define RENDERER_LIGHT_INCLUDED
#include "renderer_opengl.hpp"
#include "Types.h"
#include <tuple>
#include <stack>
#include <memory>
#include <unordered_map>
// we are not using boost so let's cheat:
template <class T>
inline void hash_combine(std::size_t & seed, const T & v)
{
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
}
namespace std
{
template<typename S, typename T> struct hash<pair<S, T>>
{
inline size_t operator()(const pair<S, T> & v) const
{
size_t seed = 0;
::hash_combine(seed, v.first);
::hash_combine(seed, v.second);
return seed;
}
};
template<typename S, typename T,typename V> struct hash<tuple<S, T, V>>
{
inline size_t operator()(const tuple<S, T, V> & v) const
{
size_t seed = 0;
::hash_combine(seed,get<0>(v));
::hash_combine(seed,get<1>(v));
::hash_combine(seed,get<2>(v));
return seed;
}
};
}
// now we can hash pairs and tuples
#include "modules/MapCache.h"
bool isInRect(const df::coord2d& pos,const DFHack::rect2d& rect);
struct renderer_light : public renderer_wrap {
private:
float light_adaptation;
rgbf adapt_to_light(const rgbf& light)
{
const float influence=0.0001f;
const float max_adapt=1;
const float min_adapt=0;
float intensity=(light.r+light.g+light.b)/3.0;
light_adaptation=intensity*influence+light_adaptation*(1-influence);
float delta=light_adaptation-intensity;
rgbf ret;
ret.r=light.r-delta;
ret.g=light.g-delta;
ret.b=light.b-delta;
return ret;
//if light_adaptation/intensity~1 then draw 1,1,1 (i.e. totally adapted)
/*
1. adapted -> 1,1,1 (full bright everything okay) delta=0 multiplier=?
2. light adapted, real=dark -> darker delta>0 multiplier<1
3. dark adapted, real=light -> lighter delta<0 multiplier>1
*/
//if light_adaptation/intensity!=0 then draw
}
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;
rgbf light=lightGrid[tile];//for light adaptation: rgbf light=adapt_to_light(lightGrid[tile]);
for (int i = 0; i < 6; i++) { //oh how sse would do wonders here, or shaders...
*(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,rgbf(1,1,1));
}
void reinitLightGrid()
{
reinitLightGrid(df::global::gps->dimy,df::global::gps->dimx);
}
public:
tthread::fast_mutex dataMutex;
std::vector<rgbf> lightGrid;
renderer_light(renderer* parent):renderer_wrap(parent),light_adaptation(1)
{
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();
}
virtual void set_fullscreen()
{
renderer_wrap::set_fullscreen();
reinitLightGrid();
}
virtual void zoom(df::zoom_commands z)
{
renderer_wrap::zoom(z);
reinitLightGrid();
}
};
class lightingEngine
{
public:
lightingEngine(renderer_light* target):myRenderer(target){}
virtual ~lightingEngine(){}
virtual void reinit()=0;
virtual void calculate()=0;
virtual void updateWindow()=0;
virtual void preRender()=0;
virtual void loadSettings()=0;
virtual void clear()=0;
virtual void setHour(float h)=0;
virtual void debug(bool enable)=0;
protected:
renderer_light* myRenderer;
};
struct lightSource
{
rgbf power;
int radius;
bool flicker;
lightSource():power(0,0,0),radius(0),flicker(false)
{
}
lightSource(rgbf power,int radius);
float powerSquared()const
{
return power.r*power.r+power.g*power.g+power.b*power.b;
}
void combine(const lightSource& other);
};
struct matLightDef
{
bool isTransparent;
rgbf transparency;
bool isEmiting;
bool flicker;
rgbf emitColor;
int radius;
matLightDef():isTransparent(false),isEmiting(false),transparency(0,0,0),emitColor(0,0,0),radius(0){}
matLightDef(rgbf transparency,rgbf emit,int rad):isTransparent(true),isEmiting(true),
transparency(transparency),emitColor(emit),radius(rad){}
matLightDef(rgbf emit,int rad):isTransparent(false),isEmiting(true),emitColor(emit),radius(rad),transparency(0,0,0){}
matLightDef(rgbf 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
}
};
struct buildingLightDef
{
matLightDef light;
bool poweredOnly;
bool useMaterial;
float thickness;
float size;
buildingLightDef():poweredOnly(false),useMaterial(true),thickness(1.0f),size(1.0f){}
};
struct itemLightDef
{
matLightDef light;
bool haul;
bool equiped;
bool onGround;
bool inBuilding;
bool inContainer;
bool useMaterial;
itemLightDef():haul(true),equiped(true),onGround(true),inBuilding(false),inContainer(false),useMaterial(true){}
};
struct creatureLightDef
{
matLightDef light;
};
class lightThread;
class lightingEngineViewscreen;
class lightThreadDispatch
{
lightingEngineViewscreen *parent;
public:
DFHack::rect2d viewPort;
std::vector<std::unique_ptr<lightThread> > threadPool;
std::vector<lightSource>& lights;
tthread::mutex occlusionMutex;
tthread::condition_variable occlusionDone; //all threads wait for occlusion to finish
bool occlusionReady;
tthread::mutex unprocessedMutex;
std::stack<DFHack::rect2d> unprocessed; //stack of parts of map where lighting is not finished
std::vector<rgbf>& occlusion;
int& num_diffusion;
tthread::mutex writeLock; //mutex for lightMap
std::vector<rgbf>& lightMap;
tthread::condition_variable writesDone;
int writeCount;
lightThreadDispatch(lightingEngineViewscreen* p);
~lightThreadDispatch();
void signalDoneOcclusion();
void shutdown();
void waitForWrites();
int getW();
int getH();
void start(int count);
};
class lightThread
{
std::vector<rgbf> canvas;
lightThreadDispatch& dispatch;
DFHack::rect2d myRect;
void work(); //main light calculation function
void combine(); //combine existing canvas into global lightmap
public:
tthread::thread *myThread;
bool isDone; //no mutex, because bool is atomic
lightThread(lightThreadDispatch& dispatch);
~lightThread();
void run();
private:
void doLight(int x,int y);
void doRay(const rgbf& power,int cx,int cy,int tx,int ty,int num_diffuse);
rgbf lightUpCell(rgbf power,int dx,int dy,int tx,int ty);
};
class lightingEngineViewscreen:public lightingEngine
{
public:
lightingEngineViewscreen(renderer_light* target);
~lightingEngineViewscreen();
void reinit();
void calculate();
void updateWindow();
void preRender();
void loadSettings();
void clear();
void debug(bool enable){doDebug=enable;};
private:
void fixAdvMode(int mode);
df::coord2d worldToViewportCoord(const df::coord2d& in,const DFHack::rect2d& r,const df::coord2d& window2d) ;
void doSun(const lightSource& sky,MapExtras::MapCache& map);
void doOcupancyAndLights();
rgbf propogateSun(MapExtras::Block* b, int x,int y,const rgbf& in,bool lastLevel);
void doRay(std::vector<rgbf> & target, rgbf power,int cx,int cy,int tx,int ty);
void doFovs();
void doLight(std::vector<rgbf> & target, int index);
rgbf lightUpCell(std::vector<rgbf> & target, rgbf power,int dx,int dy,int tx,int ty);
bool addLight(int tileId,const lightSource& light);
void addOclusion(int tileId,const rgbf& c,float thickness);
matLightDef* getMaterialDef(int matType,int matIndex);
buildingLightDef* getBuildingDef(df::building* bld);
creatureLightDef* getCreatureDef(df::unit* u);
itemLightDef* getItemDef(df::item* it);
//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);
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
std::vector<rgbf> lightMap;
std::vector<rgbf> ocupancy;
std::vector<lightSource> lights;
//Threading stuff
int num_diffuse; //under same lock as ocupancy
lightThreadDispatch threading;
//misc
void setHour(float h){dayHour=h;};
int getW()const {return w;}
int getH()const {return h;}
public:
void lightWorkerThread(void * arg);
private:
rgbf getSkyColor(float v);
bool doDebug;
//settings
float daySpeed;
float dayHour; //<0 to cycle
std::vector<rgbf> 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);
static int parseBuildings(lua_State* L);
static int parseItems(lua_State* L);
static int parseCreatures(lua_State* L);
//special stuff
matLightDef matLava;
matLightDef matIce;
matLightDef matAmbience;
matLightDef matCursor;
matLightDef matWall;
matLightDef matWater;
matLightDef matCitizen;
float levelDim;
int adv_mode;
//materials
std::unordered_map<std::pair<int,int>,matLightDef> matDefs;
//buildings
std::unordered_map<std::tuple<int,int,int>,buildingLightDef> buildingDefs;
//creatures
std::unordered_map<std::pair<int,int>,creatureLightDef> creatureDefs;
//items
std::unordered_map<std::pair<int,int>,itemLightDef> itemDefs;
int w,h;
DFHack::rect2d mapPort;
friend class lightThreadDispatch;
};
rgbf blend(const rgbf& a,const rgbf& b);
rgbf blendMax(const rgbf& a,const rgbf& b);
#endif

@ -0,0 +1,417 @@
//original file from https://github.com/Baughn/Dwarf-Fortress--libgraphics-
#ifndef RENDERER_OPENGL_INCLUDED
#define RENDERER_OPENGL_INCLUDED
#include "tinythread.h"
#include "fast_mutex.h"
#include "Core.h"
#include <VTableInterpose.h>
#include "df/renderer.h"
#include "df/init.h"
#include "df/enabler.h"
#include "df/zoom_commands.h"
#include "df/texture_handler.h"
#include "df/graphic.h"
#include <math.h>
#include <cmath>
using df::renderer;
using df::init;
using df::enabler;
struct old_opengl:public renderer
{
void* sdlSurface;
int32_t dispx,dispy;
float *vertexes, *fg, *bg, *tex;
int32_t zoom_steps,forced_steps,natural_w,natural_h;
int32_t off_x,off_y,size_x,size_y;
};
struct renderer_wrap : public renderer {
private:
void set_to_null() {
screen = NULL;
screentexpos = NULL;
screentexpos_addcolor = NULL;
screentexpos_grayscale = NULL;
screentexpos_cf = NULL;
screentexpos_cbr = NULL;
screen_old = NULL;
screentexpos_old = NULL;
screentexpos_addcolor_old = NULL;
screentexpos_grayscale_old = NULL;
screentexpos_cf_old = NULL;
screentexpos_cbr_old = NULL;
}
void copy_from_inner() {
screen = parent->screen;
screentexpos = parent->screentexpos;
screentexpos_addcolor = parent->screentexpos_addcolor;
screentexpos_grayscale = parent->screentexpos_grayscale;
screentexpos_cf = parent->screentexpos_cf;
screentexpos_cbr = parent->screentexpos_cbr;
screen_old = parent->screen_old;
screentexpos_old = parent->screentexpos_old;
screentexpos_addcolor_old = parent->screentexpos_addcolor_old;
screentexpos_grayscale_old = parent->screentexpos_grayscale_old;
screentexpos_cf_old = parent->screentexpos_cf_old;
screentexpos_cbr_old = parent->screentexpos_cbr_old;
}
void copy_to_inner() {
parent->screen = screen;
parent->screentexpos = screentexpos;
parent->screentexpos_addcolor = screentexpos_addcolor;
parent->screentexpos_grayscale = screentexpos_grayscale;
parent->screentexpos_cf = screentexpos_cf;
parent->screentexpos_cbr = screentexpos_cbr;
parent->screen_old = screen_old;
parent->screentexpos_old = screentexpos_old;
parent->screentexpos_addcolor_old = screentexpos_addcolor_old;
parent->screentexpos_grayscale_old = screentexpos_grayscale_old;
parent->screentexpos_cf_old = screentexpos_cf_old;
parent->screentexpos_cbr_old = screentexpos_cbr_old;
}
public:
renderer_wrap(renderer* parent):parent(parent)
{
copy_from_inner();
}
virtual void update_tile(int32_t x, int32_t y) {
copy_to_inner();
parent->update_tile(x,y);
};
virtual void update_all() {
copy_to_inner();
parent->update_all();
};
virtual void render() {
copy_to_inner();
parent->render();
};
virtual void set_fullscreen() {
copy_to_inner();
parent->set_fullscreen();
copy_from_inner();
};
virtual void zoom(df::zoom_commands z) {
copy_to_inner();
parent->zoom(z);
copy_from_inner();
};
virtual void resize(int32_t w, int32_t h) {
copy_to_inner();
parent->resize(w,h);
copy_from_inner();
};
virtual void grid_resize(int32_t w, int32_t h) {
copy_to_inner();
parent->grid_resize(w,h);
copy_from_inner();
};
virtual ~renderer_wrap() {
df::global::enabler->renderer=parent;
};
virtual bool get_mouse_coords(int32_t* x, int32_t* y) {
return parent->get_mouse_coords(x,y);
};
virtual bool uses_opengl() {
return parent->uses_opengl();
};
void invalidateRect(int32_t x,int32_t y,int32_t w,int32_t h)
{
for(int i=x;i<x+w;i++)
for(int j=y;j<y+h;j++)
{
int index=i*df::global::gps->dimy + j;
screen_old[index*4]=screen[index*4]+1;//ensure tile is different
}
};
void invalidate()
{
invalidateRect(0,0,df::global::gps->dimx,df::global::gps->dimy);
//df::global::gps->force_full_display_count++;
};
protected:
renderer* parent;
};
struct renderer_trippy : public renderer_wrap {
private:
float rFloat()
{
return rand()/(float)RAND_MAX;
}
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;
const float val=1/2.0;
float r=rFloat()*val - val/2;
float g=rFloat()*val - val/2;
float b=rFloat()*val - val/2;
float backr=rFloat()*val - val/2;
float backg=rFloat()*val - val/2;
float backb=rFloat()*val - val/2;
for (int i = 0; i < 6; i++) {
*(fg++) += r;
*(fg++) += g;
*(fg++) += b;
*(fg++) = 1;
*(bg++) += backr;
*(bg++) += backg;
*(bg++) += backb;
*(bg++) = 1;
}
}
public:
renderer_trippy(renderer* parent):renderer_wrap(parent)
{
}
virtual void update_tile(int32_t x, int32_t y) {
renderer_wrap::update_tile(x,y);
colorizeTile(x,y);
};
virtual void update_all() {
renderer_wrap::update_all();
for (int x = 0; x < df::global::gps->dimx; x++)
for (int y = 0; y < df::global::gps->dimy; y++)
colorizeTile(x,y);
};
};
struct rgbf
{
float r,g,b;
rgbf():r(0),g(0),b(0)
{
}
rgbf(float r,float g,float b):r(r),g(g),b(b)
{
}
rgbf operator-(const rgbf& cell) const
{
return rgbf(r-cell.r,g-cell.g,b-cell.b);
}
rgbf operator*(float val)const
{
return rgbf(r*val,g*val,b*val);
}
rgbf operator/(float val) const
{
return rgbf(r/val,g/val,b/val);
}
rgbf operator*(const rgbf& cell) const
{
return rgbf(r*cell.r,g*cell.g,b*cell.b);
}
rgbf operator*=(float val)
{
r*=val;
g*=val;
b*=val;
return *this;
}
rgbf operator*=(const rgbf& cell)
{
r*=cell.r;
g*=cell.g;
b*=cell.b;
return *this;
}
rgbf operator+=(const rgbf& cell)
{
r+=cell.r;
g+=cell.g;
b+=cell.b;
return *this;
}
rgbf operator+(const rgbf& other) const
{
return rgbf(r+other.r,g+other.g,b+other.b);
}
bool operator<=(const rgbf& other) const
{
return r<=other.r && g<=other.g && b<=other.b;
}
float dot(const rgbf& other) const
{
return r*other.r+g*other.g+b*other.b;
}
rgbf pow(const float exp) const
{
return rgbf(std::pow(r, exp), std::pow(g, exp), std::pow(b, exp));
}
rgbf pow(const int exp) const
{
return rgbf(std::pow(r, exp), std::pow(g, exp), std::pow(b, exp));
}
};
struct renderer_test : 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;
rgbf 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<rgbf> lightGrid;
renderer_test(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);
//some sort of mutex or sth?
//and then map read
};
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);
//some sort of mutex or sth?
//and then map read
//same stuff for all of them i guess...
};
virtual void set_fullscreen()
{
renderer_wrap::set_fullscreen();
reinitLightGrid();
}
virtual void zoom(df::zoom_commands z)
{
renderer_wrap::zoom(z);
reinitLightGrid();
}
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(w,h);
}
};
struct rgba
{
float r,g,b,a;
};
struct renderer_lua : public renderer_wrap {
private:
void overwriteTile(int x,int y)
{
const int tile = xyToTile(x,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;
rgbf fm=foreMult[tile];
rgbf fo=foreOffset[tile];
rgbf bm=backMult[tile];
rgbf bo=backOffset[tile];
for (int i = 0; i < 6; i++) {
rgba* fore=reinterpret_cast<rgba*>(fg);
fore->r=fore->r*fm.r+fo.r;
fore->g=fore->g*fm.g+fo.g;
fore->b=fore->b*fm.b+fo.b;
fg+=4;
rgba* back=reinterpret_cast<rgba*>(bg);
back->r=back->r*bm.r+bo.r;
back->g=back->g*bm.g+bo.g;
back->b=back->b*bm.b+bo.b;
bg+=4;
}
}
void reinitGrids(int w,int h)
{
tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
foreOffset.resize(w*h);
foreMult.resize(w*h);
backOffset.resize(w*h);
backMult.resize(w*h);
}
void reinitGrids()
{
reinitGrids(df::global::gps->dimy,df::global::gps->dimx);
}
public:
tthread::fast_mutex dataMutex;
std::vector<rgbf> foreOffset,foreMult;
std::vector<rgbf> backOffset,backMult;
inline int xyToTile(int x, int y)
{
return x*(df::global::gps->dimy) + y;
}
renderer_lua(renderer* parent):renderer_wrap(parent)
{
reinitGrids();
}
virtual void update_tile(int32_t x, int32_t y) {
renderer_wrap::update_tile(x,y);
tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
overwriteTile(x,y);
//some sort of mutex or sth?
//and then map read
};
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++)
overwriteTile(x,y);
//some sort of mutex or sth?
//and then map read
//same stuff for all of them i guess...
};
virtual void grid_resize(int32_t w, int32_t h) {
renderer_wrap::grid_resize(w,h);
reinitGrids(w,h);
};
virtual void resize(int32_t w, int32_t h) {
renderer_wrap::resize(w,h);
reinitGrids(w,h);
}
};
#endif

@ -0,0 +1,457 @@
#include <vector>
#include <string>
#include <LuaTools.h>
#include <VTableInterpose.h>
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include <VTableInterpose.h>
#include "df/renderer.h"
#include "df/enabler.h"
#include "renderer_opengl.hpp"
#include "renderer_light.hpp"
#include "df/viewscreen_dwarfmodest.h"
#include "df/viewscreen_dungeonmodest.h"
#include <sstream>
using df::viewscreen_dungeonmodest;
using df::viewscreen_dwarfmodest;
using namespace DFHack;
using std::vector;
using std::string;
enum RENDERER_MODE
{
MODE_DEFAULT,MODE_TRIPPY,MODE_TRUECOLOR,MODE_LUA,MODE_LIGHT
};
RENDERER_MODE current_mode=MODE_DEFAULT;
lightingEngine *engine=NULL;
static command_result rendermax(color_ostream &out, vector <string> & parameters);
DFHACK_PLUGIN("rendermax");
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"rendermax", "switch rendering engine.", rendermax, false,
" rendermax trippy\n"
" rendermax truecolor red|green|blue|white\n"
" rendermax lua\n"
" rendermax light - lighting engine\n"
" rendermax light reload - reload the settings file\n"
" rendermax light sun <x>|cycle - set time to x (in hours) or cycle (same effect if x<0)\n"
" rendermax light occlusionON|occlusionOFF - debug the occlusion map\n"
" rendermax disable\n"
));
return CR_OK;
}
struct dwarmode_render_hook : viewscreen_dwarfmodest{
typedef df::viewscreen_dwarfmodest interpose_base;
DEFINE_VMETHOD_INTERPOSE(void,render,())
{
CoreSuspendClaimer suspend;
engine->preRender();
INTERPOSE_NEXT(render)();
engine->calculate();
engine->updateWindow();
}
};
IMPLEMENT_VMETHOD_INTERPOSE(dwarmode_render_hook, render);
struct dungeon_render_hook : viewscreen_dungeonmodest{
typedef df::viewscreen_dungeonmodest interpose_base;
DEFINE_VMETHOD_INTERPOSE(void,render,())
{
CoreSuspendClaimer suspend;
engine->preRender();
INTERPOSE_NEXT(render)();
engine->calculate();
engine->updateWindow();
}
};
IMPLEMENT_VMETHOD_INTERPOSE(dungeon_render_hook, render);
void removeOld()
{
CoreSuspender lock;
if(engine)
{
INTERPOSE_HOOK(dwarmode_render_hook,render).apply(false);
INTERPOSE_HOOK(dungeon_render_hook,render).apply(false);
delete engine;
engine=0;
}
if(current_mode!=MODE_DEFAULT)
delete df::global::enabler->renderer;
current_mode=MODE_DEFAULT;
}
void installNew(df::renderer* r,RENDERER_MODE newMode)
{
df::global::enabler->renderer=r;
current_mode=newMode;
}
static void lockGrids()
{
if(current_mode!=MODE_LUA)
return ;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
r->dataMutex.lock();
}
static void unlockGrids()
{
if(current_mode!=MODE_LUA)
return ;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
r->dataMutex.unlock();
}
static void resetGrids()
{
if(current_mode!=MODE_LUA)
return ;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
for(size_t i=0;i<r->foreMult.size();i++)
{
r->foreMult[i]=rgbf(1,1,1);
r->foreOffset[i]=rgbf(0,0,0);
r->backMult[i]=rgbf(1,1,1);
r->backOffset[i]=rgbf(0,0,0);
}
}
static int getGridsSize(lua_State* L)
{
if(current_mode!=MODE_LUA)
return -1;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
lua_pushnumber(L,df::global::gps->dimx);
lua_pushnumber(L,df::global::gps->dimy);
return 2;
}
static int getCell(lua_State* L)
{
if(current_mode!=MODE_LUA)
return 0;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
int x=luaL_checknumber(L,1);
int y=luaL_checknumber(L,2);
int id=r->xyToTile(x,y);
rgbf fo=r->foreOffset[id];
rgbf fm=r->foreMult[id];
rgbf bo=r->backOffset[id];
rgbf bm=r->backMult[id];
lua_newtable(L);
lua_newtable(L);
lua_pushnumber(L,fo.r);
lua_setfield(L,-2,"r");
lua_pushnumber(L,fo.g);
lua_setfield(L,-2,"g");
lua_pushnumber(L,fo.b);
lua_setfield(L,-2,"b");
lua_setfield(L,-2,"fo");
lua_newtable(L);
lua_pushnumber(L,fm.r);
lua_setfield(L,-2,"r");
lua_pushnumber(L,fm.g);
lua_setfield(L,-2,"g");
lua_pushnumber(L,fm.b);
lua_setfield(L,-2,"b");
lua_setfield(L,-2,"fm");
lua_newtable(L);
lua_pushnumber(L,bo.r);
lua_setfield(L,-2,"r");
lua_pushnumber(L,bo.g);
lua_setfield(L,-2,"g");
lua_pushnumber(L,bo.b);
lua_setfield(L,-2,"b");
lua_setfield(L,-2,"bo");
lua_newtable(L);
lua_pushnumber(L,bm.r);
lua_setfield(L,-2,"r");
lua_pushnumber(L,bm.g);
lua_setfield(L,-2,"g");
lua_pushnumber(L,bm.b);
lua_setfield(L,-2,"b");
lua_setfield(L,-2,"bm");
return 1;
}
static int setCell(lua_State* L)
{
if(current_mode!=MODE_LUA)
return 0;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
int x=luaL_checknumber(L,1);
int y=luaL_checknumber(L,2);
rgbf fo;
lua_getfield(L,3,"fo");
lua_getfield(L,-1,"r");
fo.r=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"g");
fo.g=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"b");
fo.b=lua_tonumber(L,-1);lua_pop(L,1);
rgbf fm;
lua_getfield(L,3,"fm");
lua_getfield(L,-1,"r");
fm.r=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"g");
fm.g=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"b");
fm.b=lua_tonumber(L,-1);lua_pop(L,1);
rgbf bo;
lua_getfield(L,3,"bo");
lua_getfield(L,-1,"r");
bo.r=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"g");
bo.g=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"b");
bo.b=lua_tonumber(L,-1);lua_pop(L,1);
rgbf bm;
lua_getfield(L,3,"bm");
lua_getfield(L,-1,"r");
bm.r=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"g");
bm.g=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,-1,"b");
bm.b=lua_tonumber(L,-1);lua_pop(L,1);
int id=r->xyToTile(x,y);
r->foreMult[id]=fm;
r->foreOffset[id]=fo;
r->backMult[id]=bm;
r->backOffset[id]=bo;
return 0;
}
static int invalidate(lua_State* L)
{
if(current_mode!=MODE_LUA)
return 0;
renderer_lua* r=reinterpret_cast<renderer_lua*>(df::global::enabler->renderer);
if(lua_gettop(L)==0)
{
r->invalidate();
}
else
{
int x,y,w,h;
lua_getfield(L,1,"x");
x=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,1,"y");
y=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,1,"w");
w=lua_tonumber(L,-1);lua_pop(L,1);
lua_getfield(L,1,"h");
h=lua_tonumber(L,-1);lua_pop(L,1);
r->invalidateRect(x,y,w,h);
}
return 0;
}
bool isEnabled()
{
return current_mode==MODE_LUA;
}
DFHACK_PLUGIN_LUA_FUNCTIONS {
DFHACK_LUA_FUNCTION(isEnabled),
DFHACK_LUA_FUNCTION(lockGrids),
DFHACK_LUA_FUNCTION(unlockGrids),
DFHACK_LUA_FUNCTION(resetGrids),
DFHACK_LUA_END
};
DFHACK_PLUGIN_LUA_COMMANDS {
DFHACK_LUA_COMMAND(getCell),
DFHACK_LUA_COMMAND(setCell),
DFHACK_LUA_COMMAND(getGridsSize),
DFHACK_LUA_COMMAND(invalidate),
DFHACK_LUA_END
};
static void enable_hooks(bool enable)
{
INTERPOSE_HOOK(dwarmode_render_hook,render).apply(enable);
INTERPOSE_HOOK(dungeon_render_hook,render).apply(enable);
if(enable && engine)
{
engine->loadSettings();
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
if(current_mode!=MODE_LIGHT)
return CR_OK;
switch(event)
{
case SC_VIEWSCREEN_CHANGED:
{
CoreSuspendClaimer suspender;
if(current_mode==MODE_LIGHT)
{
engine->clear();
}
}
break;
case SC_WORLD_LOADED:
enable_hooks(true);
break;
case SC_WORLD_UNLOADED:
enable_hooks(false);
break;
default:
break;
}
return CR_OK;
}
static command_result rendermax(color_ostream &out, vector <string> & parameters)
{
if(parameters.size()==0)
return CR_WRONG_USAGE;
if(!df::global::enabler->renderer->uses_opengl())
{
out.printerr("Sorry, this plugin needs open gl enabled printmode. Try STANDARD or other non-2d");
return CR_FAILURE;
}
string cmd=parameters[0];
if(cmd=="trippy")
{
removeOld();
installNew(new renderer_trippy(df::global::enabler->renderer),MODE_TRIPPY);
return CR_OK;
}
else if(cmd=="truecolor")
{
if(current_mode!=MODE_TRUECOLOR)
{
removeOld();
installNew(new renderer_test(df::global::enabler->renderer),MODE_TRUECOLOR);
}
if(current_mode==MODE_TRUECOLOR && parameters.size()==2)
{
rgbf red(1,0,0),green(0,1,0),blue(0,0,1),white(1,1,1);
rgbf cur=white;
rgbf dim(0.2f,0.2f,0.2f);
string col=parameters[1];
if(col=="red")
cur=red;
else if(col=="green")
cur=green;
else if(col=="blue")
cur=blue;
renderer_test* r=reinterpret_cast<renderer_test*>(df::global::enabler->renderer);
tthread::lock_guard<tthread::fast_mutex> guard(r->dataMutex);
int h=df::global::gps->dimy;
int w=df::global::gps->dimx;
int cx=w/2;
int cy=h/2;
int rad=cx;
if(rad>cy)rad=cy;
rad/=2;
int radsq=rad*rad;
for(size_t i=0;i<r->lightGrid.size();i++)
{
r->lightGrid[i]=dim;
}
for(int i=-rad;i<rad;i++)
for(int j=-rad;j<rad;j++)
{
if((i*i+j*j)<radsq)
{
float val=(radsq-i*i-j*j)/(float)radsq;
r->lightGrid[(cx+i)*h+(cy+j)]=dim+cur*val;
}
}
return CR_OK;
}
}
else if(cmd=="lua")
{
removeOld();
installNew(new renderer_lua(df::global::enabler->renderer),MODE_LUA);
lockGrids();
resetGrids();
unlockGrids();
return CR_OK;
}
else if(cmd=="light")
{
if(current_mode!=MODE_LIGHT)
{
removeOld();
renderer_light *myRender=new renderer_light(df::global::enabler->renderer);
installNew(myRender,MODE_LIGHT);
engine=new lightingEngineViewscreen(myRender);
if (Core::getInstance().isWorldLoaded())
plugin_onstatechange(out, SC_WORLD_LOADED);
}
else if(current_mode==MODE_LIGHT && parameters.size()>1)
{
if(parameters[1]=="reload")
{
enable_hooks(true);
}
else if(parameters[1]=="sun" && parameters.size()==3)
{
if(parameters[2]=="cycle")
{
engine->setHour(-1);
}
else
{
std::stringstream ss;
ss<<parameters[2];
float h;
ss>>h;
engine->setHour(h);
}
}
else if(parameters[1]=="occlusionON")
{
engine->debug(true);
}else if(parameters[1]=="occlusionOFF")
{
engine->debug(false);
}
}
else
out.printerr("Light mode already enabled");
return CR_OK;
}
else if(cmd=="disable")
{
if(current_mode==MODE_DEFAULT)
out.print("%s\n","Not installed, doing nothing.");
else
removeOld();
CoreSuspender guard;
df::global::gps->force_full_display_count++;
return CR_OK;
}
return CR_WRONG_USAGE;
}
DFhackCExport command_result plugin_shutdown(color_ostream &)
{
removeOld();
return CR_OK;
}

@ -0,0 +1,225 @@
--scroll down to the end for configuration
ret={...}
ret=ret[1]
ret.materials={}
ret.buildings={}
ret.special={}
ret.items={}
ret.creatures={}
for k,v in pairs(ret) do
_ENV[k]=v
end
-- add material by id (index,mat pair or token string or a type number), flags is a table of strings
-- supported flags (but not implemented):
-- flicker
function addMaterial(id,transparency,emitance,radius,flags)
local matinfo
if type(id)=="string" then
matinfo=dfhack.matinfo.find(id)
elseif type(id)=="table" then
matinfo=dfhack.matinfo.decode(id[1],id[2])
else
matinfo=dfhack.matinfo.decode(id,0)
end
if matinfo==nil then
error("Material not found")
end
materials[matinfo.type]=materials[matinfo.type] or {}
materials[matinfo.type][matinfo.index]=makeMaterialDef(transparency,emitance,radius,flags)
end
function buildingLookUp(id)
local tokens={}
local lookup={ Workshop=df.workshop_type,Furnace=df.furnace_type,Trap=df.trap_type,
SiegeEngine=df.siegeengine_type}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
local ret={}
ret.type=df.building_type[tokens[1]]
if tokens[2] then
local type_array=lookup[tokens[1]]
if type_array then
ret.subtype=type_array[tokens[2]]
end
if tokens[2]=="Custom" and tokens[3] then --TODO cache for faster lookup
if ret.type==df.building_type.Workshop then
for k,v in pairs(df.global.world.raws.buildings.workshops) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
elseif ret.type==df.building_type.Furnace then
for k,v in pairs(df.global.world.raws.buildings.furnaces) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
end
end
qerror("Invalid custom building:"..tokens[3])
end
return ret
end
function itemLookup(id)
local ret={}
local tokens={}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
ret.type=df.item_type[tokens[1]]
ret.subtype=-1
if tokens[2] then
for k,v in ipairs(df.global.world.raws.itemdefs.all) do --todo lookup correct itemdef
if v.id==tokens[2] then
ret.subtype=v.subtype
return ret
end
end
qerror("Failed item subtype lookup:"..tokens[2])
end
return ret
end
function creatureLookup(id)
local ret={}
local tokens={}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
for k,v in ipairs(df.global.world.raws.creatures.all) do
if v.creature_id==tokens[1] then
ret.type=k
if tokens[2] then
for k,v in ipairs(v.caste) do
if v.caste_id==tokens[2] then
ret.subtype=k
break
end
end
if ret.subtype==nil then
qerror("caste "..tokens[2].." for "..tokens[1].." not found")
end
end
return ret
end
end
qerror("Failed to find race:"..tokens[1])
end
-- add creature by id ("DWARF" or "DWARF:MALE")
-- supported flags:
function addCreature(id,transparency,emitance,radius,flags)
local crId=creatureLookup(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
table.insert(creatures,{race=crId.type,caste=crId.subtype or -1, light=mat})
end
-- add item by id ( "TOTEM" or "WEAPON:PICK" or "WEAPON" for all the weapon types)
-- supported flags:
-- hauling --active when hauled TODO::currently all mean same thing...
-- equiped --active while equiped TODO::currently all mean same thing...
-- inBuilding --active in building TODO::currently all mean same thing...
-- contained --active in container TODO::currently all mean same thing...
-- onGround --active on ground
-- useMaterial --uses material, but the defined things overwrite
function addItem(id,transparency,emitance,radius,flags)
local itemId=itemLookup(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
table.insert(items,{["type"]=itemId.type,subtype=itemId.subtype,light=mat})
end
-- add building by id (string e.g. "Statue" or "Workshop:Masons", flags is a table of strings
-- supported flags:
-- useMaterial --uses material, but the defined things overwrite
-- poweredOnly --glow only when powered
function addBuilding(id,transparency,emitance,radius,flags,size,thickness)
size=size or 1
thickness=thickness or 1
local bld=buildingLookUp(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
mat.size=size
mat.thickness=thickness
buildings[bld.type]=buildings[bld.type] or {}
if bld.subtype then
if bld.custom then
buildings[bld.type][bld.subtype]=buildings[bld.type][bld.subtype] or {}
buildings[bld.type][bld.subtype][bld.custom]=mat
else
buildings[bld.type][bld.subtype]={[-1]=mat}
end
else
buildings[bld.type][-1]={[-1]=mat}
end
end
function makeMaterialDef(transparency,emitance,radius,flags)
local flg
if flags then
flg={}
for k,v in ipairs(flags) do
flg[v]=true
end
end
return {tr=transparency,em=emitance,rad=radius,flags=flg}
end
function colorFrom16(col16)
local col=df.global.enabler.ccolor[col16]
return {col[0],col[1],col[2]}
end
function addGems()
for k,v in pairs(df.global.world.raws.inorganics) do
if v.material.flags.IS_GEM then
addMaterial("INORGANIC:"..v.id,colorFrom16(v.material.tile_color[0]+v.material.tile_color[2]*8))
end
end
end
------------------------------------------------------------------------
---------------- Configuration Starts Here -------------------------
------------------------------------------------------------------------
is_computer_quantum=false -- will enable more costly parts in the future
--special things
special.LAVA=makeMaterialDef({0.8,0.2,0.2},{0.8,0.2,0.2},5)
special.WATER=makeMaterialDef({0.5,0.5,0.8})
special.FROZEN_LIQUID=makeMaterialDef({0.2,0.7,0.9}) -- ice
special.AMBIENT=makeMaterialDef({0.85,0.85,0.85}) --ambient fog
special.CURSOR=makeMaterialDef({1,1,1},{0.96,0.84,0.03},11, {"flicker"})
special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6)
special.LevelDim=0.2 -- darkness. Do not set to 0
special.dayHour=-1 -- <0 cycle, else hour of the day
special.dayColors={ {0,0,0}, --dark at 0 hours
{0.6,0.5,0.5}, --reddish twilight
{1,1,1}, --fullbright at 12 hours
{0.5,0.5,0.5},
{0,0,0}} --dark at 24 hours
special.daySpeed=1 -- 1->1200 cur_year_ticks per day. 2->600 ticks
special.diffusionCount=1 -- split beam max 1 times to mimic diffuse lights
special.advMode=0 -- 1 or 0 different modes for adv mode. 0-> use df vision system,
-- 1(does not work)->everything visible, let rendermax light do the work
--TODO dragonfire
--materials
-- glasses
addMaterial("GLASS_GREEN",{0.1,0.9,0.5})
addMaterial("GLASS_CLEAR",{0.5,0.95,0.9})
addMaterial("GLASS_CRYSTAL",{0.75,0.95,0.95})
-- Plants
addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6)
addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3)
addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)
addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2)
-- inorganics
addMaterial("INORGANIC:ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4)
-- creature stuff
addMaterial("CREATURE:DRAGON:BLOOD",nil,{0.6,0.1,0.1},4)
addGems()
--buildings
addBuilding("Statue",{1,1,1},{0.9,0.75,0.3},8)
addBuilding("Bed",{1,1,1},{0.3,0.2,0.0},2)
addBuilding("WindowGlass",nil,nil,0,{"useMaterial"})
addBuilding("WindowGem",nil,nil,0,{"useMaterial"})
addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Floodgate",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
--creatures
addCreature("ELEMENTMAN_MAGMA",{0.8,0.2,0.2},{0.8,0.2,0.2},5)
--items
addItem("GEM",nil,nil,{"useMaterial","onGround"})
addItem("ROUGH",nil,nil,{"useMaterial","onGround"})
addItem("SMALLGEM",nil,nil,{"useMaterial","onGround"})

@ -24,7 +24,7 @@ IF(UNIX)
# windows
ELSE(UNIX)
SET(PROJECT_LIBS
# add any extra linux libs here
# add any extra windows libs here
${PROJECT_LIBS}
$(NOINHERIT)
)

@ -0,0 +1,377 @@
-- an experimental lighting engine for df. param: "static" to not recalc when in game. press "~" to recalculate. "`" to exit
local gui = require 'gui'
local guidm = require 'gui.dwarfmode'
local render = require 'plugins.rendermax'
local levelDim=0.05
local tile_attrs = df.tiletype.attrs
local args={...}
function setCell(x,y,cell)
cell=cell or {}
cell.fm=cell.fm or {r=1,g=1,b=1}
cell.bm=cell.bm or {r=1,g=1,b=1}
cell.fo=cell.fo or {r=0,g=0,b=0}
cell.bo=cell.bo or {r=0,g=0,b=0}
render.setCell(x,y,cell)
end
function getCursorPos()
local g_cursor=df.global.cursor
if g_cursor.x ~= -30000 then
return copyall(g_cursor)
end
end
function falloff(color,sqDist,maxdist)
local v1=1/(sqDist/maxdist+1)
local v2=v1-1/(1+maxdist*maxdist)
local v=v2/(1-1/(1+maxdist*maxdist))
return {r=v*color.r,g=v*color.g,b=v*color.b}
end
function blend(c1,c2)
return {r=math.max(c1.r,c2.r),
g=math.max(c1.g,c2.g),
b=math.max(c1.b,c2.b)}
end
LightOverlay=defclass(LightOverlay,guidm.DwarfOverlay)
LightOverlay.ATTRS {
lightMap={},
dynamic=true,
dirty=false,
}
function LightOverlay:init(args)
self.tick=df.global.cur_year_tick_advmode
end
function lightPassable(shape)
if shape==df.tiletype_shape.WALL or
shape==df.tiletype_shape.BROOK_BED or
shape==df.tiletype_shape.TREE then
return false
else
return true
end
end
function circle(xm, ym,r,plot)
local x = -r
local y = 0
local err = 2-2*r -- /* II. Quadrant */
repeat
plot(xm-x, ym+y);--/* I. Quadrant */
plot(xm-y, ym-x);--/* II. Quadrant */
plot(xm+x, ym-y);--/* III. Quadrant */
plot(xm+y, ym+x);--/* IV. Quadrant */
r = err;
if (r <= y) then
y=y+1
err =err+y*2+1; --/* e_xy+e_y < 0 */
end
if (r > x or err > y) then
x=x+1
err =err+x*2+1; --/* e_xy+e_x > 0 or no 2nd y-step */
end
until (x >= 0);
end
function line(x0, y0, x1, y1,plot)
local dx = math.abs(x1-x0)
local dy = math.abs(y1-y0)
local sx,sy
if x0 < x1 then sx = 1 else sx = -1 end
if y0 < y1 then sy = 1 else sy = -1 end
local err = dx-dy
while true do
if not plot(x0,y0) then
return
end
if x0 == x1 and y0 == y1 then
break
end
local e2 = 2*err
if e2 > -dy then
err = err - dy
x0 = x0 + sx
end
if x0 == x1 and y0 == y1 then
if not plot(x0,y0) then
return
end
break
end
if e2 < dx then
err = err + dx
y0 = y0 + sy
end
end
end
function LightOverlay:calculateFovs()
self.fovs=self.fovs or {}
self.precalc=self.precalc or {}
for k,v in ipairs(self.fovs) do
self:calculateFov(v.pos,v.radius,v.color)
end
end
function LightOverlay:calculateFov(pos,radius,color)
local vp=self:getViewport()
local map = self.df_layout.map
local ray=function(tx,ty)
local power=copyall(color)
local lx=pos.x
local ly=pos.y
local setTile=function(x,y)
if x>0 and y>0 and x<=map.width and y<=map.height then
local dtsq=(lx-x)*(lx-x)+(ly-y)*(ly-y)
local dt=math.sqrt(dtsq)
local tile=x+y*map.width
if self.precalc[tile] then
local tcol=blend(self.precalc[tile],power)
if tcol.r==self.precalc[tile].r and tcol.g==self.precalc[tile].g and self.precalc[tile].b==self.precalc[tile].b
and dtsq>0 then
return false
end
end
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
local ncol=blend(power,ocol)
self.lightMap[tile]=ncol
local v=self.ocupancy[tile]
if dtsq>0 then
power.r=power.r*(v.r^dt)
power.g=power.g*(v.g^dt)
power.b=power.b*(v.b^dt)
end
lx=x
ly=y
local pwsq=power.r*power.r+power.g*power.g+power.b*power.b
return pwsq>levelDim*levelDim
end
return false
end
line(pos.x,pos.y,tx,ty,setTile)
end
circle(pos.x,pos.y,radius,ray)
end
function LightOverlay:placeLightFov(pos,radius,color)
local map = self.df_layout.map
local tile=pos.x+pos.y*map.width
local ocol=self.precalc[tile] or {r=0,g=0,b=0}
local ncol=blend(color,ocol)
self.precalc[tile]=ncol
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
local ncol=blend(color,ocol)
self.lightMap[tile]=ncol
table.insert(self.fovs,{pos=pos,radius=radius,color=color})
end
function LightOverlay:placeLightFov2(pos,radius,color,f,rays)
f=f or falloff
local raycount=rays or 25
local vp=self:getViewport()
local map = self.df_layout.map
local off=math.random(0,math.pi)
local done={}
for d=0,math.pi*2,math.pi*2/raycount do
local dx,dy
dx=math.cos(d+off)
dy=math.sin(d+off)
local cx=0
local cy=0
for dt=0,radius,0.01 do
if math.abs(math.floor(dt*dx)-cx)>0 or math.abs(math.floor(dt*dy)-cy)> 0then
local x=cx+pos.x
local y=cy+pos.y
if x>0 and y>0 and x<=map.width and y<=map.height and not done[tile] then
local tile=x+y*map.width
done[tile]=true
local ncol=f(color,dt*dt,radius)
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
ncol=blend(ncol,ocol)
self.lightMap[tile]=ncol
if --(ncol.r==ocol.r and ncol.g==ocol.g and ncol.b==ocol.b) or
not self.ocupancy[tile] then
break
end
end
cx=math.floor(dt*dx)
cy=math.floor(dt*dy)
end
end
end
end
function LightOverlay:placeLight(pos,radius,color,f)
f=f or falloff
local vp=self:getViewport()
local map = self.df_layout.map
for i=-radius,radius do
for j=-radius,radius do
local x=pos.x+i+1
local y=pos.y+j+1
if x>0 and y>0 and x<=map.width and y<=map.height then
local tile=x+y*map.width
local ncol=f(color,(i*i+j*j),radius)
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
self.lightMap[tile]=blend(ncol,ocol)
end
end
end
end
function LightOverlay:calculateLightLava()
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2 do
for j=map.y1,map.y2 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local pos2={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z-1}
local t1=dfhack.maps.getTileFlags(pos)
local tt=dfhack.maps.getTileType(pos)
if tt then
local shape=tile_attrs[tt].shape
local t2=dfhack.maps.getTileFlags(pos2)
if (t1 and t1.liquid_type and t1.flow_size>0) or
(shape==df.tiletype_shape.EMPTY and t2 and t2.liquid_type and t2.flow_size>0) then
--self:placeLight({x=i,y=j},5,{r=0.8,g=0.2,b=0.2})
self:placeLightFov({x=i,y=j},5,{r=0.8,g=0.2,b=0.2},nil)
end
end
end
end
end
function LightOverlay:calculateLightSun()
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2+1 do
for j=map.y1,map.y2+1 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local t1=dfhack.maps.getTileFlags(pos)
if (t1 and t1.outside ) then
self:placeLightFov({x=i,y=j},15,{r=1,g=1,b=1},nil)
end
end
end
end
function LightOverlay:calculateLightCursor()
local c=getCursorPos()
if c then
local vp=self:getViewport()
local pos=vp:tileToScreen(c)
--self:placeLight(pos,11,{r=0.96,g=0.84,b=0.03})
self:placeLightFov({x=pos.x+1,y=pos.y+1},11,{r=0.96,g=0.84,b=0.03})
end
end
function LightOverlay:buildOcupancy()
self.ocupancy={}
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2+1 do
for j=map.y1,map.y2+1 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local tile=i+j*map.width
local tt=dfhack.maps.getTileType(pos)
local t1=dfhack.maps.getTileFlags(pos)
if tt then
local shape=tile_attrs[tt].shape
if not lightPassable(shape) then
self.ocupancy[tile]={r=0,g=0,b=0}
else
if t1 and not t1.liquid_type and t1.flow_size>2 then
self.ocupancy[tile]={r=0.5,g=0.5,b=0.7}
else
self.ocupancy[tile]={r=0.8,g=0.8,b=0.8}
end
end
end
end
end
end
function LightOverlay:changed()
if self.dirty or self.tick~=df.global.cur_year_tick_advmode then
self.dirty=false
self.tick=df.global.cur_year_tick_advmode
return true
end
return false
end
function LightOverlay:makeLightMap()
if not self:changed() then
return
end
self.fovs={}
self.precalc={}
self.lightMap={}
self:buildOcupancy()
self:calculateLightCursor()
self:calculateLightLava()
self:calculateLightSun()
self:calculateFovs()
end
function LightOverlay:onIdle()
self._native.parent:logic()
end
function LightOverlay:render(dc)
if self.dynamic then
self:makeLightMap()
end
self:renderParent()
local vp=self:getViewport()
local map = self.df_layout.map
self.lightMap=self.lightMap or {}
render.lockGrids()
render.invalidate({x=map.x1,y=map.y1,w=map.width,h=map.height})
render.resetGrids()
for i=map.x1,map.x2 do
for j=map.y1,map.y2 do
local v=self.lightMap[i+j*map.width]
if v then
setCell(i,j,{fm=v,bm=v})
else
local dimRgb={r=levelDim,g=levelDim,b=levelDim}
setCell(i,j,{fm=dimRgb,bm=dimRgb})
end
end
end
render.unlockGrids()
end
function LightOverlay:onDismiss()
render.lockGrids()
render.resetGrids()
render.invalidate()
render.unlockGrids()
end
function LightOverlay:onInput(keys)
if keys.STRING_A096 then
self:dismiss()
else
self:sendInputToParent(keys)
if keys.CHANGETAB then
self:updateLayout()
end
if keys.STRING_A126 and not self.dynamic then
self:makeLightMap()
end
self.dirty=true
end
end
if not render.isEnabled() then
qerror("Lua rendermode not enabled!")
end
local dyn=true
if #args>0 and args[1]=="static" then dyn=false end
local lview = LightOverlay{ dynamic=dyn}
lview:show()

@ -1,4 +1,6 @@
-- allows to do jobs in adv. mode.
--keybinding, change to your hearts content. Only the key part.
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
@ -10,7 +12,17 @@ up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}
-- building filters
build_filter={
forbid_all=true, --this forbits all except the "allow"
allow={"MetalSmithsForge"}, --ignored if forbit_all=false
forbid={"Custom"} --ignored if forbit_all==true
}
build_filter.HUMANish={
forbid_all=true,
allow={"Masons"},
forbid={}
}
local gui = require 'gui'
local wid=require 'gui.widgets'
@ -24,8 +36,35 @@ local tile_attrs = df.tiletype.attrs
settings={build_by_items=false,check_inv=false,df_assign=true}
function hasValue(tbl,val)
for k,v in pairs(tbl) do
if v==val then
return true
end
end
return false
end
function reverseRaceLookup(id)
return df.global.world.raws.creatures.all[id].creature_id
end
function deon_filter(name,type_id,subtype_id,custom_id, parent)
print(name)
local adv=df.global.world.units.active[0]
local race_filter=build_filter[reverseRaceLookup(adv.race)]
if race_filter then
if race_filter.forbid_all then
return hasValue(race_filter.allow,name)
else
return not hasValue(race_filter.forbid,name)
end
else
if build_filter.forbid_all then
return hasValue(build_filter.allow,name)
else
return not hasValue(build_filter.forbid,name)
end
end
end
local mode_name
for k,v in ipairs({...}) do --setting parsing
if v=="-c" or v=="--cheat" then
@ -176,6 +215,14 @@ function SetCreatureRef(args)
end
end
function SetWebRef(args)
local pos=args.pos
for k,v in pairs(df.global.world.items.other.ANY_WEBS) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_item,item_id=v.id})
end
end
end
function SetPatientRef(args)
local job=args.job
local pos=args.pos
@ -785,7 +832,7 @@ function AssignJobToBuild(args)
if bld~=nil then
CheckAndFinishBuilding(args,bld)
else
bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true}:show()
bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true,building_filter=deon_filter}:show()
end
return true
end
@ -854,6 +901,7 @@ actions={
{"Build" ,AssignJobToBuild,{NoConstructedBuilding}},
{"BuildLast" ,BuildLast,{NoConstructedBuilding}},
{"Clean" ,df.job_type.Clean,{}},
{"GatherWebs" ,df.job_type.CollectWebs,{--[[HasWeb]]},{SetWebRef}},
}