-- an experimental lighting engine for df 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 } function LightOverlay.init(args) 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 LightOverlay:placeLightFov(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 shape=tile_attrs[dfhack.maps.getTileType(pos)].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,5) 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},7,{r=1,g=1,b=1},nil,3) 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) if tt then local shape=tile_attrs[tt].shape self.ocupancy[tile]=lightPassable(shape) end end end end function LightOverlay:makeLightMap() self.lightMap={} self:buildOcupancy() self:calculateLightCursor() self:calculateLightLava() self:calculateLightSun() end function LightOverlay:onIdle() self._native.parent:logic() if self.dynamic then self:makeLightMap() end end function LightOverlay:render(dc) self:renderParent() local vp=self:getViewport() local map = self.df_layout.map self.lightMap=self.lightMap or {} render.lockGrids() df.global.gps.force_full_display_count=df.global.gps.force_full_display_count+1 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.unlockGrids() df.global.gps.force_full_display_count=df.global.gps.force_full_display_count+1 end function LightOverlay:onInput(keys) if keys.LEAVESCREEN 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 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()