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