368 lines
11 KiB
C++
368 lines
11 KiB
C++
#ifndef RENDERER_LIGHT_INCLUDED
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#define RENDERER_LIGHT_INCLUDED
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#include "renderer_opengl.hpp"
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#include "Types.h"
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#include <tuple>
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#include <stack>
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#include <memory>
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#include <unordered_map>
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// we are not using boost so let's cheat:
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template <class T>
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inline void hash_combine(std::size_t & seed, const T & v)
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{
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std::hash<T> hasher;
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seed ^= hasher(v) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
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}
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namespace std
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{
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template<typename S, typename T> struct hash<pair<S, T>>
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{
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inline size_t operator()(const pair<S, T> & v) const
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{
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size_t seed = 0;
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::hash_combine(seed, v.first);
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::hash_combine(seed, v.second);
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return seed;
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}
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};
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template<typename S, typename T,typename V> struct hash<tuple<S, T, V>>
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{
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inline size_t operator()(const tuple<S, T, V> & v) const
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{
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size_t seed = 0;
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::hash_combine(seed,get<0>(v));
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::hash_combine(seed,get<1>(v));
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::hash_combine(seed,get<2>(v));
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return seed;
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}
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};
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}
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// now we can hash pairs and tuples
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#include "modules/MapCache.h"
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bool isInRect(const df::coord2d& pos,const DFHack::rect2d& rect);
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struct renderer_light : public renderer_wrap {
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private:
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float light_adaptation;
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rgbf adapt_to_light(const rgbf& light)
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{
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const float influence=0.0001f;
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const float max_adapt=1;
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const float min_adapt=0;
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float intensity=(light.r+light.g+light.b)/3.0;
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light_adaptation=intensity*influence+light_adaptation*(1-influence);
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float delta=light_adaptation-intensity;
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rgbf ret;
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ret.r=light.r-delta;
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ret.g=light.g-delta;
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ret.b=light.b-delta;
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return ret;
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//if light_adaptation/intensity~1 then draw 1,1,1 (i.e. totally adapted)
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/*
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1. adapted -> 1,1,1 (full bright everything okay) delta=0 multiplier=?
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2. light adapted, real=dark -> darker delta>0 multiplier<1
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3. dark adapted, real=light -> lighter delta<0 multiplier>1
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*/
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//if light_adaptation/intensity!=0 then draw
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}
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void colorizeTile(int x,int y)
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{
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const int tile = x*(df::global::gps->dimy) + y;
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old_opengl* p=reinterpret_cast<old_opengl*>(parent);
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float *fg = p->fg + tile * 4 * 6;
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float *bg = p->bg + tile * 4 * 6;
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float *tex = p->tex + tile * 2 * 6;
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rgbf light=lightGrid[tile];//for light adaptation: rgbf light=adapt_to_light(lightGrid[tile]);
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for (int i = 0; i < 6; i++) { //oh how sse would do wonders here, or shaders...
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*(fg++) *= light.r;
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*(fg++) *= light.g;
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*(fg++) *= light.b;
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*(fg++) = 1;
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*(bg++) *= light.r;
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*(bg++) *= light.g;
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*(bg++) *= light.b;
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*(bg++) = 1;
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}
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}
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void reinitLightGrid(int w,int h)
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{
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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lightGrid.resize(w*h,rgbf(1,1,1));
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}
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void reinitLightGrid()
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{
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reinitLightGrid(df::global::gps->dimy,df::global::gps->dimx);
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}
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public:
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tthread::fast_mutex dataMutex;
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std::vector<rgbf> lightGrid;
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renderer_light(renderer* parent):renderer_wrap(parent),light_adaptation(1)
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{
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reinitLightGrid();
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}
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virtual void update_tile(int32_t x, int32_t y) {
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renderer_wrap::update_tile(x,y);
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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colorizeTile(x,y);
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};
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virtual void update_all() {
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renderer_wrap::update_all();
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tthread::lock_guard<tthread::fast_mutex> guard(dataMutex);
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for (int x = 0; x < df::global::gps->dimx; x++)
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for (int y = 0; y < df::global::gps->dimy; y++)
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colorizeTile(x,y);
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};
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virtual void grid_resize(int32_t w, int32_t h) {
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renderer_wrap::grid_resize(w,h);
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reinitLightGrid(w,h);
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};
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virtual void resize(int32_t w, int32_t h) {
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renderer_wrap::resize(w,h);
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reinitLightGrid();
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}
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};
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class lightingEngine
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{
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public:
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lightingEngine(renderer_light* target):myRenderer(target){}
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virtual ~lightingEngine(){}
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virtual void reinit()=0;
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virtual void calculate()=0;
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virtual void updateWindow()=0;
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virtual void preRender()=0;
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virtual void loadSettings()=0;
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virtual void clear()=0;
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virtual void setHour(float h)=0;
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virtual void debug(bool enable)=0;
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protected:
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renderer_light* myRenderer;
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};
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struct lightSource
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{
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rgbf power;
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int radius;
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bool flicker;
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lightSource():power(0,0,0),radius(0),flicker(false)
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{
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}
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lightSource(rgbf power,int radius);
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float powerSquared()const
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{
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return power.r*power.r+power.g*power.g+power.b*power.b;
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}
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void combine(const lightSource& other);
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};
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struct matLightDef
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{
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bool isTransparent;
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rgbf transparency;
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bool isEmiting;
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bool flicker;
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rgbf emitColor;
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int radius;
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matLightDef():isTransparent(false),isEmiting(false),transparency(0,0,0),emitColor(0,0,0),radius(0){}
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matLightDef(rgbf transparency,rgbf emit,int rad):isTransparent(true),isEmiting(true),
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transparency(transparency),emitColor(emit),radius(rad){}
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matLightDef(rgbf emit,int rad):isTransparent(false),isEmiting(true),emitColor(emit),radius(rad),transparency(0,0,0){}
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matLightDef(rgbf transparency):isTransparent(true),isEmiting(false),transparency(transparency){}
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lightSource makeSource(float size=1) const
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{
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if(size>0.999 && size<1.001)
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return lightSource(emitColor,radius);
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else
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return lightSource(emitColor*size,radius*size);//todo check if this is sane
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}
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};
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struct buildingLightDef
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{
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matLightDef light;
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bool poweredOnly;
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bool useMaterial;
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float thickness;
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float size;
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buildingLightDef():poweredOnly(false),useMaterial(true),thickness(1.0f),size(1.0f){}
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};
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struct itemLightDef
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{
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matLightDef light;
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bool haul;
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bool equiped;
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bool onGround;
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bool inBuilding;
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bool inContainer;
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bool useMaterial;
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itemLightDef():haul(true),equiped(true),onGround(true),inBuilding(false),inContainer(false),useMaterial(true){}
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};
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struct creatureLightDef
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{
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matLightDef light;
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};
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class lightThread;
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class lightingEngineViewscreen;
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class lightThreadDispatch
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{
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lightingEngineViewscreen *parent;
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public:
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DFHack::rect2d viewPort;
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std::vector<std::unique_ptr<lightThread> > threadPool;
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std::vector<lightSource>& lights;
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tthread::mutex occlusionMutex;
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tthread::condition_variable occlusionDone; //all threads wait for occlusion to finish
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bool occlusionReady;
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tthread::mutex unprocessedMutex;
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std::stack<DFHack::rect2d> unprocessed; //stack of parts of map where lighting is not finished
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std::vector<rgbf>& occlusion;
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int& num_diffusion;
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tthread::mutex writeLock; //mutex for lightMap
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std::vector<rgbf>& lightMap;
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tthread::condition_variable writesDone;
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int writeCount;
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lightThreadDispatch(lightingEngineViewscreen* p);
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~lightThreadDispatch();
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void signalDoneOcclusion();
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void shutdown();
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void waitForWrites();
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int getW();
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int getH();
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void start(int count);
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};
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class lightThread
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{
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std::vector<rgbf> canvas;
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lightThreadDispatch& dispatch;
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DFHack::rect2d myRect;
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void work(); //main light calculation function
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void combine(); //combine existing canvas into global lightmap
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public:
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tthread::thread *myThread;
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bool isDone; //no mutex, because bool is atomic
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lightThread(lightThreadDispatch& dispatch);
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~lightThread();
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void run();
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private:
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void doLight(int x,int y);
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void doRay(const rgbf& power,int cx,int cy,int tx,int ty,int num_diffuse);
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rgbf lightUpCell(rgbf power,int dx,int dy,int tx,int ty);
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};
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class lightingEngineViewscreen:public lightingEngine
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{
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public:
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lightingEngineViewscreen(renderer_light* target);
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~lightingEngineViewscreen();
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void reinit();
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void calculate();
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void updateWindow();
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void preRender();
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void loadSettings();
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void clear();
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void debug(bool enable){doDebug=enable;};
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private:
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void fixAdvMode(int mode);
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df::coord2d worldToViewportCoord(const df::coord2d& in,const DFHack::rect2d& r,const df::coord2d& window2d) ;
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void doSun(const lightSource& sky,MapExtras::MapCache& map);
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void doOcupancyAndLights();
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rgbf propogateSun(MapExtras::Block* b, int x,int y,const rgbf& in,bool lastLevel);
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void doRay(std::vector<rgbf> & target, rgbf power,int cx,int cy,int tx,int ty);
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void doFovs();
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void doLight(std::vector<rgbf> & target, int index);
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rgbf lightUpCell(std::vector<rgbf> & target, rgbf power,int dx,int dy,int tx,int ty);
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bool addLight(int tileId,const lightSource& light);
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void addOclusion(int tileId,const rgbf& c,float thickness);
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matLightDef* getMaterialDef(int matType,int matIndex);
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buildingLightDef* getBuildingDef(df::building* bld);
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creatureLightDef* getCreatureDef(df::unit* u);
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itemLightDef* getItemDef(df::item* it);
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//apply material to cell
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void applyMaterial(int tileId,const matLightDef& mat,float size=1, float thickness = 1);
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//try to find and apply material, if failed return false, and if def!=null then apply def.
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bool applyMaterial(int tileId,int matType,int matIndex,float size=1,float thickness = 1,const matLightDef* def=NULL);
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size_t inline getIndex(int x,int y)
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{
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return x*h+y;
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}
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df::coord2d inline getCoords(int index)
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{
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return df::coord2d(index/h, index%h);
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}
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//maps
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std::vector<rgbf> lightMap;
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std::vector<rgbf> ocupancy;
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std::vector<lightSource> lights;
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//Threading stuff
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int num_diffuse; //under same lock as ocupancy
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lightThreadDispatch threading;
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//misc
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void setHour(float h){dayHour=h;};
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int getW()const {return w;}
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int getH()const {return h;}
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public:
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void lightWorkerThread(void * arg);
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private:
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rgbf getSkyColor(float v);
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bool doDebug;
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//settings
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float daySpeed;
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float dayHour; //<0 to cycle
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std::vector<rgbf> dayColors; // a gradient of colors, first to 0, last to 24
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///set up sane settings if setting file does not exist.
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void defaultSettings();
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static int parseMaterials(lua_State* L);
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static int parseSpecial(lua_State* L);
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static int parseBuildings(lua_State* L);
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static int parseItems(lua_State* L);
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static int parseCreatures(lua_State* L);
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//special stuff
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matLightDef matLava;
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matLightDef matIce;
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matLightDef matAmbience;
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matLightDef matCursor;
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matLightDef matWall;
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matLightDef matWater;
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matLightDef matCitizen;
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float levelDim;
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int adv_mode;
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//materials
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std::unordered_map<std::pair<int,int>,matLightDef> matDefs;
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//buildings
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std::unordered_map<std::tuple<int,int,int>,buildingLightDef> buildingDefs;
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//creatures
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std::unordered_map<std::pair<int,int>,creatureLightDef> creatureDefs;
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//items
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std::unordered_map<std::pair<int,int>,itemLightDef> itemDefs;
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int w,h;
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DFHack::rect2d mapPort;
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friend class lightThreadDispatch;
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};
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rgbf blend(const rgbf& a,const rgbf& b);
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rgbf blendMax(const rgbf& a,const rgbf& b);
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#endif
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