osb/source/base/StarCellularLighting.cpp

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2023-06-20 04:33:09 +00:00
#include "StarCellularLighting.hpp"
namespace Star {
CellularLightingCalculator::CellularLightingCalculator(bool monochrome) {
setMonochrome(monochrome);
}
void CellularLightingCalculator::setMonochrome(bool monochrome) {
if (monochrome == m_monochrome)
return;
m_monochrome = monochrome;
if (monochrome)
m_lightArray.setRight(ScalarCellularLightArray());
else
m_lightArray.setLeft(ColoredCellularLightArray());
if (m_config)
setParameters(m_config);
}
void CellularLightingCalculator::setParameters(Json const& config) {
m_config = config;
if (m_monochrome)
m_lightArray.right().setParameters(
config.getInt("spreadPasses"),
config.getFloat("spreadMaxAir"),
config.getFloat("spreadMaxObstacle"),
config.getFloat("pointMaxAir"),
config.getFloat("pointMaxObstacle"),
config.getFloat("pointObstacleBoost")
);
else
m_lightArray.left().setParameters(
config.getInt("spreadPasses"),
config.getFloat("spreadMaxAir"),
config.getFloat("spreadMaxObstacle"),
config.getFloat("pointMaxAir"),
config.getFloat("pointMaxObstacle"),
config.getFloat("pointObstacleBoost")
);
}
void CellularLightingCalculator::begin(RectI const& queryRegion) {
m_queryRegion = queryRegion;
if (m_monochrome) {
m_calculationRegion = RectI(queryRegion).padded((int)m_lightArray.right().borderCells());
m_lightArray.right().begin(m_calculationRegion.width(), m_calculationRegion.height());
} else {
m_calculationRegion = RectI(queryRegion).padded((int)m_lightArray.left().borderCells());
m_lightArray.left().begin(m_calculationRegion.width(), m_calculationRegion.height());
}
}
RectI CellularLightingCalculator::calculationRegion() const {
return m_calculationRegion;
}
void CellularLightingCalculator::addSpreadLight(Vec2F const& position, Vec3F const& light) {
Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
if (m_monochrome)
m_lightArray.right().addSpreadLight({arrayPosition, light.max()});
else
m_lightArray.left().addSpreadLight({arrayPosition, light});
}
void CellularLightingCalculator::addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience) {
Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
if (m_monochrome)
m_lightArray.right().addPointLight({arrayPosition, light.max(), beam, beamAngle, beamAmbience});
else
m_lightArray.left().addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience});
}
void CellularLightingCalculator::calculate(Image& output) {
Vec2S arrayMin = Vec2S(m_queryRegion.min() - m_calculationRegion.min());
Vec2S arrayMax = Vec2S(m_queryRegion.max() - m_calculationRegion.min());
if (m_monochrome)
m_lightArray.right().calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
else
m_lightArray.left().calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
output.reset(arrayMax[0] - arrayMin[0], arrayMax[1] - arrayMin[1], PixelFormat::RGB24);
for (size_t x = arrayMin[0]; x < arrayMax[0]; ++x) {
for (size_t y = arrayMin[1]; y < arrayMax[1]; ++y) {
if (m_monochrome)
output.set24(x - arrayMin[0], y - arrayMin[1], Color::grayf(m_lightArray.right().getLight(x, y)).toRgb());
else
output.set24(x - arrayMin[0], y - arrayMin[1], Color::v3fToByte(m_lightArray.left().getLight(x, y)));
}
}
}
void CellularLightingCalculator::setupImage(Image& image, PixelFormat format) const {
Vec2S arrayMin = Vec2S(m_queryRegion.min() - m_calculationRegion.min());
Vec2S arrayMax = Vec2S(m_queryRegion.max() - m_calculationRegion.min());
image.reset(arrayMax[0] - arrayMin[0], arrayMax[1] - arrayMin[1], format);
}
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void CellularLightIntensityCalculator::setParameters(Json const& config) {
m_lightArray.setParameters(
config.getInt("spreadPasses"),
config.getFloat("spreadMaxAir"),
config.getFloat("spreadMaxObstacle"),
config.getFloat("pointMaxAir"),
config.getFloat("pointMaxObstacle"),
config.getFloat("pointObstacleBoost")
);
}
void CellularLightIntensityCalculator::begin(Vec2F const& queryPosition) {
m_queryPosition = queryPosition;
m_queryRegion = RectI::withSize(Vec2I::floor(queryPosition - Vec2F::filled(0.5f)), Vec2I(2, 2));
m_calculationRegion = RectI(m_queryRegion).padded((int)m_lightArray.borderCells());
m_lightArray.begin(m_calculationRegion.width(), m_calculationRegion.height());
}
RectI CellularLightIntensityCalculator::calculationRegion() const {
return m_calculationRegion;
}
void CellularLightIntensityCalculator::setCell(Vec2I const& position, Cell const& cell) {
setCellColumn(position, &cell, 1);
}
void CellularLightIntensityCalculator::setCellColumn(Vec2I const& position, Cell const* cells, size_t count) {
size_t baseIndex = (position[0] - m_calculationRegion.xMin()) * m_calculationRegion.height() + position[1] - m_calculationRegion.yMin();
for (size_t i = 0; i < count; ++i)
m_lightArray.cellAtIndex(baseIndex + i) = cells[i];
}
void CellularLightIntensityCalculator::addSpreadLight(Vec2F const& position, float light) {
Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
m_lightArray.addSpreadLight({arrayPosition, light});
}
void CellularLightIntensityCalculator::addPointLight(Vec2F const& position, float light, float beam, float beamAngle, float beamAmbience) {
Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
m_lightArray.addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience});
}
float CellularLightIntensityCalculator::calculate() {
Vec2S arrayMin = Vec2S(m_queryRegion.min() - m_calculationRegion.min());
Vec2S arrayMax = Vec2S(m_queryRegion.max() - m_calculationRegion.min());
m_lightArray.calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
// Do 2d lerp to find lighting intensity
float ll = m_lightArray.getLight(arrayMin[0], arrayMin[1]);
float lr = m_lightArray.getLight(arrayMin[0] + 1, arrayMin[1]);
float ul = m_lightArray.getLight(arrayMin[0], arrayMin[1] + 1);
float ur = m_lightArray.getLight(arrayMin[0] + 1, arrayMin[1] + 1);
float xl = m_queryPosition[0] - 0.5f - m_queryRegion.xMin();
float yl = m_queryPosition[1] - 0.5f - m_queryRegion.yMin();
return lerp(yl, lerp(xl, ll, lr), lerp(xl, ul, ur));
}
}