experiment: auto-conversion of object spread lights to hybrid spread/point lights
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assets/opensb/font/dotsies.woff2
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assets/opensb/font/dotsies.woff2
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@ -1,21 +1,6 @@
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-- unused for now
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local function modLight(light)
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for i = 1, #light do
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light[i] = light[i] * 0.4
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end
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end
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function patch(object, path)
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function patch(object, path)
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if object.lightColor then
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if object.pointLight ~= true and (object.lightColor or object.lightColors) then
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modLight(object.lightColor)
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object.lightType = "PointAsSpread"
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object.pointLight = true
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return object;
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elseif object.lightColors then
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for i, v in pairs(object.lightColors) do
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modLight(v)
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end
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object.pointLight = true
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return object;
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return object;
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end
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end
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end
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end
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@ -11,8 +11,8 @@ if assets.image("/cursors/cursors.png"):size()[1] == 64 then
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end
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end
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-- Add object patches
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-- Add object patches
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--local objects = assets.byExtension("object")
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local objects = assets.byExtension("object")
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--local path = "/objects/opensb/object.patch.lua"
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local path = "/objects/opensb/object.patch.lua"
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--for i = 1, #objects do
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for i = 1, #objects do
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-- assets.patch(objects[i], path)
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assets.patch(objects[i], path)
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--end
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end
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@ -1,12 +1,13 @@
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#include "StarCellularLightArray.hpp"
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#include "StarCellularLightArray.hpp"
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#include "StarInterpolation.hpp"
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// just specializing these in a cpp file so I can iterate on them without recompiling like 40 files!!
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// just specializing these in a cpp file so I can iterate on them without recompiling like 40 files!!
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namespace Star {
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namespace Star {
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template <>
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template <>
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void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) {
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void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) {
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float perBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle;
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float pointPerBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle;
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float perBlockAirAttenuation = 1.0f / m_pointMaxAir;
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float pointPerBlockAirAttenuation = 1.0f / m_pointMaxAir;
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for (PointLight light : m_pointLights) {
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for (PointLight light : m_pointLights) {
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if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1)
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if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1)
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@ -14,8 +15,10 @@ void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin,
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float maxIntensity = ScalarLightTraits::maxIntensity(light.value);
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float maxIntensity = ScalarLightTraits::maxIntensity(light.value);
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Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle);
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Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle);
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float perBlockObstacleAttenuation = light.asSpread ? 1.0f / m_spreadMaxObstacle : pointPerBlockObstacleAttenuation;
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float perBlockAirAttenuation = light.asSpread ? 1.0f / m_spreadMaxAir : pointPerBlockAirAttenuation;
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float maxRange = maxIntensity * m_pointMaxAir;
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float maxRange = maxIntensity * (light.asSpread ? m_spreadMaxAir : m_pointMaxAir);
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// The min / max considering the radius of the light
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// The min / max considering the radius of the light
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size_t lxmin = std::floor(std::max<float>(xmin, light.position[0] - maxRange));
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size_t lxmin = std::floor(std::max<float>(xmin, light.position[0] - maxRange));
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size_t lymin = std::floor(std::max<float>(ymin, light.position[1] - maxRange));
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size_t lymin = std::floor(std::max<float>(ymin, light.position[1] - maxRange));
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@ -40,7 +43,7 @@ void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin,
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continue;
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continue;
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Vec2F direction = relativeLightPosition / distance;
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Vec2F direction = relativeLightPosition / distance;
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if (light.beam > 0.0f) {
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if (light.beam > 0.0001f) {
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attenuation += (1.0f - light.beamAmbience) * clamp(light.beam * (1.0f - direction * beamDirection), 0.0f, 1.0f);
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attenuation += (1.0f - light.beamAmbience) * clamp(light.beam * (1.0f - direction * beamDirection), 0.0f, 1.0f);
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if (attenuation >= 1.0f)
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if (attenuation >= 1.0f)
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continue;
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continue;
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@ -54,12 +57,21 @@ void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin,
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float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1]));
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float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1]));
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float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation);
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float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation);
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attenuation += blockAttenuation;
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// Apply single obstacle boost (determine single obstacle by one
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// Apply single obstacle boost (determine single obstacle by one
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// block unit of attenuation).
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// block unit of attenuation).
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attenuation += blockAttenuation + min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost;
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if (!light.asSpread)
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attenuation += min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost;
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if (attenuation < 1.0f)
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if (attenuation < 1.0f) {
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setLight(x, y, lvalue + ScalarLightTraits::subtract(light.value, attenuation));
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auto newLight = ScalarLightTraits::subtract(light.value, attenuation);
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if (ScalarLightTraits::maxIntensity(newLight) > 0.0001f) {
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if (light.asSpread)
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setLight(x, y, lvalue + newLight * 0.25f);
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else
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setLight(x, y, lvalue + newLight);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -67,8 +79,8 @@ void CellularLightArray<ScalarLightTraits>::calculatePointLighting(size_t xmin,
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template <>
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template <>
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void CellularLightArray<ColoredLightTraits>::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) {
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void CellularLightArray<ColoredLightTraits>::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) {
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float perBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle;
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float pointPerBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle;
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float perBlockAirAttenuation = 1.0f / m_pointMaxAir;
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float pointPerBlockAirAttenuation = 1.0f / m_pointMaxAir;
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for (PointLight light : m_pointLights) {
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for (PointLight light : m_pointLights) {
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if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1)
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if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1)
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@ -76,8 +88,10 @@ void CellularLightArray<ColoredLightTraits>::calculatePointLighting(size_t xmin,
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float maxIntensity = ColoredLightTraits::maxIntensity(light.value);
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float maxIntensity = ColoredLightTraits::maxIntensity(light.value);
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Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle);
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Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle);
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float perBlockObstacleAttenuation = light.asSpread ? 1.0f / m_spreadMaxObstacle : pointPerBlockObstacleAttenuation;
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float perBlockAirAttenuation = light.asSpread ? 1.0f / m_spreadMaxAir : pointPerBlockAirAttenuation;
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float maxRange = maxIntensity * m_pointMaxAir;
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float maxRange = maxIntensity * (light.asSpread ? m_spreadMaxAir : m_pointMaxAir);
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// The min / max considering the radius of the light
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// The min / max considering the radius of the light
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size_t lxmin = std::floor(std::max<float>(xmin, light.position[0] - maxRange));
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size_t lxmin = std::floor(std::max<float>(xmin, light.position[0] - maxRange));
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size_t lymin = std::floor(std::max<float>(ymin, light.position[1] - maxRange));
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size_t lymin = std::floor(std::max<float>(ymin, light.position[1] - maxRange));
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@ -116,12 +130,21 @@ void CellularLightArray<ColoredLightTraits>::calculatePointLighting(size_t xmin,
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float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1]));
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float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1]));
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float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation);
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float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation);
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attenuation += blockAttenuation;
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// Apply single obstacle boost (determine single obstacle by one
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// Apply single obstacle boost (determine single obstacle by one
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// block unit of attenuation).
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// block unit of attenuation).
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attenuation += blockAttenuation + min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost;
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if (!light.asSpread)
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attenuation += min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost;
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if (attenuation < 1.0f)
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if (attenuation < 1.0f) {
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setLight(x, y, lvalue + ColoredLightTraits::subtract(light.value, attenuation));
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auto newLight = ColoredLightTraits::subtract(light.value, attenuation);
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if (ColoredLightTraits::maxIntensity(newLight) > 0.0001f) {
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if (light.asSpread)
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setLight(x, y, lvalue + newLight * 0.25f);
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else
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setLight(x, y, lvalue + newLight);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -56,6 +56,7 @@ public:
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float beam;
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float beam;
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float beamAngle;
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float beamAngle;
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float beamAmbience;
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float beamAmbience;
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bool asSpread;
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};
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};
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void setParameters(unsigned spreadPasses, float spreadMaxAir, float spreadMaxObstacle,
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void setParameters(unsigned spreadPasses, float spreadMaxAir, float spreadMaxObstacle,
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@ -109,12 +109,12 @@ void CellularLightingCalculator::addSpreadLight(Vec2F const& position, Vec3F con
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m_lightArray.left().addSpreadLight({arrayPosition, light});
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m_lightArray.left().addSpreadLight({arrayPosition, light});
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}
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}
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void CellularLightingCalculator::addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience) {
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void CellularLightingCalculator::addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience, bool asSpread) {
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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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if (m_monochrome)
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if (m_monochrome)
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m_lightArray.right().addPointLight({arrayPosition, light.max(), beam, beamAngle, beamAmbience});
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m_lightArray.right().addPointLight({arrayPosition, light.max(), beam, beamAngle, beamAmbience, asSpread});
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else
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else
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m_lightArray.left().addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience});
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m_lightArray.left().addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience, asSpread});
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}
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}
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void CellularLightingCalculator::calculate(Image& output) {
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void CellularLightingCalculator::calculate(Image& output) {
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@ -136,7 +136,7 @@ public:
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void setCellIndex(size_t cellIndex, Vec3F const& light, bool obstacle);
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void setCellIndex(size_t cellIndex, Vec3F const& light, bool obstacle);
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void addSpreadLight(Vec2F const& position, Vec3F const& light);
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void addSpreadLight(Vec2F const& position, Vec3F const& light);
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void addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience);
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void addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience, bool asSpread = false);
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// Finish the calculation, and put the resulting color data in the given
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// Finish the calculation, and put the resulting color data in the given
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// output image. The image will be reset to the size of the region given in
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// output image. The image will be reset to the size of the region given in
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@ -320,7 +320,7 @@ void ItemDrop::render(RenderCallback* renderCallback) {
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void ItemDrop::renderLightSources(RenderCallback* renderCallback) {
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void ItemDrop::renderLightSources(RenderCallback* renderCallback) {
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LightSource light;
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LightSource light;
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light.pointLight = false;
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light.type = LightType::Spread;
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light.color = Vec3F::filled(20.f / 255.f);
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light.color = Vec3F::filled(20.f / 255.f);
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light.position = position();
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light.position = position();
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renderCallback->addLightSource(std::move(light));
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renderCallback->addLightSource(std::move(light));
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@ -3,6 +3,12 @@
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namespace Star {
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namespace Star {
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EnumMap<LightType> const LightTypeNames{
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{LightType::Spread, "Spread"},
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{LightType::Point, "Point"},
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{LightType::PointAsSpread, "PointAsSpread"}
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};
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void LightSource::translate(Vec2F const& pos) {
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void LightSource::translate(Vec2F const& pos) {
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position += pos;
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position += pos;
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}
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}
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@ -10,7 +16,7 @@ void LightSource::translate(Vec2F const& pos) {
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DataStream& operator<<(DataStream& ds, LightSource const& lightSource) {
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DataStream& operator<<(DataStream& ds, LightSource const& lightSource) {
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ds.write(lightSource.position);
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ds.write(lightSource.position);
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ds.write(lightSource.color);
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ds.write(lightSource.color);
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ds.write(lightSource.pointLight);
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ds.write(lightSource.type);
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ds.write(lightSource.pointBeam);
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ds.write(lightSource.pointBeam);
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ds.write(lightSource.beamAngle);
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ds.write(lightSource.beamAngle);
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ds.write(lightSource.beamAmbience);
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ds.write(lightSource.beamAmbience);
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@ -21,7 +27,7 @@ DataStream& operator<<(DataStream& ds, LightSource const& lightSource) {
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DataStream& operator>>(DataStream& ds, LightSource& lightSource) {
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DataStream& operator>>(DataStream& ds, LightSource& lightSource) {
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ds.read(lightSource.position);
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ds.read(lightSource.position);
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ds.read(lightSource.color);
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ds.read(lightSource.color);
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ds.read(lightSource.pointLight);
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ds.read(lightSource.type);
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ds.read(lightSource.pointBeam);
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ds.read(lightSource.pointBeam);
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ds.read(lightSource.beamAngle);
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ds.read(lightSource.beamAngle);
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ds.read(lightSource.beamAmbience);
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ds.read(lightSource.beamAmbience);
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@ -2,14 +2,22 @@
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#include "StarVector.hpp"
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#include "StarVector.hpp"
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#include "StarDataStream.hpp"
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#include "StarDataStream.hpp"
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#include "StarBiMap.hpp"
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namespace Star {
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namespace Star {
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enum class LightType : uint8_t {
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Spread = 0,
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Point = 1,
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PointAsSpread = 2 // Point with spread-like range
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};
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extern EnumMap<LightType> const LightTypeNames;
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struct LightSource {
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struct LightSource {
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Vec2F position;
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Vec2F position;
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Vec3F color;
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Vec3F color;
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LightType type;
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bool pointLight;
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// pointBeam of 0.0 means light has no beam component, as pointBeam goes up,
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// pointBeam of 0.0 means light has no beam component, as pointBeam goes up,
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// the dropoff from the beamAngle becomes faster and faster.
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// the dropoff from the beamAngle becomes faster and faster.
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float pointBeam;
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float pointBeam;
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@ -717,7 +717,7 @@ List<LightSource> NetworkedAnimator::lightSources(Vec2F const& translate) const
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lightSources.append(LightSource{
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lightSources.append(LightSource{
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position + translate,
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position + translate,
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color.toRgbF(),
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color.toRgbF(),
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pair.second.pointLight,
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pair.second.pointLight ? LightType::Point : LightType::Spread,
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pair.second.pointBeam,
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pair.second.pointBeam,
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pointAngle,
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pointAngle,
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pair.second.beamAmbience
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pair.second.beamAmbience
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@ -262,7 +262,7 @@ List<LightSource> Object::lightSources() const {
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LightSource lightSource;
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LightSource lightSource;
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lightSource.position = position() + centerOfTile(orientation->lightPosition);
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lightSource.position = position() + centerOfTile(orientation->lightPosition);
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lightSource.color = color.toRgbF();
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lightSource.color = color.toRgbF();
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lightSource.pointLight = m_config->pointLight;
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lightSource.type = m_config->lightType;
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lightSource.pointBeam = m_config->pointBeam;
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lightSource.pointBeam = m_config->pointBeam;
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lightSource.beamAngle = orientation->beamAngle;
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lightSource.beamAngle = orientation->beamAngle;
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lightSource.beamAmbience = m_config->beamAmbience;
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lightSource.beamAmbience = m_config->beamAmbience;
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@ -495,7 +495,10 @@ ObjectConfigPtr ObjectDatabase::readConfig(String const& path) {
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objectConfig->lightColors[pair.first] = jsonToColor(pair.second);
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objectConfig->lightColors[pair.first] = jsonToColor(pair.second);
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}
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}
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objectConfig->pointLight = config.getBool("pointLight", false);
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if (auto lightType = config.optString("lightType"))
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objectConfig->lightType = LightTypeNames.getLeft(*lightType);
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else
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objectConfig->lightType = (LightType)config.getBool("pointLight", false);
|
||||||
objectConfig->pointBeam = config.getFloat("pointBeam", 0.0f);
|
objectConfig->pointBeam = config.getFloat("pointBeam", 0.0f);
|
||||||
objectConfig->beamAmbience = config.getFloat("beamAmbience", 0.0f);
|
objectConfig->beamAmbience = config.getFloat("beamAmbience", 0.0f);
|
||||||
|
|
||||||
|
@ -131,7 +131,7 @@ struct ObjectConfig {
|
|||||||
bool interactive;
|
bool interactive;
|
||||||
|
|
||||||
StringMap<Color> lightColors;
|
StringMap<Color> lightColors;
|
||||||
bool pointLight;
|
LightType lightType;
|
||||||
float pointBeam;
|
float pointBeam;
|
||||||
float beamAmbience;
|
float beamAmbience;
|
||||||
Maybe<PeriodicFunction<float>> lightFlickering;
|
Maybe<PeriodicFunction<float>> lightFlickering;
|
||||||
|
@ -379,7 +379,7 @@ void Projectile::renderLightSources(RenderCallback* renderCallback) {
|
|||||||
if (renderable.is<LightSource>())
|
if (renderable.is<LightSource>())
|
||||||
renderCallback->addLightSource(renderable.get<LightSource>());
|
renderCallback->addLightSource(renderable.get<LightSource>());
|
||||||
}
|
}
|
||||||
renderCallback->addLightSource({position(), m_config->lightColor.toRgbF(), m_config->pointLight, 0.0f, 0.0f, 0.0f});
|
renderCallback->addLightSource({position(), m_config->lightColor.toRgbF(), m_config->lightType, 0.0f, 0.0f, 0.0f});
|
||||||
}
|
}
|
||||||
|
|
||||||
Maybe<Json> Projectile::receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) {
|
Maybe<Json> Projectile::receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) {
|
||||||
@ -825,7 +825,7 @@ void Projectile::processAction(Json const& action) {
|
|||||||
m_pendingRenderables.append(LightSource{
|
m_pendingRenderables.append(LightSource{
|
||||||
position(),
|
position(),
|
||||||
jsonToColor(parameters.get("color")).toRgbF(),
|
jsonToColor(parameters.get("color")).toRgbF(),
|
||||||
parameters.getBool("pointLight", true),
|
(LightType)parameters.getBool("pointLight", true),
|
||||||
0.0f,
|
0.0f,
|
||||||
0.0f,
|
0.0f,
|
||||||
0.0f
|
0.0f
|
||||||
|
@ -118,7 +118,10 @@ ProjectileConfigPtr ProjectileDatabase::readConfig(String const& path) {
|
|||||||
|
|
||||||
projectileConfig->lightColor = jsonToColor(config.get("lightColor", JsonArray{0, 0, 0}));
|
projectileConfig->lightColor = jsonToColor(config.get("lightColor", JsonArray{0, 0, 0}));
|
||||||
projectileConfig->lightPosition = jsonToVec2F(config.get("lightPosition", JsonArray{0, 0}));
|
projectileConfig->lightPosition = jsonToVec2F(config.get("lightPosition", JsonArray{0, 0}));
|
||||||
projectileConfig->pointLight = config.getBool("pointLight", false);
|
if (auto lightType = config.optString("lightType"))
|
||||||
|
projectileConfig->lightType = LightTypeNames.getLeft(*lightType);
|
||||||
|
else
|
||||||
|
projectileConfig->lightType = (LightType)config.getBool("pointLight", false);
|
||||||
|
|
||||||
projectileConfig->persistentAudio = config.getString("persistentAudio", "");
|
projectileConfig->persistentAudio = config.getString("persistentAudio", "");
|
||||||
|
|
||||||
|
@ -68,7 +68,7 @@ struct ProjectileConfig {
|
|||||||
|
|
||||||
Color lightColor;
|
Color lightColor;
|
||||||
Vec2F lightPosition;
|
Vec2F lightPosition;
|
||||||
bool pointLight = false;
|
LightType lightType = LightType::Spread;
|
||||||
|
|
||||||
String persistentAudio;
|
String persistentAudio;
|
||||||
|
|
||||||
|
@ -1652,10 +1652,15 @@ void WorldClient::lightingCalc() {
|
|||||||
|
|
||||||
for (auto const& light : lights) {
|
for (auto const& light : lights) {
|
||||||
Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), light.position);
|
Vec2F position = m_geometry.nearestTo(Vec2F(m_lightingCalculator.calculationRegion().min()), light.position);
|
||||||
if (light.pointLight)
|
if (light.type == LightType::Spread)
|
||||||
m_lightingCalculator.addPointLight(position, light.color, light.pointBeam, light.beamAngle, light.beamAmbience);
|
|
||||||
else {
|
|
||||||
m_lightingCalculator.addSpreadLight(position, light.color);
|
m_lightingCalculator.addSpreadLight(position, light.color);
|
||||||
|
else {
|
||||||
|
if (light.type == LightType::PointAsSpread) {
|
||||||
|
// hybrid (used for auto-converted object lights) - 75% spread, 25% point (2nd is applied elsewhere)
|
||||||
|
m_lightingCalculator.addSpreadLight(position, light.color * 0.75f);
|
||||||
|
m_lightingCalculator.addPointLight(position, light.color, light.pointBeam, light.beamAngle, light.beamAmbience, true);
|
||||||
|
} else // fully additive point light
|
||||||
|
m_lightingCalculator.addPointLight(position, light.color, light.pointBeam, light.beamAngle, light.beamAmbience);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -445,10 +445,10 @@ namespace WorldImpl {
|
|||||||
for (auto const& entity : entityMap->entityQuery(RectF(lighting.calculationRegion()))) {
|
for (auto const& entity : entityMap->entityQuery(RectF(lighting.calculationRegion()))) {
|
||||||
for (auto const& light : entity->lightSources()) {
|
for (auto const& light : entity->lightSources()) {
|
||||||
Vec2F position = worldGeometry.nearestTo(Vec2F(lighting.calculationRegion().min()), light.position);
|
Vec2F position = worldGeometry.nearestTo(Vec2F(lighting.calculationRegion().min()), light.position);
|
||||||
if (light.pointLight)
|
if (light.type == LightType::Spread)
|
||||||
lighting.addPointLight(position, light.color.sum() / 3.0f, light.pointBeam, light.beamAngle, light.beamAmbience);
|
|
||||||
else
|
|
||||||
lighting.addSpreadLight(position, light.color.sum() / 3.0f);
|
lighting.addSpreadLight(position, light.color.sum() / 3.0f);
|
||||||
|
else
|
||||||
|
lighting.addPointLight(position, light.color.sum() / 3.0f, light.pointBeam, light.beamAngle, light.beamAmbience);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -54,7 +54,7 @@ List<LightSource> InspectionTool::lightSources() const {
|
|||||||
|
|
||||||
float angle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
|
float angle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
|
||||||
LightSource lightSource;
|
LightSource lightSource;
|
||||||
lightSource.pointLight = true;
|
lightSource.type = LightType::Point;
|
||||||
lightSource.position = owner()->position() + owner()->handPosition(hand(), m_lightPosition - m_handPosition);
|
lightSource.position = owner()->position() + owner()->handPosition(hand(), m_lightPosition - m_handPosition);
|
||||||
lightSource.color = m_lightColor.toRgbF();
|
lightSource.color = m_lightColor.toRgbF();
|
||||||
lightSource.pointBeam = m_beamWidth;
|
lightSource.pointBeam = m_beamWidth;
|
||||||
|
@ -239,7 +239,7 @@ List<LightSource> Flashlight::lightSources() const {
|
|||||||
|
|
||||||
float angle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
|
float angle = world()->geometry().diff(owner()->aimPosition(), owner()->position()).angle();
|
||||||
LightSource lightSource;
|
LightSource lightSource;
|
||||||
lightSource.pointLight = true;
|
lightSource.type = LightType::Point;
|
||||||
lightSource.position = owner()->position() + owner()->handPosition(hand(), (m_lightPosition - m_handPosition) / TilePixels);
|
lightSource.position = owner()->position() + owner()->handPosition(hand(), (m_lightPosition - m_handPosition) / TilePixels);
|
||||||
lightSource.color = m_lightColor.toRgbF();
|
lightSource.color = m_lightColor.toRgbF();
|
||||||
lightSource.pointBeam = m_beamWidth;
|
lightSource.pointBeam = m_beamWidth;
|
||||||
|
@ -77,7 +77,7 @@ LuaAnimationComponent<Base>::LuaAnimationComponent() {
|
|||||||
m_lightSources.append({
|
m_lightSources.append({
|
||||||
lightSourceTable.get<Vec2F>("position"),
|
lightSourceTable.get<Vec2F>("position"),
|
||||||
lightSourceTable.get<Color>("color").toRgbF(),
|
lightSourceTable.get<Color>("color").toRgbF(),
|
||||||
lightSourceTable.get<Maybe<bool>>("pointLight").value(),
|
(LightType)lightSourceTable.get<Maybe<bool>>("pointLight").value(),
|
||||||
lightSourceTable.get<Maybe<float>>("pointBeam").value(),
|
lightSourceTable.get<Maybe<float>>("pointBeam").value(),
|
||||||
lightSourceTable.get<Maybe<float>>("beamAngle").value(),
|
lightSourceTable.get<Maybe<float>>("beamAngle").value(),
|
||||||
lightSourceTable.get<Maybe<float>>("beamAmbience").value()
|
lightSourceTable.get<Maybe<float>>("beamAmbience").value()
|
||||||
|
Loading…
Reference in New Issue
Block a user