#include "StarCellularLightArray.hpp" #include "StarInterpolation.hpp" // just specializing these in a cpp file so I can iterate on them without recompiling like 40 files!! namespace Star { template <> void CellularLightArray::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) { float pointPerBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle; float pointPerBlockAirAttenuation = 1.0f / m_pointMaxAir; for (PointLight light : m_pointLights) { if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1) continue; float maxIntensity = ScalarLightTraits::maxIntensity(light.value); Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle); float perBlockObstacleAttenuation = light.asSpread ? 1.0f / m_spreadMaxObstacle : pointPerBlockObstacleAttenuation; float perBlockAirAttenuation = light.asSpread ? 1.0f / m_spreadMaxAir : pointPerBlockAirAttenuation; float maxRange = maxIntensity * (light.asSpread ? m_spreadMaxAir : m_pointMaxAir); // The min / max considering the radius of the light size_t lxmin = std::floor(std::max(xmin, light.position[0] - maxRange)); size_t lymin = std::floor(std::max(ymin, light.position[1] - maxRange)); size_t lxmax = std::ceil(std::min(xmax, light.position[0] + maxRange)); size_t lymax = std::ceil(std::min(ymax, light.position[1] + maxRange)); for (size_t x = lxmin; x < lxmax; ++x) { for (size_t y = lymin; y < lymax; ++y) { LightValue lvalue = getLight(x, y); // + 0.5f to correct block position to center Vec2F blockPos = Vec2F(x + 0.5f, y + 0.5f); Vec2F relativeLightPosition = blockPos - light.position; float distance = relativeLightPosition.magnitude(); if (distance == 0.0f) { setLight(x, y, light.value + lvalue); continue; } float attenuation = distance * perBlockAirAttenuation; if (attenuation >= 1.0f) continue; Vec2F direction = relativeLightPosition / distance; if (light.beam > 0.0001f) { attenuation += (1.0f - light.beamAmbience) * clamp(light.beam * (1.0f - direction * beamDirection), 0.0f, 1.0f); if (attenuation >= 1.0f) continue; } float remainingAttenuation = maxIntensity - attenuation; if (remainingAttenuation <= 0.0f) continue; // Need to circularize manhattan attenuation here float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1])); float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation); attenuation += blockAttenuation; // Apply single obstacle boost (determine single obstacle by one // block unit of attenuation). if (!light.asSpread) attenuation += min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost; if (attenuation < 1.0f) { auto newLight = ScalarLightTraits::subtract(light.value, attenuation); if (ScalarLightTraits::maxIntensity(newLight) > 0.0001f) { if (light.asSpread) setLight(x, y, lvalue + newLight * 0.15f); else setLight(x, y, lvalue + newLight); } } } } } } template <> void CellularLightArray::calculatePointLighting(size_t xmin, size_t ymin, size_t xmax, size_t ymax) { float pointPerBlockObstacleAttenuation = 1.0f / m_pointMaxObstacle; float pointPerBlockAirAttenuation = 1.0f / m_pointMaxAir; for (PointLight light : m_pointLights) { if (light.position[0] < 0 || light.position[0] > m_width - 1 || light.position[1] < 0 || light.position[1] > m_height - 1) continue; float maxIntensity = ColoredLightTraits::maxIntensity(light.value); Vec2F beamDirection = Vec2F(1, 0).rotate(light.beamAngle); float perBlockObstacleAttenuation = light.asSpread ? 1.0f / m_spreadMaxObstacle : pointPerBlockObstacleAttenuation; float perBlockAirAttenuation = light.asSpread ? 1.0f / m_spreadMaxAir : pointPerBlockAirAttenuation; float maxRange = maxIntensity * (light.asSpread ? m_spreadMaxAir : m_pointMaxAir); // The min / max considering the radius of the light size_t lxmin = std::floor(std::max(xmin, light.position[0] - maxRange)); size_t lymin = std::floor(std::max(ymin, light.position[1] - maxRange)); size_t lxmax = std::ceil(std::min(xmax, light.position[0] + maxRange)); size_t lymax = std::ceil(std::min(ymax, light.position[1] + maxRange)); for (size_t x = lxmin; x < lxmax; ++x) { for (size_t y = lymin; y < lymax; ++y) { LightValue lvalue = getLight(x, y); // + 0.5f to correct block position to center Vec2F blockPos = Vec2F(x + 0.5f, y + 0.5f); Vec2F relativeLightPosition = blockPos - light.position; float distance = relativeLightPosition.magnitude(); if (distance == 0.0f) { setLight(x, y, light.value + lvalue); continue; } float attenuation = distance * perBlockAirAttenuation; if (attenuation >= 1.0f) continue; Vec2F direction = relativeLightPosition / distance; if (light.beam > 0.0f) { attenuation += (1.0f - light.beamAmbience) * clamp(light.beam * (1.0f - direction * beamDirection), 0.0f, 1.0f); if (attenuation >= 1.0f) continue; } float remainingAttenuation = maxIntensity - attenuation; if (remainingAttenuation <= 0.0f) continue; // Need to circularize manhattan attenuation here float circularizedPerBlockObstacleAttenuation = perBlockObstacleAttenuation / max(fabs(direction[0]), fabs(direction[1])); float blockAttenuation = lineAttenuation(blockPos, light.position, circularizedPerBlockObstacleAttenuation, remainingAttenuation); attenuation += blockAttenuation; // Apply single obstacle boost (determine single obstacle by one // block unit of attenuation). if (!light.asSpread) attenuation += min(blockAttenuation, circularizedPerBlockObstacleAttenuation) * m_pointObstacleBoost; if (attenuation < 1.0f) { auto newLight = ColoredLightTraits::subtract(light.value, attenuation); if (ColoredLightTraits::maxIntensity(newLight) > 0.0001f) { if (light.asSpread) setLight(x, y, lvalue + newLight * 0.15f); else setLight(x, y, lvalue + newLight); } } } } } } }