101 lines
3.3 KiB
C++
101 lines
3.3 KiB
C++
#ifndef STAR_CELLULAR_LIGHTING_HPP
|
|
#define STAR_CELLULAR_LIGHTING_HPP
|
|
|
|
#include "StarEither.hpp"
|
|
#include "StarRect.hpp"
|
|
#include "StarImage.hpp"
|
|
#include "StarJson.hpp"
|
|
#include "StarColor.hpp"
|
|
#include "StarInterpolation.hpp"
|
|
#include "StarCellularLightArray.hpp"
|
|
#include "StarThread.hpp"
|
|
|
|
namespace Star {
|
|
|
|
// Produce lighting values from an integral cellular grid. Allows for floating
|
|
// positional point and cellular light sources, as well as pre-lighting cells
|
|
// individually.
|
|
class CellularLightingCalculator {
|
|
public:
|
|
CellularLightingCalculator(bool monochrome = false);
|
|
|
|
typedef ColoredCellularLightArray::Cell Cell;
|
|
|
|
void setMonochrome(bool monochrome);
|
|
|
|
void setParameters(Json const& config);
|
|
|
|
// Call 'begin' to start a calculation for the given region
|
|
void begin(RectI const& queryRegion);
|
|
|
|
// Once begin is called, this will return the region that could possibly
|
|
// affect the target calculation region. All lighting values should be set
|
|
// for the given calculation region before calling 'calculate'.
|
|
RectI calculationRegion() const;
|
|
|
|
size_t baseIndexFor(Vec2I const& position);
|
|
|
|
void setCellIndex(size_t cellIndex, Vec3F const& light, bool obstacle);
|
|
|
|
void addSpreadLight(Vec2F const& position, Vec3F const& light);
|
|
void addPointLight(Vec2F const& position, Vec3F const& light, float beam, float beamAngle, float beamAmbience);
|
|
|
|
// Finish the calculation, and put the resulting color data in the given
|
|
// output image. The image will be reset to the size of the region given in
|
|
// the call to 'begin', and formatted as RGB24.
|
|
void calculate(Image& output);
|
|
|
|
void setupImage(Image& image, PixelFormat format = PixelFormat::RGB24) const;
|
|
|
|
ThreadFunction<Image> calculateAsync();
|
|
private:
|
|
Json m_config;
|
|
bool m_monochrome;
|
|
Either<ColoredCellularLightArray, ScalarCellularLightArray> m_lightArray;
|
|
RectI m_queryRegion;
|
|
RectI m_calculationRegion;
|
|
};
|
|
|
|
// Produce light intensity values using the same algorithm as
|
|
// CellularLightingCalculator. Only calculates a single point at a time, and
|
|
// uses scalar lights with no color calculation.
|
|
class CellularLightIntensityCalculator {
|
|
public:
|
|
typedef ScalarCellularLightArray::Cell Cell;
|
|
|
|
void setParameters(Json const& config);
|
|
|
|
void begin(Vec2F const& queryPosition);
|
|
|
|
RectI calculationRegion() const;
|
|
|
|
void setCell(Vec2I const& position, Cell const& cell);
|
|
void setCellColumn(Vec2I const& position, Cell const* cells, size_t count);
|
|
|
|
void addSpreadLight(Vec2F const& position, float light);
|
|
void addPointLight(Vec2F const& position, float light, float beam, float beamAngle, float beamAmbience);
|
|
|
|
float calculate();
|
|
|
|
private:
|
|
ScalarCellularLightArray m_lightArray;
|
|
Vec2F m_queryPosition;
|
|
RectI m_queryRegion;;
|
|
RectI m_calculationRegion;
|
|
};
|
|
|
|
inline size_t CellularLightingCalculator::baseIndexFor(Vec2I const& position) {
|
|
return (position[0] - m_calculationRegion.xMin()) * m_calculationRegion.height() + position[1] - m_calculationRegion.yMin();
|
|
}
|
|
|
|
inline void CellularLightingCalculator::setCellIndex(size_t cellIndex, Vec3F const& light, bool obstacle) {
|
|
if (m_monochrome)
|
|
m_lightArray.right().cellAtIndex(cellIndex) = ScalarCellularLightArray::Cell{light.sum() / 3, obstacle};
|
|
else
|
|
m_lightArray.left().cellAtIndex(cellIndex) = ColoredCellularLightArray::Cell{light, obstacle};
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|