6352e8e319
all at once
161 lines
5.9 KiB
C++
161 lines
5.9 KiB
C++
#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 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));
|
|
}
|
|
|
|
}
|