v1.4.4
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160
source/base/StarCellularLighting.cpp
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160
source/base/StarCellularLighting.cpp
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#include "StarCellularLighting.hpp"
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namespace Star {
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CellularLightingCalculator::CellularLightingCalculator(bool monochrome) {
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setMonochrome(monochrome);
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}
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void CellularLightingCalculator::setMonochrome(bool monochrome) {
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if (monochrome == m_monochrome)
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return;
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m_monochrome = monochrome;
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if (monochrome)
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m_lightArray.setRight(ScalarCellularLightArray());
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else
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m_lightArray.setLeft(ColoredCellularLightArray());
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if (m_config)
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setParameters(m_config);
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}
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void CellularLightingCalculator::setParameters(Json const& config) {
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m_config = config;
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if (m_monochrome)
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m_lightArray.right().setParameters(
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config.getInt("spreadPasses"),
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config.getFloat("spreadMaxAir"),
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config.getFloat("spreadMaxObstacle"),
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config.getFloat("pointMaxAir"),
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config.getFloat("pointMaxObstacle"),
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config.getFloat("pointObstacleBoost")
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);
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else
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m_lightArray.left().setParameters(
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config.getInt("spreadPasses"),
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config.getFloat("spreadMaxAir"),
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config.getFloat("spreadMaxObstacle"),
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config.getFloat("pointMaxAir"),
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config.getFloat("pointMaxObstacle"),
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config.getFloat("pointObstacleBoost")
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);
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}
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void CellularLightingCalculator::begin(RectI const& queryRegion) {
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m_queryRegion = queryRegion;
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if (m_monochrome) {
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m_calculationRegion = RectI(queryRegion).padded((int)m_lightArray.right().borderCells());
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m_lightArray.right().begin(m_calculationRegion.width(), m_calculationRegion.height());
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} else {
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m_calculationRegion = RectI(queryRegion).padded((int)m_lightArray.left().borderCells());
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m_lightArray.left().begin(m_calculationRegion.width(), m_calculationRegion.height());
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}
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}
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RectI CellularLightingCalculator::calculationRegion() const {
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return m_calculationRegion;
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}
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void CellularLightingCalculator::addSpreadLight(Vec2F const& position, Vec3F const& light) {
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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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if (m_monochrome)
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m_lightArray.right().addSpreadLight({arrayPosition, light.max()});
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else
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m_lightArray.left().addSpreadLight({arrayPosition, light});
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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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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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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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else
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m_lightArray.left().addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience});
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}
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void CellularLightingCalculator::calculate(Image& output) {
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Vec2S arrayMin = Vec2S(m_queryRegion.min() - m_calculationRegion.min());
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Vec2S arrayMax = Vec2S(m_queryRegion.max() - m_calculationRegion.min());
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if (m_monochrome)
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m_lightArray.right().calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
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else
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m_lightArray.left().calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
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output.reset(arrayMax[0] - arrayMin[0], arrayMax[1] - arrayMin[1], PixelFormat::RGB24);
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for (size_t x = arrayMin[0]; x < arrayMax[0]; ++x) {
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for (size_t y = arrayMin[1]; y < arrayMax[1]; ++y) {
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if (m_monochrome)
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output.set24(x - arrayMin[0], y - arrayMin[1], Color::grayf(m_lightArray.right().getLight(x, y)).toRgb());
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else
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output.set24(x - arrayMin[0], y - arrayMin[1], Color::v3fToByte(m_lightArray.left().getLight(x, y)));
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}
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}
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}
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void CellularLightIntensityCalculator::setParameters(Json const& config) {
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m_lightArray.setParameters(
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config.getInt("spreadPasses"),
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config.getFloat("spreadMaxAir"),
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config.getFloat("spreadMaxObstacle"),
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config.getFloat("pointMaxAir"),
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config.getFloat("pointMaxObstacle"),
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config.getFloat("pointObstacleBoost")
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);
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}
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void CellularLightIntensityCalculator::begin(Vec2F const& queryPosition) {
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m_queryPosition = queryPosition;
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m_queryRegion = RectI::withSize(Vec2I::floor(queryPosition - Vec2F::filled(0.5f)), Vec2I(2, 2));
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m_calculationRegion = RectI(m_queryRegion).padded((int)m_lightArray.borderCells());
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m_lightArray.begin(m_calculationRegion.width(), m_calculationRegion.height());
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}
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RectI CellularLightIntensityCalculator::calculationRegion() const {
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return m_calculationRegion;
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}
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void CellularLightIntensityCalculator::setCell(Vec2I const& position, Cell const& cell) {
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setCellColumn(position, &cell, 1);
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}
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void CellularLightIntensityCalculator::setCellColumn(Vec2I const& position, Cell const* cells, size_t count) {
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size_t baseIndex = (position[0] - m_calculationRegion.xMin()) * m_calculationRegion.height() + position[1] - m_calculationRegion.yMin();
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for (size_t i = 0; i < count; ++i)
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m_lightArray.cellAtIndex(baseIndex + i) = cells[i];
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}
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void CellularLightIntensityCalculator::addSpreadLight(Vec2F const& position, float light) {
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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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m_lightArray.addSpreadLight({arrayPosition, light});
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}
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void CellularLightIntensityCalculator::addPointLight(Vec2F const& position, float light, float beam, float beamAngle, float beamAmbience) {
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Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
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m_lightArray.addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience});
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}
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float CellularLightIntensityCalculator::calculate() {
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Vec2S arrayMin = Vec2S(m_queryRegion.min() - m_calculationRegion.min());
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Vec2S arrayMax = Vec2S(m_queryRegion.max() - m_calculationRegion.min());
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m_lightArray.calculate(arrayMin[0], arrayMin[1], arrayMax[0], arrayMax[1]);
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// Do 2d lerp to find lighting intensity
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float ll = m_lightArray.getLight(arrayMin[0], arrayMin[1]);
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float lr = m_lightArray.getLight(arrayMin[0] + 1, arrayMin[1]);
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float ul = m_lightArray.getLight(arrayMin[0], arrayMin[1] + 1);
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float ur = m_lightArray.getLight(arrayMin[0] + 1, arrayMin[1] + 1);
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float xl = m_queryPosition[0] - 0.5f - m_queryRegion.xMin();
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float yl = m_queryPosition[1] - 0.5f - m_queryRegion.yMin();
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return lerp(yl, lerp(xl, ll, lr), lerp(xl, ul, ur));
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}
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}
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