Lights minor fixes
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dc6d2bb078
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f5b3bfda11
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@ -82,10 +82,12 @@ void Creature::draw(const Point& dest, float scaleFactor, bool animate, LightVie
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m_footStepDrawn = true;
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m_footStepDrawn = true;
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if(lightView) {
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if(lightView) {
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Light light = m_light;
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Light light = rawGetThingType()->getLight();
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if(m_light.intensity > light.intensity)
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light = m_light;
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// local player always have a minimum light in complete darkness
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// local player always have a minimum light in complete darkness
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if(isLocalPlayer() && (g_map.getLight().intensity < 40 || m_position.z > Otc::SEA_FLOOR)) {
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if(isLocalPlayer() && (g_map.getLight().intensity < 64 || m_position.z > Otc::SEA_FLOOR)) {
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light.intensity = std::max<uint8>(light.intensity, 2);
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light.intensity = std::max<uint8>(light.intensity, 2);
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if(light.color == 0 || light.color > 215)
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if(light.color == 0 || light.color > 215)
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light.color = 215;
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light.color = 215;
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/client>
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* of this software and associated documentation files (the "Software"), to deal
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@ -27,35 +27,42 @@
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#include <framework/graphics/painter.h>
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#include <framework/graphics/painter.h>
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#include <framework/graphics/image.h>
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#include <framework/graphics/image.h>
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enum {
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MAX_LIGHT_INTENSITY = 8,
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MAX_AMBIENT_LIGHT_INTENSITY = 255
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};
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LightView::LightView()
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LightView::LightView()
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{
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{
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m_lightbuffer = g_framebuffers.createFrameBuffer();
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m_lightbuffer = g_framebuffers.createFrameBuffer();
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generateLightBubble();
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m_lightTexture = generateLightBubble(0.1f);
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reset();
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reset();
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}
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}
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void LightView::generateLightBubble()
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TexturePtr LightView::generateLightBubble(float centerFactor)
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{
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{
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m_lightRadius = 128;
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int bubbleRadius = 256;
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int circleDiameter = m_lightRadius * 2;
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int centerRadius = bubbleRadius * centerFactor;
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ImagePtr lightImage = ImagePtr(new Image(Size(circleDiameter, circleDiameter)));
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int bubbleDiameter = bubbleRadius * 2;
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ImagePtr lightImage = ImagePtr(new Image(Size(bubbleDiameter, bubbleDiameter)));
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for(int x = 0; x < circleDiameter; x++) {
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for(int x = 0; x < bubbleDiameter; x++) {
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for(int y = 0; y < circleDiameter; y++) {
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for(int y = 0; y < bubbleDiameter; y++) {
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float radius = std::sqrt((m_lightRadius - x)*(m_lightRadius - x) + (m_lightRadius - y)*(m_lightRadius - y));
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float radius = std::sqrt((bubbleRadius - x)*(bubbleRadius - x) + (bubbleRadius - y)*(bubbleRadius - y));
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float intensity = std::max((m_lightRadius-radius)/(float)m_lightRadius, 0.0f);
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float intensity = std::max(std::min((bubbleRadius-radius)/(float)(bubbleRadius-centerRadius), 1.0f), 0.0f);
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// light intensity varies inversely with the square of the distance
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// light intensity varies inversely with the square of the distance
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intensity = intensity * intensity;
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intensity = intensity * intensity;
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uint8_t colorByte = intensity * 255;
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uint8_t colorByte = intensity * 0xff;
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uint8_t pixel[4] = {colorByte,colorByte,colorByte,255};
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uint8_t pixel[4] = {colorByte,colorByte,colorByte,0xff};
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lightImage->setPixel(x, y, pixel);
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lightImage->setPixel(x, y, pixel);
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}
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}
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}
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}
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m_lightTexture = TexturePtr(new Texture(lightImage, true));
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TexturePtr tex = TexturePtr(new Texture(lightImage, true));
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m_lightTexture->setSmooth(true);
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tex->setSmooth(true);
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return tex;
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}
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}
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void LightView::reset()
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void LightView::reset()
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@ -70,10 +77,11 @@ void LightView::setGlobalLight(const Light& light)
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void LightView::addLightSource(const Point& center, float scaleFactor, const Light& light)
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void LightView::addLightSource(const Point& center, float scaleFactor, const Light& light)
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{
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{
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int radius = light.intensity * m_lightRadius * scaleFactor * 0.25f;
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int intensity = std::min<int>(light.intensity, MAX_LIGHT_INTENSITY);
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int radius = intensity * Otc::TILE_PIXELS * scaleFactor;
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Color color = Color::from8bit(light.color);
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Color color = Color::from8bit(light.color);
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float brightness = 0.8f + (light.intensity/8.0f)*0.2f;
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float brightness = 0.5f + (intensity/(float)MAX_LIGHT_INTENSITY)*0.5f;
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color.setRed(color.rF() * brightness);
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color.setRed(color.rF() * brightness);
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color.setGreen(color.gF() * brightness);
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color.setGreen(color.gF() * brightness);
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@ -89,7 +97,7 @@ void LightView::addLightSource(const Point& center, float scaleFactor, const Lig
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void LightView::drawGlobalLight(const Light& light)
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void LightView::drawGlobalLight(const Light& light)
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{
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{
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Color color = Color::from8bit(light.color);
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Color color = Color::from8bit(light.color);
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float brightness = light.intensity / 256.0f;
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float brightness = light.intensity / (float)MAX_AMBIENT_LIGHT_INTENSITY;
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color.setRed(color.rF() * brightness);
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color.setRed(color.rF() * brightness);
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color.setGreen(color.gF() * brightness);
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color.setGreen(color.gF() * brightness);
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color.setBlue(color.bF() * brightness);
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color.setBlue(color.bF() * brightness);
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@ -99,18 +107,12 @@ void LightView::drawGlobalLight(const Light& light)
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void LightView::drawLightSource(const Point& center, const Color& color, int radius)
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void LightView::drawLightSource(const Point& center, const Color& color, int radius)
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{
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{
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// debug draw
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//radius /= 16;
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Rect dest = Rect(center - Point(radius, radius), Size(radius*2,radius*2));
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Rect dest = Rect(center - Point(radius, radius), Size(radius*2,radius*2));
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g_painter->setColor(color);
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g_painter->setColor(color);
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g_painter->setCompositionMode(Painter::CompositionMode_Add);
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g_painter->drawTexturedRect(dest, m_lightTexture);
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g_painter->drawTexturedRect(dest, m_lightTexture);
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// debug draw
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/*
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radius = 8;
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g_painter->setColor(Color::black);
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g_painter->setCompositionMode(Painter::CompositionMode_Replace);
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g_painter->drawBoundingRect(Rect(center - Point(radius, radius), Size(radius*2,radius*2)), 4);
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*/
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}
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}
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void LightView::resize(const Size& size)
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void LightView::resize(const Size& size)
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@ -128,7 +130,6 @@ void LightView::draw(const Rect& dest, const Rect& src)
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for(const LightSource& source : m_lightMap)
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for(const LightSource& source : m_lightMap)
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drawLightSource(source.center, source.color, source.radius);
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drawLightSource(source.center, source.color, source.radius);
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m_lightbuffer->release();
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m_lightbuffer->release();
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g_painter->setCompositionMode(Painter::CompositionMode_Light);
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g_painter->setCompositionMode(Painter::CompositionMode_Light);
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m_lightbuffer->draw(dest, src);
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m_lightbuffer->draw(dest, src);
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g_painter->restoreSavedState();
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g_painter->restoreSavedState();
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/client>
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* of this software and associated documentation files (the "Software"), to deal
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@ -47,14 +47,13 @@ public:
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private:
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private:
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void drawGlobalLight(const Light& light);
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void drawGlobalLight(const Light& light);
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void drawLightSource(const Point& center, const Color& color, int radius);
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void drawLightSource(const Point& center, const Color& color, int radius);
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void generateLightBubble();
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TexturePtr generateLightBubble(float centerFactor);
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TexturePtr m_lightTexture;
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TexturePtr m_lightTexture;
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int m_lightRadius;
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FrameBufferPtr m_lightbuffer;
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FrameBufferPtr m_lightbuffer;
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MapView* m_mapView;
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MapView* m_mapView;
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Light m_globalLight;
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Light m_globalLight;
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std::vector<LightSource> m_lightMap;
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std::vector<LightSource> m_lightMap;
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};
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};
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#endif // LIGHTVIEW_H
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#endif
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@ -375,16 +375,20 @@ bool Map::isCovered(const Position& pos, int firstFloor)
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bool Map::isCompletelyCovered(const Position& pos, int firstFloor)
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bool Map::isCompletelyCovered(const Position& pos, int firstFloor)
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{
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{
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const TilePtr& checkTile = getTile(pos);
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Position tilePos = pos;
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Position tilePos = pos;
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while(tilePos.coveredUp() && tilePos.z >= firstFloor) {
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while(tilePos.coveredUp() && tilePos.z >= firstFloor) {
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bool covered = true;
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bool covered = true;
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bool done = false;
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// check in 2x2 range tiles that has no transparent pixels
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// check in 2x2 range tiles that has no transparent pixels
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for(int x=0;x<2;++x) {
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for(int x=0;x<2 && !done;++x) {
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for(int y=0;y<2;++y) {
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for(int y=0;y<2 && !done;++y) {
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const TilePtr& tile = getTile(tilePos.translated(-x, -y));
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const TilePtr& tile = getTile(tilePos.translated(-x, -y));
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if(!tile || !tile->isFullyOpaque()) {
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if(!tile || !tile->isFullyOpaque()) {
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covered = false;
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covered = false;
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break;
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done = true;
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} else if(x==0 && y==0 && (!checkTile || checkTile->isSingleDimension())) {
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done = true;
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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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@ -104,7 +104,7 @@ void MapView::draw(const Rect& rect)
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m_lightView->resize(m_framebuffer->getSize());
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m_lightView->resize(m_framebuffer->getSize());
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Light ambientLight;
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Light ambientLight;
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if(cameraPosition.z <= 7) {
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if(cameraPosition.z <= Otc::SEA_FLOOR) {
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ambientLight = g_map.getLight();
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ambientLight = g_map.getLight();
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} else {
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} else {
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ambientLight.color = 215;
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ambientLight.color = 215;
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@ -1642,20 +1642,10 @@ CreaturePtr ProtocolGame::getCreature(const InputMessagePtr& msg, int type)
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creature->setSkull(skull);
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creature->setSkull(skull);
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creature->setShield(shield);
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creature->setShield(shield);
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creature->setPassable(!unpass);
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creature->setPassable(!unpass);
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creature->setLight(light);
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if(emblem != -1)
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if(emblem != -1)
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creature->setEmblem(emblem);
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creature->setEmblem(emblem);
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ThingTypePtr thing = creature->getThingType();
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if(thing) {
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Light newLight = thing->getLight();
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if(light.color > 0 && light.color != 215)
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newLight.color = light.color;
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if(light.intensity > 0)
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newLight.intensity = light.intensity;
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creature->setLight(newLight);
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}
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if(creature == m_localPlayer && !m_localPlayer->isKnown())
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if(creature == m_localPlayer && !m_localPlayer->isKnown())
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m_localPlayer->setKnown(true);
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m_localPlayer->setKnown(true);
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}
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}
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@ -508,6 +508,17 @@ bool Tile::isFullyOpaque()
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return firstObject && firstObject->isFullGround();
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return firstObject && firstObject->isFullGround();
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}
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}
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bool Tile::isSingleDimension()
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{
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if(!m_walkingCreatures.empty())
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return false;
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for(const ThingPtr& thing : m_things) {
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if(thing->getHeight() != 1 || thing->getWidth() != 1)
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return false;
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}
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return true;
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}
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bool Tile::isLookPossible()
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bool Tile::isLookPossible()
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{
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{
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for(const ThingPtr& thing : m_things) {
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for(const ThingPtr& thing : m_things) {
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@ -98,6 +98,7 @@ public:
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bool changesFloor();
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bool changesFloor();
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bool isFullGround();
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bool isFullGround();
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bool isFullyOpaque();
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bool isFullyOpaque();
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bool isSingleDimension();
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bool isLookPossible();
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bool isLookPossible();
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bool isClickable();
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bool isClickable();
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bool isEmpty();
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bool isEmpty();
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