/* * Copyright (c) 2010-2015 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "lightview.h" #include "mapview.h" #include #include #include #include enum { MAX_LIGHT_INTENSITY = 8, MAX_AMBIENT_LIGHT_INTENSITY = 255 }; LightView::LightView() { m_lightbuffer = g_framebuffers.createFrameBuffer(); m_lightTexture = generateLightBubble(0.1f); m_blendEquation = Painter::BlendEquation_Add; reset(); } TexturePtr LightView::generateLightBubble(float centerFactor) { int bubbleRadius = 256; int centerRadius = bubbleRadius * centerFactor; int bubbleDiameter = bubbleRadius * 2; ImagePtr lightImage = ImagePtr(new Image(Size(bubbleDiameter, bubbleDiameter))); for(int x = 0; x < bubbleDiameter; x++) { for(int y = 0; y < bubbleDiameter; y++) { float radius = std::sqrt((bubbleRadius - x)*(bubbleRadius - x) + (bubbleRadius - y)*(bubbleRadius - y)); float intensity = stdext::clamp((bubbleRadius - radius) / (float)(bubbleRadius - centerRadius), 0.0f, 1.0f); // light intensity varies inversely with the square of the distance intensity = intensity * intensity; uint8_t colorByte = intensity * 0xff; uint8_t pixel[4] = {colorByte,colorByte,colorByte,0xff}; lightImage->setPixel(x, y, pixel); } } TexturePtr tex = TexturePtr(new Texture(lightImage, true)); tex->setSmooth(true); return tex; } void LightView::reset() { m_lightMap.clear(); } void LightView::setGlobalLight(const Light& light) { m_globalLight = light; } void LightView::addLightSource(const Point& center, float scaleFactor, const Light& light) { int intensity = std::min(light.intensity, MAX_LIGHT_INTENSITY); int radius = intensity * Otc::TILE_PIXELS * scaleFactor; Color color = Color::from8bit(light.color); float brightness = 0.5f + (intensity/(float)MAX_LIGHT_INTENSITY)*0.5f; color.setRed(color.rF() * brightness); color.setGreen(color.gF() * brightness); color.setBlue(color.bF() * brightness); if(m_blendEquation == Painter::BlendEquation_Add && m_lightMap.size() > 0) { LightSource prevSource = m_lightMap.back(); if(prevSource.center == center && prevSource.color == color && prevSource.radius == radius) return; } LightSource source; source.center = center; source.color = color; source.radius = radius; m_lightMap.push_back(source); } void LightView::drawGlobalLight(const Light& light) { Color color = Color::from8bit(light.color); float brightness = light.intensity / (float)MAX_AMBIENT_LIGHT_INTENSITY; color.setRed(color.rF() * brightness); color.setGreen(color.gF() * brightness); color.setBlue(color.bF() * brightness); g_painter->setColor(color); g_painter->drawFilledRect(Rect(0,0,m_lightbuffer->getSize())); } void LightView::drawLightSource(const Point& center, const Color& color, int radius) { // debug draw //radius /= 16; Rect dest = Rect(center - Point(radius, radius), Size(radius*2,radius*2)); g_painter->setColor(color); g_painter->drawTexturedRect(dest, m_lightTexture); } void LightView::resize(const Size& size) { m_lightbuffer->resize(size); } void LightView::draw(const Rect& dest, const Rect& src) { g_painter->saveAndResetState(); m_lightbuffer->bind(); g_painter->setCompositionMode(Painter::CompositionMode_Replace); drawGlobalLight(m_globalLight); g_painter->setBlendEquation(m_blendEquation); g_painter->setCompositionMode(Painter::CompositionMode_Add); for(const LightSource& source : m_lightMap) drawLightSource(source.center, source.color, source.radius); m_lightbuffer->release(); g_painter->setCompositionMode(Painter::CompositionMode_Light); m_lightbuffer->draw(dest, src); g_painter->restoreSavedState(); }