tibia-client/src/client/lightview.cpp

137 lines
4.6 KiB
C++

/*
* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/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 <framework/graphics/framebuffer.h>
#include <framework/graphics/framebuffermanager.h>
#include <framework/graphics/painter.h>
#include <framework/graphics/image.h>
enum {
MAX_LIGHT_INTENSITY = 8,
MAX_AMBIENT_LIGHT_INTENSITY = 255
};
LightView::LightView()
{
m_lightbuffer = g_framebuffers.createFrameBuffer();
m_lightTexture = generateLightBubble(0.1f);
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 = std::max(std::min((bubbleRadius-radius)/(float)(bubbleRadius-centerRadius), 1.0f), 0.0f);
// 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<int>(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);
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->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();
}