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light.lua
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light.lua
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-- an experimental lighting engine
--[====[
devel/light
===========
An experimental lighting engine for DF, using the `rendermax` plugin.
Call ``devel/light static`` to not recalculate lighting when in game.
Press :kbd:`~` to recalculate lighting. Press :kbd:`\`` to exit.
]====]
local gui = require 'gui'
local guidm = require 'gui.dwarfmode'
local render = require 'plugins.rendermax'
local levelDim=0.05
local tile_attrs = df.tiletype.attrs
local args={...}
function setCell(x,y,cell)
cell=cell or {}
cell.fm=cell.fm or {r=1,g=1,b=1}
cell.bm=cell.bm or {r=1,g=1,b=1}
cell.fo=cell.fo or {r=0,g=0,b=0}
cell.bo=cell.bo or {r=0,g=0,b=0}
render.setCell(x,y,cell)
end
function getCursorPos()
local g_cursor=df.global.cursor
if g_cursor.x ~= -30000 then
return copyall(g_cursor)
end
end
--luacheck: skip
function falloff(color,sqDist,maxdist)
local v1=1/(sqDist/maxdist+1)
local v2=v1-1/(1+maxdist*maxdist)
local v=v2/(1-1/(1+maxdist*maxdist))
return {r=v*color.r,g=v*color.g,b=v*color.b}
end
function blend(c1,c2)
return {r=math.max(c1.r,c2.r),
g=math.max(c1.g,c2.g),
b=math.max(c1.b,c2.b)}
end
--luacheck: defclass={precalc:'{r:number,g:number,b:number}[]',lightMap:'{r:number,g:number,b:number}[]',fovs:'{_type:table,pos:{x:number,y:number},radius:number,color:{r:number,g:number,b:number}}[]'}
LightOverlay=defclass(LightOverlay,guidm.DwarfOverlay)
LightOverlay.ATTRS {
dynamic=true,
dirty=false,
}
function LightOverlay:init(args)
self.precalc = {}
self.lightMap = {}
self.tick = df.global.cur_year_tick_advmode
end
function lightPassable(shape)
if shape==df.tiletype_shape.WALL or
shape==df.tiletype_shape.BROOK_BED or
shape==df.tiletype_shape.TREE then
return false
else
return true
end
end
function circle(xm, ym,r,plot)
local x = -r
local y = 0
local err = 2-2*r -- /* II. Quadrant */
repeat
plot(xm-x, ym+y);--/* I. Quadrant */
plot(xm-y, ym-x);--/* II. Quadrant */
plot(xm+x, ym-y);--/* III. Quadrant */
plot(xm+y, ym+x);--/* IV. Quadrant */
r = err;
if (r <= y) then
y=y+1
err =err+y*2+1; --/* e_xy+e_y < 0 */
end
if (r > x or err > y) then
x=x+1
err =err+x*2+1; --/* e_xy+e_x > 0 or no 2nd y-step */
end
until (x >= 0);
end
function line(x0, y0, x1, y1,plot)
local dx = math.abs(x1-x0)
local dy = math.abs(y1-y0)
local sx,sy
if x0 < x1 then sx = 1 else sx = -1 end
if y0 < y1 then sy = 1 else sy = -1 end
local err = dx-dy
while true do
if not plot(x0,y0) then
return
end
if x0 == x1 and y0 == y1 then
break
end
local e2 = 2*err
if e2 > -dy then
err = err - dy
x0 = x0 + sx
end
if x0 == x1 and y0 == y1 then
if not plot(x0,y0) then
return
end
break
end
if e2 < dx then
err = err + dx
y0 = y0 + sy
end
end
end
function LightOverlay:calculateFovs()
self.fovs=self.fovs or {}
self.precalc=self.precalc or {}
for k,v in ipairs(self.fovs) do
self:calculateFov(v.pos,v.radius,v.color)
end
end
function LightOverlay:calculateFov(pos,radius,color)
local vp=self:getViewport()
local map = self.df_layout.map
local ray=function(tx,ty)
local power=copyall(color)
local lx=pos.x
local ly=pos.y
local setTile=function(x,y)
if x>0 and y>0 and x<=map.width and y<=map.height then
local dtsq=(lx-x)*(lx-x)+(ly-y)*(ly-y)
local dt=math.sqrt(dtsq)
local tile=x+y*map.width
if self.precalc[tile] then
local tcol=blend(self.precalc[tile],power)
if tcol.r==self.precalc[tile].r and tcol.g==self.precalc[tile].g and self.precalc[tile].b==self.precalc[tile].b
and dtsq>0 then
return false
end
end
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
local ncol=blend(power,ocol)
self.lightMap[tile]=ncol
local v=self.ocupancy[tile]
if dtsq>0 then
power.r=power.r*(v.r^dt)
power.g=power.g*(v.g^dt)
power.b=power.b*(v.b^dt)
end
lx=x
ly=y
local pwsq=power.r*power.r+power.g*power.g+power.b*power.b
return pwsq>levelDim*levelDim
end
return false
end
line(pos.x,pos.y,tx,ty,setTile)
end
circle(pos.x,pos.y,radius,ray)
end
function LightOverlay:placeLightFov(pos,radius,color)
local map = self.df_layout.map
local tile=pos.x+pos.y*map.width
local ocol=self.precalc[tile] or {r=0,g=0,b=0}
local ncol=blend(color,ocol)
self.precalc[tile]=ncol
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
local ncol=blend(color,ocol)
self.lightMap[tile]=ncol
table.insert(self.fovs,{pos=pos,radius=radius,color=color})
end
--luacheck: skip
function LightOverlay:placeLightFov2(pos,radius,color,f,rays)
f=f or falloff
local raycount=rays or 25
local vp=self:getViewport()
local map = self.df_layout.map
local off=math.random(0,math.pi)
local done={}
for d=0,math.pi*2,math.pi*2/raycount do
local dx,dy
dx=math.cos(d+off)
dy=math.sin(d+off)
local cx=0
local cy=0
for dt=0,radius,0.01 do
if math.abs(math.floor(dt*dx)-cx)>0 or math.abs(math.floor(dt*dy)-cy)> 0 then
local x=cx+pos.x
local y=cy+pos.y
if x>0 and y>0 and x<=map.width and y<=map.height and not done[tile] then
local tile=x+y*map.width
done[tile]=true
local ncol=f(color,dt*dt,radius)
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
ncol=blend(ncol,ocol)
self.lightMap[tile]=ncol
if --(ncol.r==ocol.r and ncol.g==ocol.g and ncol.b==ocol.b) or
not self.ocupancy[tile] then
break
end
end
cx=math.floor(dt*dx)
cy=math.floor(dt*dy)
end
end
end
end
--luacheck: skip
function LightOverlay:placeLight(pos,radius,color,f)
f=f or falloff
local vp=self:getViewport()
local map = self.df_layout.map
for i=-radius,radius do
for j=-radius,radius do
local x=pos.x+i+1
local y=pos.y+j+1
if x>0 and y>0 and x<=map.width and y<=map.height then
local tile=x+y*map.width
local ncol=f(color,(i*i+j*j),radius)
local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
self.lightMap[tile]=blend(ncol,ocol)
end
end
end
end
function LightOverlay:calculateLightLava()
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2 do
for j=map.y1,map.y2 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local pos2={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z-1}
local t1=dfhack.maps.getTileFlags(pos)
local tt=dfhack.maps.getTileType(pos)
if tt then
local shape=tile_attrs[tt].shape
local t2=dfhack.maps.getTileFlags(pos2)
if (t1 and t1.liquid_type and t1.flow_size>0) or
(shape==df.tiletype_shape.EMPTY and t2 and t2.liquid_type and t2.flow_size>0) then
--self:placeLight({x=i,y=j},5,{r=0.8,g=0.2,b=0.2})
self:placeLightFov({x=i,y=j},5,{r=0.8,g=0.2,b=0.2},nil)
end
end
end
end
end
function LightOverlay:calculateLightSun()
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2+1 do
for j=map.y1,map.y2+1 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local t1=dfhack.maps.getTileFlags(pos)
if (t1 and t1.outside ) then
self:placeLightFov({x=i,y=j},15,{r=1,g=1,b=1},nil)
end
end
end
end
function LightOverlay:calculateLightCursor()
local c=getCursorPos()
if c then
local vp=self:getViewport()
local pos=vp:tileToScreen(c)
--self:placeLight(pos,11,{r=0.96,g=0.84,b=0.03})
self:placeLightFov({x=pos.x+1,y=pos.y+1},11,{r=0.96,g=0.84,b=0.03})
end
end
function LightOverlay:buildOcupancy()
self.ocupancy={}
local vp=self:getViewport()
local map = self.df_layout.map
for i=map.x1,map.x2+1 do
for j=map.y1,map.y2+1 do
local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
local tile=i+j*map.width
local tt=dfhack.maps.getTileType(pos)
local t1=dfhack.maps.getTileFlags(pos)
if tt then
local shape=tile_attrs[tt].shape
if not lightPassable(shape) then
self.ocupancy[tile]={r=0,g=0,b=0}
else
if t1 and not t1.liquid_type and t1.flow_size>2 then
self.ocupancy[tile]={r=0.5,g=0.5,b=0.7}
else
self.ocupancy[tile]={r=0.8,g=0.8,b=0.8}
end
end
end
end
end
end
function LightOverlay:changed()
if self.dirty or self.tick~=df.global.cur_year_tick_advmode then
self.dirty=false
self.tick=df.global.cur_year_tick_advmode
return true
end
return false
end
function LightOverlay:makeLightMap()
if not self:changed() then
return
end
self.fovs={}
self.precalc={}
self.lightMap={}
self:buildOcupancy()
self:calculateLightCursor()
self:calculateLightLava()
self:calculateLightSun()
self:calculateFovs()
end
function LightOverlay:onIdle()
self._native.parent:logic()
end
function LightOverlay:render(dc)
if self.dynamic then
self:makeLightMap()
end
self:renderParent()
local vp=self:getViewport()
local map = self.df_layout.map
self.lightMap=self.lightMap or {}
render.lockGrids()
render.invalidate({x=map.x1,y=map.y1,w=map.width,h=map.height})
render.resetGrids()
for i=map.x1,map.x2 do
for j=map.y1,map.y2 do
local v=self.lightMap[i+j*map.width]
if v then
setCell(i,j,{fm=v,bm=v})
else
local dimRgb={r=levelDim,g=levelDim,b=levelDim}
setCell(i,j,{fm=dimRgb,bm=dimRgb})
end
end
end
render.unlockGrids()
end
function LightOverlay:onDismiss()
render.lockGrids()
render.resetGrids()
render.invalidate()
render.unlockGrids()
end
function LightOverlay:onInput(keys)
if keys.STRING_A096 then
self:dismiss()
else
self:sendInputToParent(keys)
if keys.CHANGETAB then
self:updateLayout()
end
if keys.STRING_A126 and not self.dynamic then
self:makeLightMap()
end
self.dirty=true
end
end
if not render.isEnabled() then
qerror("Lua rendermode not enabled!")
end
local dyn=true
if #args>0 and args[1]=="static" then dyn=false end
local lview = LightOverlay{ dynamic=dyn}
lview:show()