File: rad_shader.hpp

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/*
 * Photon reactor
 * Copyright (c) 2011 Jice
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * The names of Jice may not be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY JICE ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL JICE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
#include <libtcod.h>

class Shader {
 public:
  virtual ~Shader() {}
  virtual void init(TCODMap* map);
  // add a new light. return its ID
  virtual int addLight(int x, int y, int radius, const TCODColor& col);
  // update the light with given ID
  virtual void updateLight(int id, int x, int y, int radius, const TCODColor& col);
  virtual void compute() = 0;
  // get the computed light color
  virtual const TCODColor& getLightColor(int x, int y);

 protected:
  struct Light {
    int x, y, radius;
    TCODColor col;
  };
  std::vector<Light> lights;
  TCODColor* lightmap;
  TCODMap* map;
};

class StandardShader : public Shader {
 public:
  void compute();
};

class PhotonShader : public Shader {
 public:
  PhotonShader(float reflectivity, float selfIllumination, int nbPass);
  void init(TCODMap* map);
  void compute();
  int addLight(int x, int y, int radius, const TCODColor& col);

 protected:
  // maximum radius of a light in the map
  int maxRadius;
  float reflectivity;
  float selfIllumination;
  int nbPass;
  // array of MAP_WIDTH*MAP_HEIGHT*maxDiameter*maxDiamter form factor coefficients (0-255)
  // maxDiameter = 2*maxRadius+1
  float* ff;
  // array of MAP_WIDTH*MAP_HEIGHT containing the sum of all affected cells form factors for each cell in the map
  float* ffSum;
  // convenient way to store the list of cells with non null incoming light
  struct Coord {
    uint16_t x;
    uint16_t y;
    Coord() {}
    Coord(int x, int y) : x(x), y(y) {}
  };
  std::vector<Coord> lightsCoord;
  // color not limited to 0-255 range
  struct FColor {
    float r, g, b;
  };
  struct CellData {
    // amount of light emitted by this cell for this pass
    FColor emission;
    // amount of light incoming from other cells for this pass (including self through self illumination)
    FColor incoming;
    // total amount of light on the cell (used to shade the map)
    FColor outgoing;
  };
  // array of MAP_WIDTH*MAP_HEIGHT CellData
  CellData* data;

  void propagate();
  void computeFormFactor(int x, int y);
  void computeLightContribution(int lx, int ly, int lradius, const FColor& lcol, float reflectivity);
};