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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);
};
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