File: rad_shader.cpp

package info (click to toggle)
libtcod 1.6.1%2Bdfsg-1
  • links: PTS
  • area: main
  • in suites: stretch
  • size: 3,400 kB
  • ctags: 6,381
  • sloc: ansic: 20,926; cpp: 10,325; python: 3,691; makefile: 171
file content (59 lines) | stat: -rw-r--r-- 2,143 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
/*
* 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.hpp"
#include "rad_shader.hpp"

void Shader::init(TCODMap *map) {
	this->map=map;
	int size=map->getWidth()*map->getHeight();
	lightmap=new TCODColor[size];
}

int Shader::addLight(int x, int y, int radius, const TCODColor &col) {
	int id=lights.size();
	Light l;
	l.x=x;
	l.y=y;
	l.radius=radius;
	l.col=col;
	lights.push(l);
	return id;
}

void Shader::updateLight(int id, int x, int y, int radius, const TCODColor &col) {
	Light *l=lights.begin()+id;
	l->x=x;
	l->y=y;
	l->radius=radius;
	l->col=col;
}
	
	
const TCODColor &Shader::getLightColor(int x, int y) {
	return lightmap[ x + y * map->getWidth()];
}