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light_drawer.h
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66 lines (56 loc) · 1.94 KB
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//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Remere's Map Editor is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#ifndef RME_LIGHDRAWER_H
#define RME_LIGHDRAWER_H
#include "graphics.h"
#include "position.h"
class LightDrawer {
struct Light {
uint16_t map_x = 0;
uint16_t map_y = 0;
uint8_t color = 0;
uint8_t intensity = 0;
};
public:
LightDrawer();
virtual ~LightDrawer();
void draw(int map_x, int map_y, int end_x, int end_y, int scroll_x, int scroll_y, bool fog);
void setGlobalLightColor(uint8_t color);
void addLight(int map_x, int map_y, int map_z, const SpriteLight& light);
void clear() noexcept;
private:
void createGLTexture();
void unloadGLTexture();
inline float calculateIntensity(int map_x, int map_y, const Light& light) {
int dx = map_x - light.map_x;
int dy = map_y - light.map_y;
float distance = std::sqrt(dx * dx + dy * dy);
if (distance > MaxLightIntensity) {
return 0.f;
}
float intensity = (-distance + light.intensity) * 0.2f;
if (intensity < 0.01f) {
return 0.f;
}
return std::min(intensity, 1.f);
}
GLuint texture;
std::vector<Light> lights;
std::vector<uint8_t> buffer;
wxColor global_color;
};
#endif