Created
April 18, 2013 17:31
-
-
Save qoh/5414631 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "lighting.h" | |
#include "error.h" | |
#include "graphics.h" | |
#include "settings.h" | |
#include "dotmatrix.h" | |
#include "player.h" | |
static int sourcesNum = 0; | |
static LightSource* sources = NULL; | |
static float* lightMatrix = NULL; | |
static float* lightMatrixMax = NULL; | |
static float* lightMatrixMin = NULL; | |
static void fillLightMatrix(float* matrix, float val){ | |
int i; | |
for(i = 0; i < DOTMATRIX_W*DOTMATRIX_H; ++i){ | |
matrix[i] = val; | |
} | |
} | |
void initLighting(void){ | |
lightMatrix = malloc(sizeof(float)*DOTMATRIX_W*DOTMATRIX_H); | |
lightMatrixMax = malloc(sizeof(float)*DOTMATRIX_W*DOTMATRIX_H); | |
lightMatrixMin = malloc(sizeof(float)*DOTMATRIX_W*DOTMATRIX_H); | |
} | |
void cleanupLighting(void){ | |
clearLightSources(); | |
free(lightMatrixMin); | |
lightMatrixMin = NULL; | |
free(lightMatrixMax); | |
lightMatrixMax = NULL; | |
free(lightMatrix); | |
lightMatrix = NULL; | |
} | |
void allocateLightSources(int num){ | |
LightSource* oldsrc; | |
if(num <= sourcesNum) return; | |
oldsrc = sources; | |
sources = realloc(sources, num*sizeof(LightSource)); | |
sourcesNum = num; | |
if(sources == NULL){ | |
if(oldsrc != NULL) free(oldsrc); | |
errorarg(ERROR_MEMALLOC, "sources"); | |
} | |
} | |
void clearLightSources(void){ | |
if(sources != NULL){ | |
free(sources); | |
sources = NULL; | |
sourcesNum = 0; | |
} | |
} | |
LightSource* getLightSource(int num){ | |
return sources+num; | |
} | |
void calculateLighting(void){ | |
LightSource* source; | |
int x, y, signX, signY, procX, procY, deltaX, deltaY; | |
int err, err2; | |
float current; | |
int i, j, pos, calculating; | |
float lightStep; | |
Dot* dot; | |
for(i = 0; i < sourcesNum; ++i){ | |
fillLightMatrix(lightMatrixMax, 255.0); | |
source = sources+i; | |
x = y = 0; | |
switch(source->model){ | |
case LIGHT_NONE: | |
return; | |
case LIGHT_PLAYER: | |
source->x = getPlayerEyeX(); | |
source->y = getPlayerEyeY(); | |
break; | |
case LIGHT_POINT: | |
break; // Huh | |
case LIGHT_TOP: | |
y = DOTMATRIX_H-1; | |
if(source->angle < 0){ | |
source->x = source->angle; | |
source->y = 0; | |
} else { | |
x = -source->angle; | |
source->x = source->y = 0; | |
} | |
break; | |
} | |
calculating = 1; | |
while(calculating){ | |
deltaX = abs(x - source->x); | |
deltaY = abs(y - source->y); | |
signX = (source->x < x) ? 1 : -1; | |
signY = (source->y < y) ? 1 : -1; | |
err = deltaX - deltaY; | |
procX = source->x; | |
procY = source->y; | |
current = 0.0; | |
while(1){ | |
if(current < source->power){ | |
dot = getDotExt(procX, procY); | |
if(dot != NULL) | |
current += dot->type->opacity; | |
} else | |
current = source->power; | |
if(procX >= 0 && procX < DOTMATRIX_W && procY >= 0 && procY < DOTMATRIX_H){ | |
pos = procY*DOTMATRIX_W+procX; | |
if(lightMatrixMax[pos] == 255){ | |
lightMatrixMax[pos] = lightMatrixMin[pos] = current; | |
} | |
else { | |
if(current < lightMatrixMin[pos]) | |
lightMatrixMin[pos] = current; else | |
if(current > lightMatrixMax[pos]) lightMatrixMax[pos] = current; | |
} | |
} | |
if(procX == x && procY == y) | |
break; | |
err2 = 2 * err; | |
if(err2 > -deltaY){ | |
err -= deltaY; | |
procX += signX; | |
} | |
if(err2 < deltaX){ | |
err += deltaX; | |
procY += signY; | |
} | |
} | |
switch(source->model){ | |
case LIGHT_POINT: | |
case LIGHT_PLAYER: | |
if(x == 0 && y == 1) calculating = 0; | |
if(x == 0 && y > 1) --y; | |
if(x > 0 && y == DOTMATRIX_H-1) --x; | |
if(x == DOTMATRIX_W-1 && y < DOTMATRIX_H-1) ++y; | |
if(x < DOTMATRIX_W-1 && y == 0) ++x; | |
break; | |
case LIGHT_TOP: | |
if(x >= DOTMATRIX_W-1 && source->x >= DOTMATRIX_W-1) calculating = 0; | |
++x; | |
++source->x; | |
break; | |
default:; | |
} | |
} | |
lightStep = sources->shadow / source->power * source->brightness; | |
for(j = 0; j < DOTMATRIX_W*DOTMATRIX_H; ++j){ | |
if(i == 0) | |
lightMatrix[j] = (1.0-source->brightness) * source->shadow + (lightMatrixMax[j]+lightMatrixMin[j])/2 * lightStep; | |
else | |
lightMatrix[j] -= (source->power - (lightMatrixMax[j]+lightMatrixMin[j])/2) * lightStep; | |
if(lightMatrix[j] < 0.0) lightMatrix[j] = 0.0; | |
} | |
} | |
} | |
void renderLighting(){ | |
int i; | |
glBegin(GL_POINTS); | |
for(i = 0; i < DOTMATRIX_W*DOTMATRIX_H; ++i){ | |
glColor4f(0, 0, 0, lightMatrix[i]); | |
glVertex2i(getDotX(i), getDotY(i)); | |
} | |
glEnd(); | |
glColor3ub(255, 255, 255); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment