283 lines
12 KiB
C++
283 lines
12 KiB
C++
|
|
#include "render/lighting.h"
|
|||
|
|
|
|||
|
|
namespace
|
|||
|
|
{
|
|||
|
|
|
|||
|
|
inline float Smooth01(float t)
|
|||
|
|
{
|
|||
|
|
if (t <= 0.0f) return 0.0f;
|
|||
|
|
if (t >= 1.0f) return 1.0f;
|
|||
|
|
return t * t * (3.0f - 2.0f * t);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// Плавное падение с 1 до 0 на отрезке [lo, hi].
|
|||
|
|
inline float FadeOut(float x, float lo, float hi)
|
|||
|
|
{
|
|||
|
|
if (hi <= lo) return x <= lo ? 1.0f : 0.0f;
|
|||
|
|
return 1.0f - Smooth01((x - lo) / (hi - lo));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
} // namespace
|
|||
|
|
|
|||
|
|
void Lighting::Reset()
|
|||
|
|
{
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i)
|
|||
|
|
{
|
|||
|
|
vis[i] = 0.0f;
|
|||
|
|
mem[i] = 0.0f;
|
|||
|
|
dyn[i] = 0.0f;
|
|||
|
|
tile[i] = 0.0f;
|
|||
|
|
}
|
|||
|
|
for (int i = 0; i < (MAP_W + 1) * (MAP_H + 1); ++i) corner[i] = 0.0f;
|
|||
|
|
flashCount = 0;
|
|||
|
|
eventCursor = 0;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void Lighting::Ingest(const CombatEventLog& log, const Agent* agents, int agentCount)
|
|||
|
|
{
|
|||
|
|
// Кольцо: если за кадр событий больше ёмкости, старые честно потеряны.
|
|||
|
|
uint32_t from = eventCursor;
|
|||
|
|
if (log.head > from + COMBAT_EVENT_CAP) from = log.head - COMBAT_EVENT_CAP;
|
|||
|
|
|
|||
|
|
for (uint32_t i = from; i < log.head; ++i)
|
|||
|
|
{
|
|||
|
|
const CombatEvent& e = log.buf[i % COMBAT_EVENT_CAP];
|
|||
|
|
|
|||
|
|
// Параметры вспышки берутся с оружия стрелявшего, если оно известно.
|
|||
|
|
const bool ownerKnown = (e.owner >= 0 && e.owner < agentCount);
|
|||
|
|
const float ownPower = ownerKnown ? agents[e.owner].gun.def.flashPower : g_tune.flashPower;
|
|||
|
|
const float ownRadius = ownerKnown ? agents[e.owner].gun.def.flashRadius : g_tune.flashRadius;
|
|||
|
|
|
|||
|
|
float power = 0.0f;
|
|||
|
|
switch (e.kind)
|
|||
|
|
{
|
|||
|
|
case CombatEventKind::SHOT: power = ownPower; break;
|
|||
|
|
case CombatEventKind::HIT_WALL: power = g_tune.flashPower * 0.45f; break;
|
|||
|
|
case CombatEventKind::HIT_TARGET: power = g_tune.flashPower * 0.35f; break;
|
|||
|
|
case CombatEventKind::HIT_KILL: power = g_tune.flashPower * 0.9f; break;
|
|||
|
|
// Клинок не даёт дульной вспышки, но искры от удара в упор освещают
|
|||
|
|
// не хуже — иначе весь ближний бой идёт в кромешной темноте.
|
|||
|
|
case CombatEventKind::MELEE_SWING: power = g_tune.flashPower * 0.22f; break;
|
|||
|
|
case CombatEventKind::MELEE_HIT: power = g_tune.flashPower * 0.75f; break;
|
|||
|
|
default: break;
|
|||
|
|
}
|
|||
|
|
if (power <= 0.0f) continue;
|
|||
|
|
|
|||
|
|
if (flashCount < LIGHT_FLASH_MAX)
|
|||
|
|
flashes[flashCount++] = LightFlash{e.pos, power, g_tune.flashTime,
|
|||
|
|
(e.kind == CombatEventKind::SHOT)
|
|||
|
|
? ownRadius : g_tune.flashRadius};
|
|||
|
|
}
|
|||
|
|
eventCursor = log.head;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void Lighting::Update(const Agent* agents, int count, const Tilemap& map, float dt)
|
|||
|
|
{
|
|||
|
|
static float visRaw[MAP_W * MAP_H];
|
|||
|
|
|
|||
|
|
if (!enabled)
|
|||
|
|
{
|
|||
|
|
// Аварийный тумблер: всё видно, память полная, вспышек нет.
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i) { vis[i] = 1.0f; mem[i] = 1.0f; dyn[i] = 0.0f; }
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i) tile[i] = 1.0f;
|
|||
|
|
for (int cy = 0; cy <= MAP_H; ++cy)
|
|||
|
|
for (int cx = 0; cx <= MAP_W; ++cx) corner[cy * (MAP_W + 1) + cx] = 1.0f;
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i) visRaw[i] = 0.0f;
|
|||
|
|
|
|||
|
|
// --- 1. видимость пола от каждого агента ---------------------------------
|
|||
|
|
const float rFull = g_tune.sightFullRadius;
|
|||
|
|
const float rMax = std::max(rFull + 0.01f, g_tune.sightRadius);
|
|||
|
|
const float coneHalf = g_tune.sightConeDeg * 0.5f * DEG2RAD_F;
|
|||
|
|
const float coneSoft = g_tune.sightConeSoftDeg * DEG2RAD_F;
|
|||
|
|
const float personal = g_tune.sightPersonalRadius;
|
|||
|
|
|
|||
|
|
for (int a = 0; a < count; ++a)
|
|||
|
|
{
|
|||
|
|
const Agent& ag = agents[a];
|
|||
|
|
const int x0 = std::max(0, int(std::floor(ag.pos.x - rMax)));
|
|||
|
|
const int x1 = std::min(MAP_W - 1, int(std::floor(ag.pos.x + rMax)));
|
|||
|
|
const int y0 = std::max(0, int(std::floor(ag.pos.y - rMax)));
|
|||
|
|
const int y1 = std::min(MAP_H - 1, int(std::floor(ag.pos.y + rMax)));
|
|||
|
|
|
|||
|
|
for (int ty = y0; ty <= y1; ++ty)
|
|||
|
|
{
|
|||
|
|
for (int tx = x0; tx <= x1; ++tx)
|
|||
|
|
{
|
|||
|
|
if (map.IsWall(tx, ty)) continue; // стены освещаются отдельно
|
|||
|
|
|
|||
|
|
const Vec2 c{tx + 0.5f, ty + 0.5f};
|
|||
|
|
const Vec2 d = c - ag.pos;
|
|||
|
|
const float dist = Length(d);
|
|||
|
|
if (dist > rMax) continue;
|
|||
|
|
|
|||
|
|
const float fd = FadeOut(dist, rFull, rMax);
|
|||
|
|
if (fd <= 0.0f) continue;
|
|||
|
|
|
|||
|
|
// Конус по направлению взгляда + круговой «личный» ореол рядом.
|
|||
|
|
// max, а не сумма: ореол дырявит конус вблизи, но не удваивает свет.
|
|||
|
|
const float ang = std::fabs(AngleDiff(ag.facing, AngleOf(d)));
|
|||
|
|
const float fc = FadeOut(ang, coneHalf, coneHalf + coneSoft);
|
|||
|
|
const float fp = FadeOut(dist, personal * 0.6f, personal);
|
|||
|
|
const float v = fd * std::max(fc, fp);
|
|||
|
|
if (v <= 0.0f) continue;
|
|||
|
|
|
|||
|
|
const int idx = ty * MAP_W + tx;
|
|||
|
|
if (v <= visRaw[idx]) continue; // уже ярче — рейкаст не нужен
|
|||
|
|
if (map.RaycastBlocked(ag.pos, c)) continue; // стена перекрыла обзор
|
|||
|
|
visRaw[idx] = v;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// --- 2. свет протекает в стены ------------------------------------------
|
|||
|
|
// Стену нельзя проверить лучом до её центра: DDA считает попадание в саму
|
|||
|
|
// стену перекрытием. Поэтому стена берёт максимум от соседей.
|
|||
|
|
for (int pass = 0; pass < WALL_LIGHT_PASSES; ++pass)
|
|||
|
|
{
|
|||
|
|
for (int ty = 0; ty < MAP_H; ++ty)
|
|||
|
|
{
|
|||
|
|
for (int tx = 0; tx < MAP_W; ++tx)
|
|||
|
|
{
|
|||
|
|
if (!map.IsWall(tx, ty)) continue;
|
|||
|
|
float best = 0.0f;
|
|||
|
|
for (int oy = -1; oy <= 1; ++oy)
|
|||
|
|
for (int ox = -1; ox <= 1; ++ox)
|
|||
|
|
{
|
|||
|
|
if (ox == 0 && oy == 0) continue;
|
|||
|
|
const int nx = tx + ox, ny = ty + oy;
|
|||
|
|
if (!Tilemap::InBounds(nx, ny)) continue;
|
|||
|
|
best = std::max(best, visRaw[ny * MAP_W + nx]);
|
|||
|
|
}
|
|||
|
|
const int idx = ty * MAP_W + tx;
|
|||
|
|
visRaw[idx] = std::max(visRaw[idx], best * g_tune.fogWallBleed);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// --- 3. временное сглаживание, чтобы свет не щёлкал ----------------------
|
|||
|
|
const float k = 1.0f - std::exp(-g_tune.fogFadeRate * dt);
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i)
|
|||
|
|
vis[i] += (visRaw[i] - vis[i]) * k;
|
|||
|
|
|
|||
|
|
// --- 4. динамический свет от вспышек -------------------------------------
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i) dyn[i] = 0.0f;
|
|||
|
|
|
|||
|
|
for (int i = 0; i < flashCount;)
|
|||
|
|
{
|
|||
|
|
LightFlash& f = flashes[i];
|
|||
|
|
f.life -= dt;
|
|||
|
|
if (f.life <= 0.0f)
|
|||
|
|
{
|
|||
|
|
flashes[i] = flashes[--flashCount];
|
|||
|
|
continue;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
const float t = Clampf(f.life / std::max(0.001f, g_tune.flashTime), 0.0f, 1.0f);
|
|||
|
|
const float amp = f.power * t * t; // резкий спад, вспышка короткая
|
|||
|
|
const float rad = f.radius;
|
|||
|
|
|
|||
|
|
const int x0 = std::max(0, int(std::floor(f.pos.x - rad)));
|
|||
|
|
const int x1 = std::min(MAP_W - 1, int(std::floor(f.pos.x + rad)));
|
|||
|
|
const int y0 = std::max(0, int(std::floor(f.pos.y - rad)));
|
|||
|
|
const int y1 = std::min(MAP_H - 1, int(std::floor(f.pos.y + rad)));
|
|||
|
|
|
|||
|
|
for (int ty = y0; ty <= y1; ++ty)
|
|||
|
|
for (int tx = x0; tx <= x1; ++tx)
|
|||
|
|
{
|
|||
|
|
const Vec2 c{tx + 0.5f, ty + 0.5f};
|
|||
|
|
const float dist = Distance(f.pos, c);
|
|||
|
|
if (dist > rad) continue;
|
|||
|
|
const float fall = FadeOut(dist, rad * 0.15f, rad);
|
|||
|
|
if (fall <= 0.0f) continue;
|
|||
|
|
// Вспышка не светит сквозь стены (сама стена подсвечивается).
|
|||
|
|
if (!map.IsWall(tx, ty) && map.RaycastBlocked(f.pos, c)) continue;
|
|||
|
|
const int idx = ty * MAP_W + tx;
|
|||
|
|
dyn[idx] = std::max(dyn[idx], amp * fall);
|
|||
|
|
}
|
|||
|
|
++i;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// --- 5. память карты и сборка итогового уровня ---------------------------
|
|||
|
|
for (int i = 0; i < MAP_W * MAP_H; ++i)
|
|||
|
|
{
|
|||
|
|
const float seen = vis[i];
|
|||
|
|
if (seen > 0.02f) mem[i] = std::max(mem[i], g_tune.fogMemoryLevel);
|
|||
|
|
|
|||
|
|
float lvl = std::max(mem[i], seen * g_tune.sightBrightness) + dyn[i];
|
|||
|
|
tile[i] = Clampf(lvl, 0.0f, 1.0f);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// --- 6. узловая сетка: узел = среднее смежных тайлов ----------------------
|
|||
|
|
for (int cy = 0; cy <= MAP_H; ++cy)
|
|||
|
|
{
|
|||
|
|
for (int cx = 0; cx <= MAP_W; ++cx)
|
|||
|
|
{
|
|||
|
|
float sum = 0.0f;
|
|||
|
|
int n = 0;
|
|||
|
|
for (int oy = -1; oy <= 0; ++oy)
|
|||
|
|
for (int ox = -1; ox <= 0; ++ox)
|
|||
|
|
{
|
|||
|
|
const int tx = cx + ox, ty = cy + oy;
|
|||
|
|
if (!Tilemap::InBounds(tx, ty)) continue;
|
|||
|
|
sum += tile[ty * MAP_W + tx];
|
|||
|
|
++n;
|
|||
|
|
}
|
|||
|
|
corner[cy * (MAP_W + 1) + cx] = (n > 0) ? (sum / float(n)) : 0.0f;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float Lighting::LightAt(Vec2 world) const
|
|||
|
|
{
|
|||
|
|
const float fx = Clampf(world.x, 0.0f, float(MAP_W) - 0.001f);
|
|||
|
|
const float fy = Clampf(world.y, 0.0f, float(MAP_H) - 0.001f);
|
|||
|
|
const int cx = int(fx);
|
|||
|
|
const int cy = int(fy);
|
|||
|
|
const float u = fx - float(cx);
|
|||
|
|
const float v = fy - float(cy);
|
|||
|
|
|
|||
|
|
const int stride = MAP_W + 1;
|
|||
|
|
const float c00 = corner[cy * stride + cx];
|
|||
|
|
const float c10 = corner[cy * stride + cx + 1];
|
|||
|
|
const float c01 = corner[(cy + 1) * stride + cx];
|
|||
|
|
const float c11 = corner[(cy + 1) * stride + cx + 1];
|
|||
|
|
|
|||
|
|
return c00 * (1 - u) * (1 - v) + c10 * u * (1 - v) + c01 * (1 - u) * v + c11 * u * v;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float Lighting::MaxCornerOf(int tx, int ty) const
|
|||
|
|
{
|
|||
|
|
if (!Tilemap::InBounds(tx, ty)) return 0.0f;
|
|||
|
|
const int stride = MAP_W + 1;
|
|||
|
|
const float c00 = corner[ty * stride + tx];
|
|||
|
|
const float c10 = corner[ty * stride + tx + 1];
|
|||
|
|
const float c01 = corner[(ty + 1) * stride + tx];
|
|||
|
|
const float c11 = corner[(ty + 1) * stride + tx + 1];
|
|||
|
|
return std::max(std::max(c00, c10), std::max(c01, c11));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
ShadeQuad Lighting::QuadFor(int tx, int ty, int clampRow) const
|
|||
|
|
{
|
|||
|
|
const int stride = MAP_W + 1;
|
|||
|
|
const float c00 = corner[ty * stride + tx]; // верх ромба, спрайт (16,0)
|
|||
|
|
const float c10 = corner[ty * stride + tx + 1]; // право, спрайт (32,8)
|
|||
|
|
const float c01 = corner[(ty + 1) * stride + tx]; // лево, спрайт (0,8)
|
|||
|
|
const float c11 = corner[(ty + 1) * stride + tx + 1]; // низ, спрайт (16,16)
|
|||
|
|
|
|||
|
|
const float Bu = c10 - c00;
|
|||
|
|
const float Bv = c01 - c00;
|
|||
|
|
const float K = c00 - c10 - c01 + c11;
|
|||
|
|
|
|||
|
|
ShadeQuad q;
|
|||
|
|
q.a = c00 - (Bu - Bv) * 0.5f - K * 0.25f;
|
|||
|
|
q.b = (Bu - Bv + K) / float(TILE_W);
|
|||
|
|
q.c = (Bu + Bv) / float(TILE_H);
|
|||
|
|
q.e = -K / float(TILE_W * TILE_W);
|
|||
|
|
q.f = K / float(TILE_H * TILE_H);
|
|||
|
|
q.clampRow = clampRow;
|
|||
|
|
return q;
|
|||
|
|
}
|