class DynamicLight def initialize(viewport) @light_sprite = LightMap.new(viewport) #@light_sprite.wallmap = Bitmap.new($game_map.width, $game_map.height) #for x in 0...$game_map.width # for y in 0...$game_map.height # @light_sprite.wallmap.set_pixel(x, y, Color.new( # b(light_passable($game_map.data[x, y, 0])), # b(light_passable($game_map.data[x, y, 1])), # b(light_passable($game_map.data[x, y, 2])) # )) # end #end if $light == nil return end $light.static_lights.each do |source| @light_sprite.add_static_source( source[0], source[1], source[2], source[3], source[4] ) end @light_sprite.ambient = $light.ambient_light end def dispose @light_sprite.dispose end def update # dont render light if its disabled or not awaked @light_sprite.visible = Settings[:light] && $light.awaked if (!Settings[:light] && $light.awaked) return end if $light.update_clear_lights @light_sprite.clear_static_sources() @light_sprite.clear_dynamic_sources() $light.update_clear_lights = false end if $light.update_ambient_light @light_sprite.ambient = $light.ambient_light $light.update_ambient_light = false end if $light.update_remove_static_light.length > 0 $light.update_remove_static_light.each do |source| @light_sprite.remove_static_source(source[0], source[1]) end $light.update_remove_static_light = [] end if $light.update_static_lights.length > 0 $light.update_static_lights.each do |source| @light_sprite.add_static_source( source[0], source[1], source[2], source[3], source[4] ) end $light.update_static_lights = [] end # shader uniforms @light_sprite.camera_x = $game_map.display_x / 4 @light_sprite.camera_y = $game_map.display_y / 4 @light_sprite.tilemap_offset_x = ($game_map.display_x / 128) * 32 - $game_map.display_x / 4 @light_sprite.tilemap_offset_y = ($game_map.display_y / 128) * 32 - $game_map.display_y / 4 # clear all npc light @light_sprite.clear_dynamic_sources() # player light table_offset = ($game_player.direction - 2) * 2 offset_x = $light.plr_light_table[table_offset] offset_y = $light.plr_light_table[table_offset + 1] power_mult = $light.plr_light_table[table_offset + 2] plr_light = [ $game_player.real_x / 128.0 + offset_x, $game_player.real_y / 128.0 + offset_y, $light.plr_light_power * power_mult, $light.plr_light_radius_lerped, $light.plr_light_color ] if has_effect(plr_light) @light_sprite.add_dynamic_source(plr_light[0], plr_light[1], plr_light[2], plr_light[3], plr_light[4]) end # add npc light $light.dynamic_lights.each { |npc_light_source| npc_light = [$game_map.events[npc_light_source[0]].real_x / 128.0, $game_map.events[npc_light_source[0]].real_y / 128.0, npc_light_source[1], npc_light_source[2], npc_light_source[3]] if has_effect(npc_light) @light_sprite.add_dynamic_source(npc_light[0], npc_light[1] - 0.5, npc_light[2], npc_light[3], npc_light[4]) end } end #def light_passable(tile_id) # $game_map.passages[tile_id] & 15 == 0 #end #def b(val) # val ? 255 : 0 #end def has_effect(source) source[2] != 0 && source[3] > 0 && source[4].alpha >= 0 && (source[4].red != 0 || source[4].green != 0 || source[4].blue != 0) end end