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148 lines
5 KiB
Ruby
148 lines
5 KiB
Ruby
class DynamicLight
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def initialize(viewport)
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@debug_sprite = Sprite.new(viewport)
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@debug_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
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@debug_sprite.visible = false
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@light_sprite = LightMap.new(viewport)
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#@light_sprite.wallmap = Bitmap.new($game_map.width, $game_map.height)
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#for x in 0...$game_map.width
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# for y in 0...$game_map.height
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# @light_sprite.wallmap.set_pixel(x, y, Color.new(
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# b(light_passable($game_map.data[x, y, 0])),
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# b(light_passable($game_map.data[x, y, 1])),
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# b(light_passable($game_map.data[x, y, 2]))
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# ))
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# end
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#end
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@update_connection = Graphics.viewport_resized do |w, h|
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@debug_sprite.bitmap.rect.width = w;
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@debug_sprite.bitmap.rect.height = h;
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#@debug_sprite.bitmap.dispose
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#@debug_sprite.bitmap = Bitmap.new(w, h)
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end
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if $light == nil
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return
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end
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$light.static_lights.each do |source|
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@light_sprite.add_static_source(
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source[0],
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source[1],
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source[2],
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source[3],
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source[4]
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)
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end
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@light_sprite.ambient = $light.ambient_light
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end
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def dispose
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@update_connection.disconnect
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@light_sprite.dispose
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end
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def update
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# dont render light if its disabled or not awaked
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@light_sprite.visible = Settings[:light] && $light.awaked
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if !Settings[:light] || !$light.awaked
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return
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end
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@debug_sprite.visible = Settings[:debug_lightmap]
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if $light.update_clear_lights
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@light_sprite.clear_static_sources()
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@light_sprite.clear_dynamic_sources()
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$light.update_clear_lights = false
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end
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if $light.update_ambient_light
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@light_sprite.ambient = $light.ambient_light
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$light.update_ambient_light = false
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end
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if $light.update_remove_static_light.length > 0
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$light.update_remove_static_light.each do |source|
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@light_sprite.remove_static_source(source[0], source[1])
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end
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$light.update_remove_static_light = []
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end
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if $light.update_static_lights.length > 0
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$light.update_static_lights.each do |source|
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@light_sprite.add_static_source(
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source[0],
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source[1],
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source[2],
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source[3],
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source[4]
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)
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end
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$light.update_static_lights = []
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end
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# shader uniforms
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@light_sprite.camera_x = $game_map.display_x / 4
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@light_sprite.camera_y = $game_map.display_y / 4
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@light_sprite.tilemap_offset_x = ($game_map.display_x / 128) * 32 - $game_map.display_x / 4
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@light_sprite.tilemap_offset_y = ($game_map.display_y / 128) * 32 - $game_map.display_y / 4
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# clear all npc light
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@light_sprite.clear_dynamic_sources()
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# player light
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table_offset = ($game_player.direction - 2) * 2
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offset_x = $light.plr_light_table[table_offset]
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offset_y = $light.plr_light_table[table_offset + 1]
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power_mult = $light.plr_light_table[table_offset + 2]
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plr_light = [
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$game_player.real_x / 128.0 + offset_x,
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$game_player.real_y / 128.0 + offset_y,
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$game_player.screen_z + 128,
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$light.plr_light_power * power_mult,
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$light.plr_light_radius_lerped,
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$light.plr_light_color
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]
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if has_effect(plr_light)
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@light_sprite.add_dynamic_source(plr_light[0], plr_light[1], plr_light[3], plr_light[4], plr_light[5])
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end
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# add npc light
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$light.dynamic_lights.each { |npc_light_source|
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npc_light = [$game_map.events[npc_light_source[0]].real_x / 128.0, $game_map.events[npc_light_source[0]].real_y / 128.0, $game_map.events[npc_light_source[0]].screen_z + 128, npc_light_source[1], npc_light_source[2], npc_light_source[3]]
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if has_effect(npc_light)
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@light_sprite.add_dynamic_source(npc_light[0], npc_light[1] - 0.5, npc_light[3], npc_light[4], npc_light[5])
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end
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}
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end
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#def light_passable(tile_id)
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# $game_map.passages[tile_id] & 15 == 0
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#end
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#def b(val)
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# val ? 255 : 0
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#end
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def has_effect(source)
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tile0_z = 99999
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tile1_z = 99999
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tile2_z = 99999
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if source[4] < 3
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x = (source[0] + 0.5).floor
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y = (source[1] + 0.5).floor
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tile0 = $game_map.get_tile(x, y, 0)
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tile1 = $game_map.get_tile(x, y, 1)
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tile2 = $game_map.get_tile(x, y, 2)
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tile0_priora = $game_map.priorities[tile0]
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tile0_z = tile0_priora == 0 ? 99999 : y * 32 + tile0_priora * 32 + 32 - $game_map.display_y / 4
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tile1_priora = $game_map.priorities[tile1]
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tile1_z = tile1_priora == 0 ? 99999 : y * 32 + tile1_priora * 32 + 32 - $game_map.display_y / 4
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tile2_priora = $game_map.priorities[tile2]
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tile2_z = tile2_priora == 0 ? 99999 : y * 32 + tile2_priora * 32 + 32 - $game_map.display_y / 4
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end
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!(source[2] > tile0_z || source[2] > tile1_z || source[2] > tile2_z) && source[3] != 0 && source[4] > 0 && source[5].alpha >= 0 && (source[5].red != 0 || source[5].green != 0 || source[5].blue != 0)
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end
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end
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