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169 lines
No EOL
4.9 KiB
Ruby
169 lines
No EOL
4.9 KiB
Ruby
class DynamicLight
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attr_accessor :done
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attr_accessor :plr_light_power
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attr_accessor :plr_light_color
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def initialize(viewport)
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@done = false # for events
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@awaked = false
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@light_npc = []
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@ambient_light = 255
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@ambient_light_lerped = 255
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@plr_light_power = 0
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@plr_light_radius = -1.0
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@plr_light_radius_lerped = 5.0
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@plr_light_color = Color.new(255, 255, 255)
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@plr_light_table = [
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# offset_x, offset_y, power_mult, radius mult
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0.0, -0.5, 1.0, 1.0, # down
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-0.25, -0.5, 1.0, 0.7, # left
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0.25, -0.5, 1.0, 0.7, # right
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0.0, 0.0, 0.0, 1.0 # up
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]
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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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end
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def dispose
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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] && @awaked
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if (!Settings[:light] && @awaked)
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return
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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 = @plr_light_table[table_offset]
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offset_y = @plr_light_table[table_offset + 1]
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power_mult = @plr_light_table[table_offset + 2]
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power_radius = @plr_light_table[table_offset + 3]
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@plr_light_radius_lerped = @plr_light_radius_lerped * 0.8 + @plr_light_radius * 0.2 * power_radius
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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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@plr_light_power * power_mult,
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@plr_light_radius_lerped,
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@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[2], plr_light[3], plr_light[4])
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end
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# add npc light
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@light_npc.each { |npc_light_source|
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npc_light = [npc_light_source[0].real_x / 128.0, npc_light_source[0].real_y / 128.0, 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[2], npc_light[3], npc_light[4])
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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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$game_map.passages[tile_id] & 15 == 0
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end
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def b(val)
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val ? 255 : 0
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end
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def add(x, y, power, radius, color = Color.new(255, 255, 255))
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@awaked = true
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@light_sprite.add_static_source(x, y, power, radius, color)
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end
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def add_npc(npc_id, power, radius, color = Color.new(255, 255, 255))
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@awaked = true
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@light_npc << [$game_map.events[npc_id], power, radius, color]
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end
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def has_effect(source)
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source[2] != 0 && source[3] > 0 && source[4].alpha >= 0 && (source[4].red != 0 || source[4].green != 0 || source[4].blue != 0)
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end
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#def remove(x, y)
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# @light_sources.each do |sourse|
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# if sourse[0] == x && sourse[1] == y
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# @light_sources.delete(sourse)
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# return true
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# end
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# end
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# return false
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#end
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def awake
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@awaked = true
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end
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def sleep # fully disables dynamic light system
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@awaked = false
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end
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def ambient_light
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@ambient_light
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end
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def ambient_light=(val)
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@ambient_light = val
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@light_sprite.ambient = val
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@awaked = true
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end
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def plr_light_radius
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@plr_light_radius
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end
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def plr_light_radius=(val)
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if @plr_light_radius < 0
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@plr_light_radius_lerped = val
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end
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@plr_light_radius = val
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end
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def plr_light_table
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@plr_light_table
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end
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def plr_light_table=(val)
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@plr_light_table[0] = val&.[](0) || 0
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@plr_light_table[1] = val&.[](1) || 0
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@plr_light_table[2] = val&.[](2) || 1
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@plr_light_table[3] = val&.[](3) || 1
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@plr_light_table[4] = val&.[](4) || 0
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@plr_light_table[5] = val&.[](5) || 0
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@plr_light_table[6] = val&.[](6) || 1
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@plr_light_table[7] = val&.[](7) || 1
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@plr_light_table[8] = val&.[](8) || 0
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@plr_light_table[9] = val&.[](9) || 0
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@plr_light_table[10] = val&.[](10) || 1
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@plr_light_table[11] = val&.[](11) || 1
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@plr_light_table[12] = val&.[](12) || 0
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@plr_light_table[13] = val&.[](13) || 0
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@plr_light_table[14] = val&.[](14) || 1
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@plr_light_table[15] = val&.[](15) || 1
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end
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end |