mkxp-sunshine/scripts/DynamicLight.rb
2026-07-11 23:16:34 +03:00

141 lines
4.8 KiB
Ruby

class DynamicLight
def initialize(viewport)
@debug_sprite = Sprite.new(viewport)
@debug_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@debug_sprite.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(255, 255, 255))
@debug_sprite.visible = false
@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
@debug_sprite.visible = Settings[:debug_lightmap]
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,
$game_player.screen_z + 128,
$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[3], plr_light[4], plr_light[5])
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, $game_map.events[npc_light_source[0]].screen_z + 128, 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[3], npc_light[4], npc_light[5])
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)
tile0_z = 99999
tile1_z = 99999
tile2_z = 99999
if source[4] < 3
x = (source[0] + 0.5).floor
y = (source[1] + 0.5).floor
tile0 = $game_map.get_tile(x, y, 0)
tile1 = $game_map.get_tile(x, y, 1)
tile2 = $game_map.get_tile(x, y, 2)
tile0_priora = $game_map.priorities[tile0]
tile0_z = tile0_priora == 0 ? 99999 : y * 32 + tile0_priora * 32 + 32 - $game_map.display_y / 4
tile1_priora = $game_map.priorities[tile1]
tile1_z = tile1_priora == 0 ? 99999 : y * 32 + tile1_priora * 32 + 32 - $game_map.display_y / 4
tile2_priora = $game_map.priorities[tile2]
tile2_z = tile2_priora == 0 ? 99999 : y * 32 + tile2_priora * 32 + 32 - $game_map.display_y / 4
end
!(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)
end
end