You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

65 lines
2.0 KiB

#pragma once
#include <cstddef>
#include <cstdint>
#include <span>
#include "engine/point.hpp"
#include "levels/gendung_defs.hpp"
namespace devilution {
class Lightmap {
public:
explicit Lightmap(const uint8_t *outBuffer, std::span<const uint8_t> lightmapBuffer, uint16_t pitch, const uint8_t *lightTables, size_t lightTableSize)
: Lightmap(outBuffer, pitch, lightmapBuffer, pitch, lightTables, lightTableSize)
{
}
explicit Lightmap(const uint8_t *outBuffer, uint16_t outPitch,
std::span<const uint8_t> lightmapBuffer, uint16_t lightmapPitch,
const uint8_t *lightTables, size_t lightTableSize);
uint8_t adjustColor(uint8_t color, uint8_t lightLevel) const
{
size_t offset = lightLevel * lightTableSize + color;
return lightTables[offset];
}
const uint8_t *getLightingAt(const uint8_t *outLoc) const
{
const ptrdiff_t outDist = outLoc - outBuffer;
const ptrdiff_t rowOffset = outDist % outPitch;
if (outDist < 0) {
// In order to support "bleed up" for wall tiles,
// reuse the first row whenever outLoc is out of bounds
const int modOffset = rowOffset < 0 ? outPitch : 0;
return lightmapBuffer.data() + rowOffset + modOffset;
}
const ptrdiff_t row = outDist / outPitch;
return lightmapBuffer.data() + row * lightmapPitch + rowOffset;
}
static Lightmap build(bool perPixelLighting, Point tilePosition, Point targetBufferPosition,
int viewportWidth, int viewportHeight, int rows, int columns,
const uint8_t *outBuffer, uint16_t outPitch,
const uint8_t *lightTables, size_t lightTableSize,
const uint8_t tileLights[MAXDUNX][MAXDUNY],
uint_fast8_t microTileLen);
static Lightmap bleedUp(bool perPixelLighting, const Lightmap &source, Point targetBufferPosition, std::span<uint8_t> lightmapBuffer);
private:
const uint8_t *outBuffer;
const uint16_t outPitch;
std::span<const uint8_t> lightmapBuffer;
const uint16_t lightmapPitch;
const uint8_t *lightTables;
const size_t lightTableSize;
};
} // namespace devilution