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575 lines
24 KiB
575 lines
24 KiB
#include "engine/render/light_render.hpp" |
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#include <algorithm> |
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#include <cassert> |
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#include <cstddef> |
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#include <cstdint> |
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#include <cstring> |
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#include <span> |
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#include <vector> |
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#include "engine/displacement.hpp" |
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#include "engine/lighting_defs.hpp" |
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#include "engine/point.hpp" |
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#include "levels/dun_tile.hpp" |
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#include "levels/gendung_defs.hpp" |
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namespace devilution { |
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namespace { |
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std::vector<uint8_t> LightmapBuffer; |
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void RenderFullTile(Point position, uint8_t lightLevel, uint8_t *lightmap, uint16_t pitch) |
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{ |
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uint8_t *top = lightmap + (position.y + 1) * pitch + position.x - TILE_WIDTH / 2; |
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uint8_t *bottom = top + (TILE_HEIGHT - 2) * pitch; |
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for (int y = 0, w = 4; y < TILE_HEIGHT / 2 - 1; y++, w += 4) { |
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const int x = (TILE_WIDTH - w) / 2; |
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memset(top + x, lightLevel, w); |
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memset(bottom + x, lightLevel, w); |
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top += pitch; |
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bottom -= pitch; |
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} |
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memset(top, lightLevel, TILE_WIDTH); |
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} |
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int DecrementTowardZero(int num) |
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{ |
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return num > 0 ? num - 1 : num + 1; |
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} |
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// Half-space method for drawing triangles |
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// Points must be provided using counter-clockwise rotation |
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// https://web.archive.org/web/20050408192410/http://sw-shader.sourceforge.net/rasterizer.html |
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void RenderTriangle(Point p1, Point p2, Point p3, uint8_t lightLevel, uint8_t *lightmap, uint16_t pitch, uint16_t scanLines) |
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{ |
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// Deltas (points are already 28.4 fixed-point) |
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const int dx12 = p1.x - p2.x; |
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const int dx23 = p2.x - p3.x; |
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const int dx31 = p3.x - p1.x; |
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const int dy12 = p1.y - p2.y; |
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const int dy23 = p2.y - p3.y; |
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const int dy31 = p3.y - p1.y; |
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// 24.8 fixed-point deltas |
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const int fdx12 = dx12 << 4; |
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const int fdx23 = dx23 << 4; |
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const int fdx31 = dx31 << 4; |
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const int fdy12 = dy12 << 4; |
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const int fdy23 = dy23 << 4; |
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const int fdy31 = dy31 << 4; |
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// Bounding rectangle |
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const int minx = std::max((std::min({ p1.x, p2.x, p3.x }) + 0xF) >> 4, 0); |
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const int maxx = std::min<int>((std::max({ p1.x, p2.x, p3.x }) + 0xF) >> 4, pitch); |
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const int xlen = maxx - minx; |
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if (xlen <= 0) return; |
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const int miny = std::max((std::min({ p1.y, p2.y, p3.y }) + 0xF) >> 4, 0); |
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const int maxy = std::min<int>((std::max({ p1.y, p2.y, p3.y }) + 0xF) >> 4, scanLines); |
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if (maxy <= miny) return; |
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uint8_t *dst = lightmap + static_cast<ptrdiff_t>(miny * pitch); |
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// Half-edge constants |
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constexpr auto CalcHalfEdge = [](const Point &p, int dx, int dy) { |
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return (dy * p.x) - (dx * p.y) + |
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// Correct for fill convention |
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(dy < 0 || (dy == 0 && dx > 0) ? 1 : 0); |
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}; |
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const int c1 = CalcHalfEdge(p1, dx12, dy12); |
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const int c2 = CalcHalfEdge(p2, dx23, dy23); |
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const int c3 = CalcHalfEdge(p3, dx31, dy31); |
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constexpr auto CalcCy = [](int minx, int miny, int dx, int dy) { |
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return (dx * (miny << 4)) - (dy * (minx << 4)); |
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}; |
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int cy1 = c1 + CalcCy(minx, miny, dx12, dy12); |
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int cy2 = c2 + CalcCy(minx, miny, dx23, dy23); |
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int cy3 = c3 + CalcCy(minx, miny, dx31, dy31); |
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for (int y = miny; y < maxy; y++) { |
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const int cxe1 = cy1 - (fdy12 * xlen); |
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const int cxe2 = cy2 - (fdy23 * xlen); |
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const int cxe3 = cy3 - (fdy31 * xlen); |
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constexpr auto CalcStartX = [](int xlen, int cx, int cxe, int fdy) -> int { |
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if (cx > 0) return 0; |
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if (cxe <= 0) return xlen; |
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return (cx + DecrementTowardZero(fdy)) / fdy; |
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}; |
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const int startx = minx + std::max({ |
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CalcStartX(xlen, cy1, cxe1, fdy12), |
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CalcStartX(xlen, cy2, cxe2, fdy23), |
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CalcStartX(xlen, cy3, cxe3, fdy31), |
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}); |
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constexpr auto CalcEndX = [](int xlen, int cx, int cxe, int fdy) -> int { |
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if (cxe > 0) return xlen; |
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if (cx <= 0) return 0; |
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return (cx + DecrementTowardZero(fdy)) / fdy; |
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}; |
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const int endx = minx + std::min({ |
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CalcEndX(xlen, cy1, cxe1, fdy12), |
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CalcEndX(xlen, cy2, cxe2, fdy23), |
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CalcEndX(xlen, cy3, cxe3, fdy31), |
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}); |
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if (startx < endx) |
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memset(&dst[startx], lightLevel, endx - startx); |
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cy1 += fdx12; |
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cy2 += fdx23; |
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cy3 += fdx31; |
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dst += pitch; |
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} |
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} |
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uint8_t GetLightLevel(const uint8_t tileLights[MAXDUNX][MAXDUNY], Point tile) |
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{ |
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const int x = std::clamp(tile.x, 0, MAXDUNX - 1); |
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const int y = std::clamp(tile.y, 0, MAXDUNY - 1); |
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return tileLights[x][y]; |
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} |
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uint8_t Interpolate(int q1, int q2, int lightLevel) |
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{ |
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// Result will be 28.4 fixed-point |
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const int numerator = (lightLevel - q1) << 4; |
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const int result = (numerator + 0x8) / (q2 - q1); |
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assert(result >= 0); |
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return static_cast<uint8_t>(result); |
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} |
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void RenderCell(uint8_t quad[4], Point position, uint8_t lightLevel, uint8_t *lightmap, uint16_t pitch, uint16_t scanLines) |
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{ |
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const Point center0 = position; |
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const Point center1 = position + Displacement { TILE_WIDTH / 2, TILE_HEIGHT / 2 }; |
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const Point center2 = position + Displacement { 0, TILE_HEIGHT }; |
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const Point center3 = position + Displacement { -TILE_WIDTH / 2, TILE_HEIGHT / 2 }; |
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// 28.4 fixed-point coordinates |
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const Point fpCenter0 = center0 * (1 << 4); |
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const Point fpCenter1 = center1 * (1 << 4); |
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const Point fpCenter2 = center2 * (1 << 4); |
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const Point fpCenter3 = center3 * (1 << 4); |
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// Marching squares |
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// https://en.wikipedia.org/wiki/Marching_squares |
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uint8_t shape = 0; |
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shape |= quad[0] <= lightLevel ? 8 : 0; |
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shape |= quad[1] <= lightLevel ? 4 : 0; |
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shape |= quad[2] <= lightLevel ? 2 : 0; |
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shape |= quad[3] <= lightLevel ? 1 : 0; |
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switch (shape) { |
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// The whole cell is darker than lightLevel |
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case 0: break; |
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// Fill in the bottom-left corner of the cell |
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// In isometric view, only the west tile of the quad is lit |
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case 1: { |
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const uint8_t bottomFactor = Interpolate(quad[3], quad[2], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[3], quad[0], lightLevel); |
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const Point p1 = fpCenter3 + (center2 - center3) * bottomFactor; |
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const Point p2 = fpCenter3; |
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const Point p3 = fpCenter3 + (center0 - center3) * leftFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the bottom-right corner of the cell |
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// In isometric view, only the south tile of the quad is lit |
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case 2: { |
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const uint8_t rightFactor = Interpolate(quad[2], quad[1], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[2], quad[3], lightLevel); |
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const Point p1 = fpCenter2 + (center1 - center2) * rightFactor; |
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const Point p2 = fpCenter2; |
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const Point p3 = fpCenter2 + (center3 - center2) * bottomFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the bottom half of the cell |
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// In isometric view, the south and west tiles of the quad are lit |
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case 3: { |
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const uint8_t rightFactor = Interpolate(quad[2], quad[1], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[3], quad[0], lightLevel); |
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const Point p1 = fpCenter2 + (center1 - center2) * rightFactor; |
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const Point p2 = fpCenter2; |
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const Point p3 = fpCenter3; |
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const Point p4 = fpCenter3 + (center1 - center2) * leftFactor; |
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RenderTriangle(p1, p4, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the top-right corner of the cell |
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// In isometric view, only the east tile of the quad is lit |
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case 4: { |
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const uint8_t topFactor = Interpolate(quad[1], quad[0], lightLevel); |
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const uint8_t rightFactor = Interpolate(quad[1], quad[2], lightLevel); |
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const Point p1 = fpCenter1 + (center0 - center1) * topFactor; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter1 + (center2 - center1) * rightFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the top-right and bottom-left corners of the cell |
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// Use the average of all values in the quad to determine whether to fill in the center |
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// In isometric view, the east and west tiles of the quad are lit |
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case 5: { |
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const uint8_t cell = (quad[0] + quad[1] + quad[2] + quad[3] + 2) / 4; |
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const uint8_t topFactor = Interpolate(quad[1], quad[0], lightLevel); |
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const uint8_t rightFactor = Interpolate(quad[1], quad[2], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[3], quad[2], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[3], quad[0], lightLevel); |
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const Point p1 = fpCenter1 + (center0 - center1) * topFactor; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter1 + (center2 - center1) * rightFactor; |
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const Point p4 = fpCenter3 + (center2 - center3) * bottomFactor; |
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const Point p5 = fpCenter3; |
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const Point p6 = fpCenter3 + (center0 - center3) * leftFactor; |
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if (cell <= lightLevel) { |
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const uint8_t midFactor0 = Interpolate(quad[0], cell, lightLevel); |
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const uint8_t midFactor2 = Interpolate(quad[2], cell, lightLevel); |
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const Point p7 = fpCenter0 + (center2 - center0) / 2 * midFactor0; |
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const Point p8 = fpCenter2 + (center0 - center2) / 2 * midFactor2; |
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RenderTriangle(p1, p7, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p7, p8, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p8, p3, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p4, p8, p5, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p5, p8, p7, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p5, p7, p6, lightLevel, lightmap, pitch, scanLines); |
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} else { |
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const uint8_t midFactor1 = Interpolate(quad[1], cell, lightLevel); |
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const uint8_t midFactor3 = Interpolate(quad[3], cell, lightLevel); |
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const Point p7 = fpCenter1 + (center3 - center1) / 2 * midFactor1; |
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const Point p8 = fpCenter3 + (center1 - center3) / 2 * midFactor3; |
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RenderTriangle(p1, p7, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p7, p3, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p4, p8, p5, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p5, p8, p6, lightLevel, lightmap, pitch, scanLines); |
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} |
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} break; |
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// Fill in the right half of the cell |
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// In isometric view, the south and east tiles of the quad are lit |
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case 6: { |
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const uint8_t topFactor = Interpolate(quad[1], quad[0], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[2], quad[3], lightLevel); |
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const Point p1 = fpCenter1 + (center0 - center1) * topFactor; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter2; |
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const Point p4 = fpCenter2 + (center3 - center2) * bottomFactor; |
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RenderTriangle(p1, p4, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in everything except the top-left corner of the cell |
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// In isometric view, the south, east, and west tiles of the quad are lit |
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case 7: { |
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const uint8_t topFactor = Interpolate(quad[1], quad[0], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[3], quad[0], lightLevel); |
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const Point p1 = fpCenter1 + (center0 - center1) * topFactor; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter2; |
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const Point p4 = fpCenter3; |
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const Point p5 = fpCenter3 + (center0 - center3) * leftFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p5, p3, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p3, p5, p4, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the top-left corner of the cell |
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// In isometric view, only the north tile of the quad is lit |
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case 8: { |
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const uint8_t topFactor = Interpolate(quad[0], quad[1], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[0], quad[3], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter0 + (center1 - center0) * topFactor; |
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const Point p3 = fpCenter0 + (center3 - center0) * leftFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the left half of the cell |
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// In isometric view, the north and west tiles of the quad are lit |
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case 9: { |
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const uint8_t topFactor = Interpolate(quad[0], quad[1], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[3], quad[2], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter0 + (center1 - center0) * topFactor; |
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const Point p3 = fpCenter3 + (center2 - center3) * bottomFactor; |
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const Point p4 = fpCenter3; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the top-left and bottom-right corners of the cell |
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// Use the average of all values in the quad to determine whether to fill in the center |
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// In isometric view, the north and south tiles of the quad are lit |
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case 10: { |
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const uint8_t cell = (quad[0] + quad[1] + quad[2] + quad[3] + 2) / 4; |
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const uint8_t topFactor = Interpolate(quad[0], quad[1], lightLevel); |
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const uint8_t rightFactor = Interpolate(quad[2], quad[1], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[2], quad[3], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[0], quad[3], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter0 + (center1 - center0) * topFactor; |
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const Point p3 = fpCenter2 + (center1 - center2) * rightFactor; |
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const Point p4 = fpCenter2; |
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const Point p5 = fpCenter2 + (center3 - center2) * bottomFactor; |
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const Point p6 = fpCenter0 + (center3 - center0) * leftFactor; |
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if (cell <= lightLevel) { |
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const uint8_t midFactor1 = Interpolate(quad[1], cell, lightLevel); |
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const uint8_t midFactor3 = Interpolate(quad[3], cell, lightLevel); |
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const Point p7 = fpCenter1 + (center3 - center1) / 2 * midFactor1; |
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const Point p8 = fpCenter3 + (center1 - center3) / 2 * midFactor3; |
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RenderTriangle(p1, p7, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p6, p8, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p8, p7, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p3, p7, p4, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p4, p8, p5, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p4, p7, p8, lightLevel, lightmap, pitch, scanLines); |
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} else { |
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const uint8_t midFactor0 = Interpolate(quad[0], cell, lightLevel); |
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const uint8_t midFactor2 = Interpolate(quad[2], cell, lightLevel); |
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const Point p7 = fpCenter0 + (center2 - center0) / 2 * midFactor0; |
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const Point p8 = fpCenter2 + (center0 - center2) / 2 * midFactor2; |
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RenderTriangle(p1, p7, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p6, p7, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p3, p8, p4, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p4, p8, p5, lightLevel, lightmap, pitch, scanLines); |
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} |
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} break; |
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// Fill in everything except the top-right corner of the cell |
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// In isometric view, the north, south, and west tiles of the quad are lit |
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case 11: { |
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const uint8_t topFactor = Interpolate(quad[0], quad[1], lightLevel); |
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const uint8_t rightFactor = Interpolate(quad[2], quad[1], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter0 + (center1 - center0) * topFactor; |
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const Point p3 = fpCenter2 + (center1 - center2) * rightFactor; |
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const Point p4 = fpCenter2; |
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const Point p5 = fpCenter3; |
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RenderTriangle(p1, p5, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p5, p3, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p3, p5, p4, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the top half of the cell |
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// In isometric view, the north and east tiles of the quad are lit |
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case 12: { |
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const uint8_t rightFactor = Interpolate(quad[1], quad[2], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[0], quad[3], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter1 + (center2 - center1) * rightFactor; |
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const Point p4 = fpCenter0 + (center3 - center0) * leftFactor; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in everything except the bottom-right corner of the cell |
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// In isometric view, the north, east, and west tiles of the quad are lit |
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case 13: { |
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const uint8_t rightFactor = Interpolate(quad[1], quad[2], lightLevel); |
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const uint8_t bottomFactor = Interpolate(quad[3], quad[2], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter1 + (center2 - center1) * rightFactor; |
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const Point p4 = fpCenter3 + (center2 - center3) * bottomFactor; |
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const Point p5 = fpCenter3; |
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RenderTriangle(p1, p3, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p1, p5, p4, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in everything except the bottom-left corner of the cell |
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// In isometric view, the north, south, and east tiles of the quad are lit |
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case 14: { |
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const uint8_t bottomFactor = Interpolate(quad[2], quad[3], lightLevel); |
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const uint8_t leftFactor = Interpolate(quad[0], quad[3], lightLevel); |
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const Point p1 = fpCenter0; |
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const Point p2 = fpCenter1; |
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const Point p3 = fpCenter2; |
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const Point p4 = fpCenter2 + (center3 - center2) * bottomFactor; |
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const Point p5 = fpCenter0 + (center3 - center0) * leftFactor; |
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RenderTriangle(p1, p5, p2, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p5, p4, lightLevel, lightmap, pitch, scanLines); |
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RenderTriangle(p2, p4, p3, lightLevel, lightmap, pitch, scanLines); |
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} break; |
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// Fill in the whole cell |
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// All four tiles in the quad are lit |
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case 15: { |
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if (center3.x < 0 || center1.x >= pitch || center0.y < 0 || center2.y >= scanLines) { |
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RenderTriangle(fpCenter0, fpCenter2, fpCenter1, lightLevel, lightmap, pitch, scanLines); |
|
RenderTriangle(fpCenter0, fpCenter3, fpCenter2, lightLevel, lightmap, pitch, scanLines); |
|
} else { |
|
// Optimized rendering path if full tile is visible |
|
RenderFullTile(center0, lightLevel, lightmap, pitch); |
|
} |
|
} break; |
|
} |
|
} |
|
|
|
void BuildLightmap(Point tilePosition, Point targetBufferPosition, uint16_t viewportWidth, uint16_t viewportHeight, |
|
int rows, int columns, const uint8_t tileLights[MAXDUNX][MAXDUNY], uint_fast8_t microTileLen) |
|
{ |
|
// Since light may need to bleed up to the top of wall tiles, |
|
// expand the buffer space to include the full base diamond of the tallest tile graphics |
|
const uint16_t bufferHeight = viewportHeight + TILE_HEIGHT * (microTileLen / 2 + 1); |
|
rows += microTileLen + 2; |
|
|
|
const size_t totalPixels = static_cast<size_t>(viewportWidth) * bufferHeight; |
|
LightmapBuffer.resize(totalPixels); |
|
|
|
// Since rendering occurs in cells between quads, |
|
// expand the rendering space to include tiles outside the viewport |
|
tilePosition += Displacement(Direction::NorthWest) * 2; |
|
targetBufferPosition -= Displacement { TILE_WIDTH, TILE_HEIGHT }; |
|
rows += 3; |
|
columns++; |
|
|
|
uint8_t *lightmap = LightmapBuffer.data(); |
|
memset(lightmap, LightsMax, totalPixels); |
|
for (int i = 0; i < rows; i++) { |
|
for (int j = 0; j < columns; j++, tilePosition += Direction::East, targetBufferPosition.x += TILE_WIDTH) { |
|
const Point center0 = targetBufferPosition + Displacement { TILE_WIDTH / 2, -TILE_HEIGHT / 2 }; |
|
|
|
const Point tile0 = tilePosition; |
|
const Point tile1 = tilePosition + Displacement { 1, 0 }; |
|
const Point tile2 = tilePosition + Displacement { 1, 1 }; |
|
const Point tile3 = tilePosition + Displacement { 0, 1 }; |
|
|
|
uint8_t quad[] = { |
|
GetLightLevel(tileLights, tile0), |
|
GetLightLevel(tileLights, tile1), |
|
GetLightLevel(tileLights, tile2), |
|
GetLightLevel(tileLights, tile3) |
|
}; |
|
|
|
const uint8_t maxLight = std::max({ quad[0], quad[1], quad[2], quad[3] }); |
|
const uint8_t minLight = std::min({ quad[0], quad[1], quad[2], quad[3] }); |
|
|
|
for (uint8_t i = 0; i < LightsMax; i++) { |
|
const uint8_t lightLevel = LightsMax - i - 1; |
|
if (lightLevel > maxLight) |
|
continue; |
|
if (lightLevel < minLight) |
|
break; |
|
RenderCell(quad, center0, lightLevel, lightmap, viewportWidth, bufferHeight); |
|
} |
|
} |
|
|
|
// Return to start of row |
|
tilePosition += Displacement(Direction::West) * columns; |
|
targetBufferPosition.x -= columns * TILE_WIDTH; |
|
|
|
// Jump to next row |
|
targetBufferPosition.y += TILE_HEIGHT / 2; |
|
if ((i & 1) != 0) { |
|
tilePosition.x++; |
|
columns--; |
|
targetBufferPosition.x += TILE_WIDTH / 2; |
|
} else { |
|
tilePosition.y++; |
|
columns++; |
|
targetBufferPosition.x -= TILE_WIDTH / 2; |
|
} |
|
} |
|
} |
|
|
|
} // namespace |
|
|
|
Lightmap::Lightmap(const uint8_t *outBuffer, uint16_t outPitch, |
|
std::span<const uint8_t> lightmapBuffer, uint16_t lightmapPitch, |
|
std::span<const std::array<uint8_t, LightTableSize>, NumLightingLevels> lightTables, |
|
const uint8_t *fullyLitLightTable, const uint8_t *fullyDarkLightTable) |
|
: outBuffer(outBuffer) |
|
, outPitch(outPitch) |
|
, lightmapBuffer(lightmapBuffer) |
|
, lightmapPitch(lightmapPitch) |
|
, lightTables(lightTables) |
|
, fullyLitLightTable_(fullyLitLightTable) |
|
, fullyDarkLightTable_(fullyDarkLightTable) |
|
{ |
|
} |
|
|
|
Lightmap Lightmap::build(bool perPixelLighting, Point tilePosition, Point targetBufferPosition, |
|
int viewportWidth, int viewportHeight, int rows, int columns, |
|
const uint8_t *outBuffer, uint16_t outPitch, |
|
std::span<const std::array<uint8_t, LightTableSize>, NumLightingLevels> lightTables, |
|
const uint8_t *fullyLitLightTable, const uint8_t *fullyDarkLightTable, |
|
const uint8_t tileLights[MAXDUNX][MAXDUNY], |
|
uint_fast8_t microTileLen) |
|
{ |
|
if (perPixelLighting) { |
|
BuildLightmap(tilePosition, targetBufferPosition, viewportWidth, viewportHeight, rows, columns, tileLights, microTileLen); |
|
} |
|
return Lightmap(outBuffer, outPitch, LightmapBuffer, viewportWidth, lightTables, fullyLitLightTable, fullyDarkLightTable); |
|
} |
|
|
|
Lightmap Lightmap::bleedUp(bool perPixelLighting, const Lightmap &source, Point targetBufferPosition, std::span<uint8_t> lightmapBuffer) |
|
{ |
|
assert(lightmapBuffer.size() >= TILE_WIDTH * TILE_HEIGHT); |
|
|
|
if (!perPixelLighting) return source; |
|
|
|
const int sourceHeight = static_cast<int>(source.lightmapBuffer.size() / source.lightmapPitch); |
|
const int clipLeft = std::max(0, -targetBufferPosition.x); |
|
const int clipTop = std::max(0, -(targetBufferPosition.y - TILE_HEIGHT + 1)); |
|
const int clipRight = std::max(0, targetBufferPosition.x + TILE_WIDTH - source.lightmapPitch); |
|
const int clipBottom = std::max(0, targetBufferPosition.y - sourceHeight + 1); |
|
|
|
// Nothing we can do if the tile is completely outside the bounds of the lightmap |
|
if (clipLeft + clipRight >= TILE_WIDTH) |
|
return source; |
|
if (clipTop + clipBottom >= TILE_HEIGHT) |
|
return source; |
|
|
|
const uint16_t lightmapPitch = std::max(0, TILE_WIDTH - clipLeft - clipRight); |
|
const uint16_t lightmapHeight = TILE_HEIGHT - clipTop - clipBottom; |
|
|
|
// Find the left edge of the last row in the tile |
|
const int outOffset = std::max(0, (targetBufferPosition.y - clipBottom) * source.outPitch + targetBufferPosition.x + clipLeft); |
|
const uint8_t *outLoc = source.outBuffer + outOffset; |
|
const uint8_t *outBuffer = outLoc - (lightmapHeight - 1) * source.outPitch; |
|
|
|
// Start copying bytes from the bottom row of the tile |
|
const uint8_t *src = source.getLightingAt(outLoc); |
|
uint8_t *dst = lightmapBuffer.data() + (lightmapHeight - 1) * lightmapPitch; |
|
|
|
int rowCount = clipBottom; |
|
while (src >= source.lightmapBuffer.data() && dst >= lightmapBuffer.data()) { |
|
const int bleed = std::max(0, (rowCount - TILE_HEIGHT / 2) * 2); |
|
const int lightOffset = std::max(bleed, clipLeft) - clipLeft; |
|
const int lightLength = std::max(0, TILE_WIDTH - clipLeft - std::max(bleed, clipRight) - lightOffset); |
|
|
|
// Bleed pixels up by copying data from the row below this one |
|
if (rowCount > clipBottom && lightLength < lightmapPitch) |
|
memcpy(dst, dst + lightmapPitch, lightmapPitch); |
|
|
|
// Copy data from the source lightmap between the top edge of the base diamond |
|
assert(dst + lightOffset + lightLength <= lightmapBuffer.data() + TILE_WIDTH * TILE_HEIGHT); |
|
assert(src + lightOffset + lightLength <= source.lightmapBuffer.data() + source.lightmapBuffer.size()); |
|
memcpy(dst + lightOffset, src + lightOffset, lightLength); |
|
|
|
src -= source.lightmapPitch; |
|
dst -= lightmapPitch; |
|
rowCount++; |
|
} |
|
|
|
return Lightmap(outBuffer, source.outPitch, |
|
lightmapBuffer, lightmapPitch, |
|
source.lightTables, source.fullyLitLightTable_, source.fullyDarkLightTable_); |
|
} |
|
|
|
} // namespace devilution
|
|
|