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- #include "LightDirectionEmission.h"
- #include "LightShape.h"
- #include "LightSystem.h"
- #include <cassert>
- using namespace ltbl;
- void LightDirectionEmission::render(const sf::View &view, sf::RenderTexture &lightTempTexture, sf::RenderTexture &antumbraTempTexture, const std::vector<QuadtreeOccupant*> &shapes, sf::Shader &unshadowShader, float shadowExtension) {
- lightTempTexture.setView(view);
- lightTempTexture.clear(sf::Color::White);
- // Mask off light shape (over-masking - mask too much, reveal penumbra/antumbra afterwards)
- for (unsigned i = 0; i < shapes.size(); i++) {
- LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);
- // Get boundaries
- std::vector<LightSystem::Penumbra> penumbras;
- std::vector<int> innerBoundaryIndices;
- std::vector<int> outerBoundaryIndices;
- std::vector<sf::Vector2f> innerBoundaryVectors;
- std::vector<sf::Vector2f> outerBoundaryVectors;
- LightSystem::getPenumbrasDirection(penumbras, innerBoundaryIndices, innerBoundaryVectors, outerBoundaryIndices, outerBoundaryVectors, pLightShape->_shape, _castDirection, _sourceRadius, _sourceDistance);
- if (innerBoundaryIndices.size() != 2 || outerBoundaryIndices.size() != 2)
- continue;
- antumbraTempTexture.clear(sf::Color::White);
- antumbraTempTexture.setView(view);
- sf::ConvexShape maskShape;
- float maxDist = 0.0f;
- for (unsigned j = 0; j < pLightShape->_shape.getPointCount(); j++)
- maxDist = std::max(maxDist, vectorMagnitude(view.getCenter() - pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(j))));
- float totalShadowExtension = shadowExtension + maxDist;
- maskShape.setPointCount(4);
- maskShape.setPoint(0, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[0])));
- maskShape.setPoint(1, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[1])));
- maskShape.setPoint(2, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[1])) + vectorNormalize(innerBoundaryVectors[1]) * totalShadowExtension);
- maskShape.setPoint(3, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[0])) + vectorNormalize(innerBoundaryVectors[0]) * totalShadowExtension);
- maskShape.setFillColor(sf::Color::Black);
- antumbraTempTexture.draw(maskShape);
- sf::VertexArray vertexArray;
- vertexArray.setPrimitiveType(sf::PrimitiveType::Triangles);
- vertexArray.resize(3);
- {
- sf::RenderStates states;
- states.blendMode = sf::BlendAdd;
- states.shader = &unshadowShader;
- // Unmask with penumbras
- for (unsigned j = 0; j < penumbras.size(); j++) {
- unshadowShader.setParameter("lightBrightness", penumbras[j]._lightBrightness);
- unshadowShader.setParameter("darkBrightness", penumbras[j]._darkBrightness);
- vertexArray[0].position = penumbras[j]._source;
- vertexArray[1].position = penumbras[j]._source + vectorNormalize(penumbras[j]._lightEdge) * totalShadowExtension;
- vertexArray[2].position = penumbras[j]._source + vectorNormalize(penumbras[j]._darkEdge) * totalShadowExtension;
- vertexArray[0].texCoords = sf::Vector2f(0.0f, 1.0f);
- vertexArray[1].texCoords = sf::Vector2f(1.0f, 0.0f);
- vertexArray[2].texCoords = sf::Vector2f(0.0f, 0.0f);
- antumbraTempTexture.draw(vertexArray, states);
- }
- }
- antumbraTempTexture.display();
- // Multiply back to lightTempTexture
- sf::RenderStates antumbraRenderStates;
- antumbraRenderStates.blendMode = sf::BlendMultiply;
- sf::Sprite s;
- s.setTexture(antumbraTempTexture.getTexture());
- lightTempTexture.setView(lightTempTexture.getDefaultView());
- lightTempTexture.draw(s, antumbraRenderStates);
- lightTempTexture.setView(view);
- }
- for (unsigned i = 0; i < shapes.size(); i++) {
- LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);
- if (pLightShape->_renderLightOverShape) {
- pLightShape->_shape.setFillColor(sf::Color::White);
- lightTempTexture.draw(pLightShape->_shape);
- }
- }
- // Multiplicatively blend the light over the shadows
- sf::RenderStates lightRenderStates;
- lightRenderStates.blendMode = sf::BlendMultiply;
- lightTempTexture.setView(lightTempTexture.getDefaultView());
- lightTempTexture.draw(_emissionSprite, lightRenderStates);
- lightTempTexture.display();
- }
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