| 1364 | } |
| 1365 | |
| 1366 | void lightThread::doLight( int x,int y ) |
| 1367 | { |
| 1368 | using namespace std::placeholders; |
| 1369 | lightSource& csource=dispatch.lights[x*dispatch.getH()+y]; |
| 1370 | int num_diffuse=dispatch.num_diffusion; |
| 1371 | if(csource.radius>0) |
| 1372 | { |
| 1373 | rgbf power=csource.power; |
| 1374 | int radius =csource.radius; |
| 1375 | if(csource.flicker) |
| 1376 | { |
| 1377 | float flicker=(rand()/(float)RAND_MAX)/2.0f+0.5f; |
| 1378 | radius*=flicker; |
| 1379 | power=power*flicker; |
| 1380 | } |
| 1381 | rgbf surrounds; |
| 1382 | lightUpCell( power, 0, 0,x, y); //light up the source itself |
| 1383 | for(int i=-1;i<2;i++) |
| 1384 | for(int j=-1;j<2;j++) |
| 1385 | if(i!=0||j!=0) |
| 1386 | surrounds += lightUpCell( power, i, j,x+i, y+j); //and this is wall hack (so that walls look nice) |
| 1387 | if(surrounds.dot(surrounds)>0.00001f) //if we needed to light up the suroundings, then raycast |
| 1388 | { |
| 1389 | |
| 1390 | plotSquare(x,y,radius, |
| 1391 | std::bind(&lightThread::doRay,this,power,x,y,_1,_2,num_diffuse)); |
| 1392 | } |
| 1393 | } |
| 1394 | } |
| 1395 | void lightThreadDispatch::signalDoneOcclusion() |
| 1396 | { |
| 1397 | { |
nothing calls this directly
no test coverage detected