ACE3/addons/map/functions/fnc_simulateMapLight.sqf

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/*
* Author: voiper
* Draw nearby lighting and sexy flashlight beams on main map.
*
* Arguments:
* 0: Map control <CONTROL>
* 1: Map zoom level <NUMBER>
* 2: Current map centre <ARRAY>
* 3: Light level from ace_map_fnc_determineMapLight <ARRAY>
*
* Return Value:
* None
*
* Public: No
*/
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#include "script_component.hpp"
params ["_mapCtrl", "_mapScale", "_mapCentre", "_lightLevel"];
private _unitLight = ACE_player getVariable [QGVAR(flashlight), ["", objNull]];
_unitLight params ["_flashlight", ""];
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//map width (on screen) in pixels
private _screenSize = 640 * safeZoneWAbs;
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//resolution params (every frame in case resolution change)
getResolution params ["_resX", "_resY", "_viewPortX", "_viewPortY", "", "_uiScale"];
//engine rounds the viewport ratios, when they should be fractions; this can cause problems
private _realViewPortY = _resY * _uiScale;
private _realViewPortX = _realViewPortY * 4/3;
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//textures
private _fillTex = "#(rgb,8,8,3)color(0,0,0,1)";
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//colour/alpha
_lightLevel params ["_r", "_g", "_b", "_a"];
private _colourAlpha = (_r + _g + _b) min _a;
private _shadeAlpha = _a;
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private _colourList = [_r, _g, _b];
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_colourList sort false;
private _maxColour = _colourList select 0;
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//ambient colour fill
_mapCtrl drawIcon [format["#(rgb,8,8,3)color(%1,%2,%3,1)", _r / _maxColour, _g / _maxColour, _b / _maxColour], [1,1,1,_colourAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
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if (_flashlight == "") then {
//ambient shade fill
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
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} else {
private _mousePos = GVAR(mousePos);
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//flashlight settings
private _cfg = (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight");
private _size = getNumber (_cfg >> "ACE_Flashlight_Size");
private _flashTex = getText (_cfg >> "ACE_Flashlight_Beam");
private _beamSize = (safeZoneW/safeZoneWAbs) * _screenSize / _size;
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//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
if (_mapScale < 0.2) then {_beamSize = _beamSize / (_mapScale * (1 / 0.2))};
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//assign corrective ratio to fix sub-pixel gaps/overlaps (symptom of viewport * X/Y resolution rounding)
private _viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
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_realViewPortX / (_realViewPortY / _viewPortY * _viewPortX)
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} else {
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if (_realViewPortX != _viewPortX) then {
_realViewPortX / _viewPortX
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} else {
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1
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};
};
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//offset the elements
private _offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
private _offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
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//up is bigger because of a potential exploit
private _offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
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//draw the matrix /whoa
_mapCtrl drawIcon [_flashTex, [1,1,1,_shadeAlpha], _mousePos, _beamSize, _beamSize, 0, "", 0]; //centre beam
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) - _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //left
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) + _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //right
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) - _offsetYDown], _screenSize * 4, _screenSize, 0, "", 0]; //down
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) + _offsetYUp], _screenSize * 4, _screenSize * 4, 0, "", 0]; //up
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};