Refactor and tweak map illumination to:

- add tint depending on time of day.
- make it slightly less dark at night, so it's usable under any condition.
Temporarily remove light creation.
This commit is contained in:
Nicolás Badano 2015-03-13 01:35:45 -03:00
parent a4ea5fb724
commit 86c16953ea
2 changed files with 139 additions and 109 deletions

View File

@ -1,125 +1,155 @@
#include "script_component.hpp"
//TODO: Fix NVG color
private ["_darkMap","_lightColor","_lightFill","_createLight","_gunlight","_nearObjects","_light"];
private ["_darkenMap","_darkenColor","_createLight","_gunlight","_nearObjects","_light"];
// @todo: Update the way to check for flashlights
_gunlight = isArray(configFile>> "CfgWeapons" >> currentWeapon player >>"ace_gunlight_classes") || {"ACE_MugLite" in weapons player};
// Default Values
_alphaBase = if (round overcast > 0.5) then { 0.90 } else { 0.85};
_alpha = _alphaBase min abs(sunOrMoon - 1);
_fnc_blendColor = {
EXPLODE_3_PVT(_this,_c1,_c2,_alpha);
[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
};
_lightColor = [0,0,0,((_alpha*1.1) min 1)];
_lightFill = format["#(rgb,1,1,1)color(0,0,0,%1)",_alpha];
_darkMap = true;
_lightTint = switch (true) do {
case (daytime < 4 || dayTime >= 20) : {[0,0,0.2,1]};
case (daytime < 5.5) : {[[0,0,0.4,1], [0.8,0.2,0,1], (daytime - 4)/1.5 ] call _fnc_blendColor};
case (daytime < 6.5) : {[[0.8,0.2,0,1], [1,1,1,1], daytime - 5.5 ] call _fnc_blendColor};
case (daytime < 17) : { [1,1,1,1] };
case (daytime < 18) : {[[1,1,1,1], [0.8,0.2,0,1], daytime - 17 ] call _fnc_blendColor};
case (daytime < 20) : {[[0.8,0.2,0,1], [0,0,0.4,1], (daytime - 18)/2] call _fnc_blendColor};
};
_lightLevel = switch (true) do {
case (daytime < 4 || dayTime >= 20) : {0.08};
case (daytime < 6) : {0.08 + (1 - 0.08) * (daytime - 4) / 2};
case (daytime < 18): {1};
case (daytime < 20): {1 + (0.08 - 1) * (daytime - 18) / 2};
};
_lightLevel = _lightLevel - 0.5 * (_lightLevel + 0.08) * ((overcast - 0.5) max 0);
_fnc_calcColor = {
EXPLODE_2_PVT(_this,_c1,_lightLevel);
_l = abs(_lightLevel - 0.5) / 0.5;
if (_lightLevel < 0.5) then {
[(_c1 select 0) * _l * _l * _l,
(_c1 select 1) * _l * _l * _l,
(_c1 select 2) * _l * _l * _l,
(_c1 select 3) * (1 - _lightLevel)]
} else {
[(_c1 select 0) * (1 - _l) + _l,
(_c1 select 1) * (1 - _l) + _l,
(_c1 select 2) * (1 - _l) + _l,
(_c1 select 3) * (1 - _lightLevel)]
};
};
_darkenMap = true;
_createLight = false;
// check if player has NVG enabled
if (currentVisionMode ACE_player == 1) exitWith {
// stick to nvg color
_darkenMap = true;
_darkenColor = [154/255,253/255,177/255,0.5];
_createLight = false;
[_darkenMap,_darkenColor,_createLight]
};
if (_lightLevel > 0.95) exitWith {
[false, [1,1,1,0], false]
};
// Check if player is not in a vehicle
if (vehicle ACE_player == ACE_player) then {
// Player is not in a vehicle
TRACE_1("NOT in vehicle","");
_lightColor = [0,0,0,(_alpha*1.1)];
_lightFill = format["#(rgb,1,1,1)color(0,0,0,%1)",_alpha];
// check if player has NVG enabled
if (currentVisionMode ACE_player == 1) then {
// stick to nvg color
_alpha = 0.8;
_lightColor = [154/255,253/255,177/255,_alpha];
_lightFill = "#(rgb,1,1,1)color(0.20,0.48,0.23,0.7)";
TRACE_1("nvg on - green tint","");
} else {
// darken map, unless following cases are fulfilled
// Priorities: Weapons flashlight, lamppost, fire, chemlight, flares
if (_alpha < 0.05) exitWith {
_darkMap = false;
};
// darken map, unless following cases are fulfilled
// Priorities: Weapons flashlight, lamppost, fire, chemlight, flares
// Check if player is near a campfires, lights or vehicles with lights on - 15m
_nearObjects = [nearestObjects [ACE_player, ["All"], 15], {(inflamed _this) || (isLightOn _this)}] call EFUNC(common,filter);
if (count (_nearObjects) > 0) then {
_light = _nearObjects select 0;
_alpha = (((((ACE_player distance _light) - 5)/10) max 0) min 1) min _alphaBase;
_lightColor = [0,0,0,_alpha];
_lightFill = format["#(rgb,1,1,1)color(0,0,0,%1)",_alpha];
TRACE_1("player near campfire","");
};
// TODO: Illumination flares (timed)
// Using chemlights
_fnc_chemLight = {
EXPLODE_2_PVT(_this,_no,_lc);
if (count (_no) == 0) exitWith {};
_light = _no select 0;
_alpha = (((((player distance _light) - 2)/4) max 0) min 0.5);
_lightColor = +_lc;
_lightColor set [3, _alpha];
_lightFill = format["#(rgb,1,1,1)color(%1,%2,%3,%4)",(_lightColor select 0),(_lightColor select 1),(_lightColor select 2),(_lightColor select 3)];
TRACE_1("player near chemlight","");
};
_nearObjects = [ACE_player nearObjects ["Chemlight_red", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [1,0,0,0]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_green", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [0,1,0,0]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_blue", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [0,0,1,0]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_yellow", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [1,1,0,0]] call _fnc_chemLight;
// Gun with light
if (_gunlight) then {
_darkMap = false;
_createLight = true;
TRACE_1("using gun light","");
};
// Check if player is near a campfires, lights or vehicles with lights on - 15m
_nearObjects = [nearestObjects [ACE_player, ["All"], 15], {(inflamed _this) || (isLightOn _this)}] call EFUNC(common,filter);
if (count (_nearObjects) > 0) then {
_light = _nearObjects select 0;
_lightLevel = _lightLevel max (1 - (((((ACE_player distance _light) - 5)/10) max 0) min 1));
TRACE_1("player near campfire","");
};
// TODO: Illumination flares (timed)
// Using chemlights
_fnc_chemLight = {
EXPLODE_2_PVT(_this,_no,_lc);
if (count (_no) == 0) exitWith {};
_light = _no select 0;
_ll = (1 - ((((ACE_player distance _light) - 2)/2) max 0)) * 0.4;
if (_ll > _lightLevel) then {
_lightLevel = _ll;
_lightTint = +_lc;
hint format ["%1 %2",ACE_player distance _light,_ll];
};
TRACE_1("player near chemlight","");
};
_nearObjects = [ACE_player nearObjects ["Chemlight_red", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [1,0,0,1]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_green", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [0,1,0,1]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_blue", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [0,0,1,1]] call _fnc_chemLight;
_nearObjects = [ACE_player nearObjects ["Chemlight_yellow", 4], {alive _this}] call EFUNC(common,filter);
[_nearObjects, [1,1,0,1]] call _fnc_chemLight;
// Gun with light
if (_gunlight) then {
_darkenMap = false;
_createLight = true;
TRACE_1("using gun light","");
};
} else {
// Player is in a vehicle
if ((vehicle ACE_player) isKindOf "Tank") exitWith {
_darkMap = false;
_darkenMap = false;
_createLight = false;
};
// check if vehicle is not of following type: parachute
TRACE_1("in vehicle","");
// check if player has NVG enabled
if (currentVisionMode ACE_player == 1) then {
// stick to nvg color
_alpha = 0.8;
_lightColor = [0,0.96,0,_alpha];
_lightFill = "#(rgb,1,1,1)color(0,0.96,0,0.8)";
TRACE_1("nvg on - green tint","");
} else {
// darken map if vehicle is kind of bicycle or motorbike or ATV or parachute or PBX boat
if (vehicle ACE_player isKindOf "Bicycle" || {vehicle ACE_player isKindOf "Motorcycle"}) then {
if (_gunlight) then {
_darkMap = false;
_createLight = true;
TRACE_1("bright map - gun lights","");
} else {
_lightColor = [0,0,0,(_alpha*1.1)];
_lightFill = format["#(rgb,1,1,1)color(0,0,0,%1)",_alpha];
TRACE_1("darken map - no lights","");
};
} else {
// do not darken map, but create a lightpoint at players eye pos to simulate dash light / flashlight usage to view map
// do nothing if in a tank or apc
_darkMap = false;
_createLight = true;
TRACE_1("using vehicle light","");
};
};
};
TRACE_4("",_darkMap,_lightColor,_lightFill,_createLight);
[_darkMap,_lightColor,_lightFill,_createLight]
// darken map if vehicle is kind of bicycle or motorbike or ATV or parachute or PBX boat
if (vehicle ACE_player isKindOf "Bicycle" || {vehicle ACE_player isKindOf "Motorcycle"}) then {
if (_gunlight) then {
_darkenMap = false;
_createLight = true;
TRACE_1("bright map - gun lights","");
} else {
_darkenColor = [0,0,0,(_alpha*1.1)];
TRACE_1("darken map - no lights","");
};
} else {
// do not darken map, but create a lightpoint at players eye pos to simulate dash light / flashlight usage to view map
// do nothing if in a tank or apc
_darkenMap = false;
_createLight = true;
TRACE_1("using vehicle light","");
};
};
_darkenColor = [_lightTint, _lightLevel] call _fnc_calcColor;
TRACE_4("",_darkenMap,_darkenColor,_createLight);
[_darkenMap,_darkenColor,_createLight]

View File

@ -2,15 +2,15 @@
// Calculate the light
_data = [[], FUNC(determineMapLight), missionNamespace, QGVAR(mapLight), 0.1] call EFUNC(common,cachedCall);
diag_log _data;
_darkMap = _data select 0;
_color = _data select 1;
_fill = _data select 2;
_externalLight = _data select 3;
if (_darkMap) then {
((findDisplay 12) displayCtrl 51) drawRectangle [(getArray(configFile >> 'CfgWorlds' >> worldName >> 'centerPosition')),80000,80000,0,_color,_fill];
EXPLODE_3_PVT(_data,_darkenMap,_darkenColor,_externalLight);
//systemChat format ["%1 %2 %3", _darkenMap, _darkenColor, _createLight];
if (_darkenMap) then {
_darkenFill = format["#(rgb,1,1,1)color(%1,%2,%3,%4)",_darkenColor select 0, _darkenColor select 1, _darkenColor select 2, _darkenColor select 3];
((findDisplay 12) displayCtrl 51) drawRectangle [(getArray(configFile >> 'CfgWorlds' >> worldName >> 'centerPosition')),80000,80000,0,_darkenColor,_darkenFill];
} else {
if (_externalLight) then {
/*if (_externalLight) then {
[] spawn {
_light = ACE_player getVariable ['ace_map_light',objNull];
if (isNull _light) then {
@ -23,7 +23,7 @@ if (_darkMap) then {
ACE_player setVariable ['ace_map_light',objNull];
};
};
};
};*/
};
_ctrl = ((findDisplay 12) displayCtrl 51);