From 86c16953eaa1e8af485d46b6669108ea79863d69 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Nicol=C3=A1s=20Badano?= Date: Fri, 13 Mar 2015 01:35:45 -0300 Subject: [PATCH] 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. --- .../mapfx/functions/fnc_determineMapLight.sqf | 230 ++++++++++-------- addons/mapfx/functions/fnc_updateMapFx.sqf | 18 +- 2 files changed, 139 insertions(+), 109 deletions(-) diff --git a/addons/mapfx/functions/fnc_determineMapLight.sqf b/addons/mapfx/functions/fnc_determineMapLight.sqf index 50e09db6a3..8c2e78f370 100644 --- a/addons/mapfx/functions/fnc_determineMapLight.sqf +++ b/addons/mapfx/functions/fnc_determineMapLight.sqf @@ -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] diff --git a/addons/mapfx/functions/fnc_updateMapFx.sqf b/addons/mapfx/functions/fnc_updateMapFx.sqf index e2f1c07f00..93c42b4749 100644 --- a/addons/mapfx/functions/fnc_updateMapFx.sqf +++ b/addons/mapfx/functions/fnc_updateMapFx.sqf @@ -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);