ACE3/addons/map/functions/fnc_simulateMapLight.sqf
2015-08-24 15:43:21 -07:00

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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
*/
#include "script_component.hpp"
params ["_mapCtrl", "_mapScale", "_mapCentre", "_lightLevel"];
_hmd = hmd ACE_player;
_flashlight = GVAR(flashlightInUse);
//map width (on screen) in pixels
_screenSize = 640 * safeZoneW;
//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
_realViewPortY = _resY * _uiScale;
_realViewPortX = _realViewPortY * 4/3;
//textures
_fillTex = "#(rgb,8,8,3)color(0,0,0,1)";
//colour/alpha
_lightLevel params ["_r", "_g", "_b", "_a"];
_colourAlpha = (_r + _g + _b) min _a;
_shadeAlpha = _a;
_colourList = [_r, _g, _b];
_colourList sort false;
_maxColour = _colourList select 0;
//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];
if (_flashlight == "") then {
//ambient shade fill
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
} else {
//mouse pos
_mousePos = GVAR(mousePos);
//flashlight settings
_colour = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
if !(_colour in ["white", "red", "green", "blue", "yellow"]) then {_colour = "white"};
_size = getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Size");
_flashTex = format[QUOTE(PATHTOF_SYS(ace,flashlights,UI\Flashlight_Beam_%1_ca.paa)), _colour];
_beamSize = _screenSize / _size;
//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))};
//assign corrective ratio to fix sub-pixel gaps/overlaps (symptom of viewport * X/Y resolution rounding)
_viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
_realViewPortX / (_realViewPortY / _viewPortY * _viewPortX)
} else {
if (_realViewPortX != _viewPortX) then {
_realViewPortX / _viewPortX
} else {
1
};
};
//offset the elements
_offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
_offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
//up is bigger because of a potential exploit
_offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
//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
};