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https://github.com/Aurorastation/Aurora.3.git
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Z-Lights Mk 2 (#4383)
changes: Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed. Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting. Openspaces have been made significantly less dark. Corners no longer incorrectly always take the instant update pathway. MultiZ helpers are now macros. More things now properly respect area dynamic lighting settings.
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@@ -11,16 +11,20 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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/datum/lighting_corner
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var/turf/t1 // These are in no particular order.
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var/t1i // Our index in this turf's corners list.
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var/turf/t2
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var/t2i
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var/turf/t3
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var/t3i
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var/turf/t4
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var/t4i
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/active = FALSE // TRUE if one of our masters has dynamic lighting.
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var/x = 0
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var/y = 0
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var/z = 0
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var/x = 0
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var/y = 0
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var/z = 0
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var/lum_r = 0
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var/lum_g = 0
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@@ -34,11 +38,12 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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SSlighting.lighting_corners += src
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t1 = new_turf
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z = new_turf.z
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t1i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
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@@ -60,6 +65,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t2 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
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t2i = i
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T.corners[i] = src
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// Now the horizontal one.
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@@ -70,6 +76,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t3 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
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t3i = i
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T.corners[i] = src
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// And finally the vertical one.
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@@ -80,6 +87,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t4 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
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t4i = i
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T.corners[i] = src
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update_active()
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@@ -95,18 +103,21 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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#undef OVERLAY_PRESENT
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b, var/delta_u, var/now = FALSE)
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/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, delta_u, now = FALSE)
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if (!(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it.
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return
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lum_r += delta_r
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lum_g += delta_g
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lum_b += delta_b
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lum_u += delta_u
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if (needs_update || !(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it.
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// This needs to be down here instead of the above if so the lum values are properly updated.
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if (needs_update)
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return
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if (!now)
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needs_update = TRUE
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update_overlays(FALSE)
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SSlighting.corner_queue += src
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else
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update_overlays(TRUE)
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@@ -122,9 +133,60 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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} \
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}
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/datum/lighting_corner/proc/update_overlays(var/now = FALSE)
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#define AVERAGE_BELOW_CORNER(Tt, Ti) \
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if (TURF_IS_MIMICING(Tt)) { \
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T = GET_BELOW(Tt); \
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if (T && T.corners && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
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C = T.corners[Ti]; \
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if (C) { \
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divisor += 1; \
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lr += C.lum_r; \
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lg += C.lum_g; \
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lb += C.lum_b; \
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} \
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} \
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}
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#define UPDATE_ABOVE_CORNER(Tt, Ti) \
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if (Tt) { \
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T = GET_ABOVE(Tt); \
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if (TURF_IS_MIMICING(T) && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
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if (!T.corners) { \
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T.generate_missing_corners(); \
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} \
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C = T.corners[Ti]; \
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if (C && !C.needs_update) { \
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C.update_overlays(FALSE); \
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} \
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} \
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}
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/datum/lighting_corner/proc/update_overlays(now = FALSE)
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var/lr = lum_r
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var/lg = lum_g
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var/lb = lum_b
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#ifdef USE_CORNER_ZBLEED
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var/divisor = 1
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var/datum/lighting_corner/C
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var/turf/T
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AVERAGE_BELOW_CORNER(t1, t1i)
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AVERAGE_BELOW_CORNER(t2, t2i)
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AVERAGE_BELOW_CORNER(t3, t3i)
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AVERAGE_BELOW_CORNER(t4, t4i)
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if (divisor > 1)
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lr /= divisor
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lg /= divisor
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lb /= divisor
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#endif
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// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
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var/mx = max(lr, lg, lb) // Scale it so 1 is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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. = 1 / mx
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@@ -132,9 +194,13 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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if (.)
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cache_r = round(lr * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lg * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lb * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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else
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cache_r = cache_g = cache_b = LIGHTING_SOFT_THRESHOLD
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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UPDATE_MASTER(t1)
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@@ -142,7 +208,18 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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UPDATE_MASTER(t3)
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UPDATE_MASTER(t4)
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#ifdef USE_CORNER_ZBLEED
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UPDATE_ABOVE_CORNER(t1, t1i)
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UPDATE_ABOVE_CORNER(t2, t2i)
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UPDATE_ABOVE_CORNER(t3, t3i)
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UPDATE_ABOVE_CORNER(t4, t4i)
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#endif
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#undef UPDATE_MASTER
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#undef AVERAGE_BELOW_CORNER
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#undef UPDATE_ABOVE_CORNER
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/datum/lighting_corner/Destroy(force = FALSE)
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crash_with("Some fuck [force ? "force-" : ""]deleted a lighting corner.")
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