Files
Aurora.3/code/__HELPERS/icon_smoothing.dm
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00

544 lines
16 KiB
Plaintext

//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
*/
/* smoothing_hints */
///Don't draw the 'F' state. Useful with SMOOTH_NO_CLEAR_ICON.
#define SMOOTHHINT_CUT_F 1
///Only try to match turfs (this is faster than matching all atoms)
#define SMOOTHHINT_ONLY_MATCH_TURF 2
///The smoother can assume that all atoms of this type will have the same canSmoothWith value.
#define SMOOTHHINT_TARGETS_NOT_UNIQUE 4
#define NULLTURF_BORDER 123456789
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
/atom
var/smoothing_flags = SMOOTH_FALSE
var/smoothing_hints = SMOOTHHINT_TARGETS_NOT_UNIQUE
var/tmp/top_left_corner
var/tmp/top_right_corner
var/tmp/bottom_left_corner
var/tmp/bottom_right_corner
/// TYPE PATHS I CAN SMOOTH WITH - If this is null and atom is smooth, it smooths only with itself
var/list/canSmoothWith = null
var/list/can_blend_with = null
/// Icon state of the blending overlay.
var/blend_overlay
/// Icon state of the overlay this object uses to attach to other objects.
var/attach_overlay
/atom/movable
var/can_be_unanchored = 0
var/obj/buckled_to
var/can_be_buckled = FALSE
/turf
var/list/fixed_underlay
/// Determines if we should attempt to generate turf underlays for this type.
var/smooth_underlays
/// Override if you don't want decals to cut from the icon state directly but something else. Used for coloring decals, mostly
var/tile_decal_state
/// Decal effect for "sinking in" the edges.
var/tile_outline
/// How dark you want the sinking in to be. Set this if you want above to do stuff.
var/tile_outline_alpha
var/tile_outline_blend_process = ICON_OVERLAY
/turf/simulated/wall/shuttle
smooth_underlays = TRUE
/atom/proc/calculate_adjacencies()
if (!loc)
return 0
var/adjacencies = 0
if (smoothing_hints & SMOOTHHINT_ONLY_MATCH_TURF)
var/turf/T
var/list/tcache
if (smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
tcache = SSicon_smooth.typecachecache[type]
if (!tcache)
tcache = typecacheof(canSmoothWith || type, FALSE, !(smoothing_flags & SMOOTH_MORE))
SSicon_smooth.typecachecache[type] = tcache
else
tcache = typecacheof(canSmoothWith || type, FALSE, !(smoothing_flags & SMOOTH_MORE))
if (smoothing_flags & SMOOTH_BORDER)
CALCULATE_NEIGHBORS(src, adjacencies, T, !T || tcache[T.type])
else
CALCULATE_NEIGHBORS(src, adjacencies, T, T && tcache[T.type])
else
var/atom/movable/AM
for(var/direction in GLOB.cardinals)
AM = find_type_in_direction(src, direction)
if(AM == NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
adjacencies |= 1 << direction
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= 1 << direction
if(adjacencies & N_NORTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, NORTHWEST)
if(AM == NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
adjacencies |= N_NORTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, NORTHEAST)
if(AM == NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
adjacencies |= N_NORTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHEAST
if(adjacencies & N_SOUTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, SOUTHWEST)
if(AM == NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
adjacencies |= N_SOUTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, SOUTHEAST)
if(AM == NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
adjacencies |= N_SOUTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHEAST
return adjacencies
/atom/movable/calculate_adjacencies()
if (can_be_unanchored && !anchored)
return 0
return ..()
///Do not use, use QUEUE_SMOOTH(atom)
/atom/proc/smooth_icon()
SHOULD_NOT_SLEEP(TRUE)
if(QDELETED(src))
return
if(!smoothing_flags)
return
if (!z)
return
smoothing_flags &= ~SMOOTH_QUEUED
atom_flags |= ATOM_FLAG_HTML_USE_INITIAL_ICON
if((smoothing_flags & (SMOOTH_TRUE|SMOOTH_MORE)))
var/adjacencies = calculate_adjacencies()
if(smoothing_flags & SMOOTH_DIAGONAL)
diagonal_smooth(adjacencies)
else
cardinal_smooth(adjacencies)
/atom/proc/diagonal_smooth(adjacencies)
SHOULD_NOT_SLEEP(TRUE)
switch(adjacencies)
if(N_NORTH|N_WEST)
replace_smooth_overlays("d-se","d-se-0")
if(N_NORTH|N_EAST)
replace_smooth_overlays("d-sw","d-sw-0")
if(N_SOUTH|N_WEST)
replace_smooth_overlays("d-ne","d-ne-0")
if(N_SOUTH|N_EAST)
replace_smooth_overlays("d-nw","d-nw-0")
if(N_NORTH|N_WEST|N_NORTHWEST)
replace_smooth_overlays("d-se","d-se-1")
if(N_NORTH|N_EAST|N_NORTHEAST)
replace_smooth_overlays("d-sw","d-sw-1")
if(N_SOUTH|N_WEST|N_SOUTHWEST)
replace_smooth_overlays("d-ne","d-ne-1")
if(N_SOUTH|N_EAST|N_SOUTHEAST)
replace_smooth_overlays("d-nw","d-nw-1")
else
cardinal_smooth(adjacencies)
return
icon_state = ""
return adjacencies
/turf/diagonal_smooth(adjacencies)
adjacencies = REVERSE_DIR(..())
if (smooth_underlays && adjacencies)
// This should be a mutable_appearance, but we're still on 510.
// Alas.
var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
if(fixed_underlay)
if(fixed_underlay["space"])
var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
underlay_appearance.icon = 'icons/turf/space.dmi'
underlay_appearance.icon_state = istate
underlay_appearance.plane = SPACE_PLANE
var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
dust.plane = DUST_PLANE
dust.alpha = 80
dust.blend_mode = BLEND_ADD
U += dust
else
underlay_appearance.icon = fixed_underlay["icon"]
underlay_appearance.icon_state = fixed_underlay["icon_state"]
else
var/turned_adjacency = turn(adjacencies, 180)
var/turf/T = get_step(src, turned_adjacency)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 135))
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 225))
//if all else fails, ask our own turf
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays = U
/turf/proc/get_underlays(var/list/adjacencies)
SHOULD_NOT_SLEEP(TRUE)
// First of all, check if there are turfs like us we can ask for underlays.
adjacencies = calculate_adjacencies()
var/success = FALSE
if (smooth_underlays)
var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
for(var/direction in GLOB.alldirs)
if(adjacencies & direction)
var/turf/T = get_step(src, direction)
if(T)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, direction))
continue
else
success = TRUE
break
// If all else fails, ask our own turf
if(!success)
underlay_appearance.icon = base_icon
underlay_appearance.icon_state = base_icon_state
underlays = U
#define ndir_to_initial(RET, ndir)\
switch(ndir){\
if(N_NORTH){\
RET = "n";\
}\
if(N_SOUTH){\
RET = "s";\
}\
if(N_EAST){\
RET = "e";\
}\
if(N_WEST){\
RET = "w";\
}\
}
/**
* Blend atoms
*/
/atom/proc/handle_blending(adjacencies, var/list/dir_mods)
SHOULD_NOT_SLEEP(TRUE)
LAZYINITLIST(dir_mods)
// Bitfield of the directions of walls we've found.
var/walls_found = 0
for(var/adjacency in list(N_NORTH, N_EAST, N_SOUTH, N_WEST))
if(adjacencies & adjacency)
var/turf/T = get_step(src, REVERSE_DIR(adjacency))
if(is_type_in_list(T, can_blend_with))
if(attach_overlay)
AddOverlays("[REVERSE_DIR(adjacency)]_[attach_overlay]")
walls_found |= adjacency
dir_mods["[adjacency]"] = "-[blend_overlay]"
for(var/adjacency in list(N_NORTH, N_SOUTH))
for(var/diagonal in list(N_WEST, N_EAST))
//This shit is done to avoid checking twice, since the value is the same
var/prefix
ndir_to_initial(prefix, adjacency)
var/suffix = prefix
var/has_adjacency = walls_found & adjacency
var/has_diagonal = walls_found & diagonal
if(((adjacencies & adjacency) && (adjacencies && diagonal)) && (has_adjacency || has_diagonal))
dir_mods["[adjacency][diagonal]"] = "-[prefix][has_adjacency ? "wall" : "win"]-[suffix][has_diagonal ? "wall" : "win"]"
if(attach_overlay)
AddOverlays("[prefix][suffix]_[attach_overlay]")
return dir_mods
#undef ndir_to_initial
/atom/proc/cardinal_smooth(adjacencies)
SHOULD_NOT_SLEEP(TRUE)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & N_SOUTH)
sw = "3-s"
else if(adjacencies & N_WEST)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & N_SOUTH)
se = "4-s"
else if(adjacencies & N_EAST)
se = "4-e"
var/list/New
var/list/Old
var/cut_f = smoothing_hints & SMOOTHHINT_CUT_F
if(top_left_corner != nw)
if (top_left_corner)
LAZYADD(Old, top_left_corner)
top_left_corner = nw
if (!cut_f || nw != "1-f")
LAZYADD(New, nw)
if(top_right_corner != ne)
if (top_right_corner)
LAZYADD(Old, top_right_corner)
top_right_corner = ne
if (!cut_f || ne != "2-f")
LAZYADD(New, ne)
if(bottom_right_corner != sw)
if (bottom_right_corner)
LAZYADD(Old, bottom_right_corner)
bottom_right_corner = sw
if (!cut_f || sw != "3-f")
LAZYADD(New, sw)
if(bottom_left_corner != se)
if (bottom_left_corner)
LAZYADD(Old, bottom_left_corner)
bottom_left_corner = se
if (!cut_f || se != "4-f")
LAZYADD(New, se)
if(Old)
CutOverlays(Old)
if(New)
AddOverlays(New)
if (icon_state && !(smoothing_flags & SMOOTH_NO_CLEAR_ICON))
icon_state = null
// A more stripped down version of the above, meant for using images to apply multiple smooth overlays
// at once.
/proc/cardinal_smooth_fromicon(icon/I, adjacencies)
SHOULD_NOT_SLEEP(TRUE)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & N_SOUTH)
sw = "3-s"
else if(adjacencies & N_WEST)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & N_SOUTH)
se = "4-s"
else if(adjacencies & N_EAST)
se = "4-e"
var/image/nw_i = image(I, nw)
var/image/ne_i = image(I, ne)
var/image/sw_i = image(I, sw)
var/image/se_i = image(I, se)
return list(nw_i, ne_i, sw_i, se_i)
/proc/find_type_in_direction(atom/source, direction)
var/turf/target_turf = get_step(source, direction)
if(!target_turf)
return NULLTURF_BORDER
if (source.smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
var/list/tcache = SSicon_smooth.typecachecache[source.type]
if (!tcache)
tcache = typecacheof(source.canSmoothWith || source.type, FALSE, !(source.smoothing_flags & SMOOTH_MORE))
SSicon_smooth.typecachecache[source.type] = tcache
if (is_type_in_typecache(target_turf, tcache))
return target_turf
return typecache_first_match(target_turf.contents, tcache)
else
if(source.canSmoothWith)
var/atom/A
if(source.smoothing_flags & SMOOTH_MORE)
for(var/a_type in source.canSmoothWith)
if( istype(target_turf, a_type) )
return target_turf
if (ispath(a_type, /turf))
continue
A = locate(a_type) in target_turf
if(A)
return A
return null
for(var/a_type in source.canSmoothWith)
if(a_type == target_turf.type)
return target_turf
if (ispath(a_type, /turf))
continue
A = locate(a_type) in target_turf
if(A && A.type == a_type)
return A
return null
else
if(isturf(source))
return source.type == target_turf.type ? target_turf : null
var/atom/A = locate(source.type) in target_turf
return A && A.type == source.type ? A : null
//Icon smoothing helpers
/proc/smooth_zlevel(var/zlevel)
SHOULD_NOT_SLEEP(TRUE)
for(var/turf/T as anything in Z_TURFS(zlevel))
QUEUE_SMOOTH(T)
for(var/atom/movable/movable_to_smooth as anything in T)
QUEUE_SMOOTH(movable_to_smooth)
/atom/proc/clear_smooth_overlays()
SHOULD_NOT_SLEEP(TRUE)
CutOverlays(list(top_left_corner, top_right_corner, bottom_left_corner, bottom_right_corner))
top_left_corner = null
top_right_corner = null
bottom_right_corner = null
bottom_left_corner = null
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
SHOULD_NOT_SLEEP(TRUE)
clear_smooth_overlays()
var/list/O = list()
top_left_corner = nw
O += nw
top_right_corner = ne
O += ne
bottom_left_corner = sw
O += sw
bottom_right_corner = se
O += se
AddOverlays(O)