Files
Aurora.3/code/modules/rendering/plane_master_controller.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

77 lines
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///Atom that manages and controls multiple planes. It's an atom so we can hook into add_filter etc. Multiple controllers can control one plane.
/atom/movable/plane_master_controller
///List of planes in this controllers control. Initially this is a normal list, but becomes an assoc list of plane numbers as strings | plane instance
var/list/controlled_planes = list()
///hud that owns this controller
var/datum/hud/owner_hud
INITIALIZE_IMMEDIATE(/atom/movable/plane_master_controller)
///Ensures that all the planes are correctly in the controlled_planes list.
/atom/movable/plane_master_controller/Initialize(mapload, datum/hud/hud)
. = ..()
if(!istype(hud))
return
owner_hud = hud
var/assoc_controlled_planes = list()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/instance = owner_hud.plane_masters["[i]"]
if(!instance) //If we looked for a hud that isn't instanced, just keep going
stack_trace("[i] isn't a valid plane master layer for [owner_hud.type], are you sure it exists in the first place?")
continue
assoc_controlled_planes["[i]"] = instance
controlled_planes = assoc_controlled_planes
///Full override so we can just use filterrific
/atom/movable/plane_master_controller/add_filter(name, priority, list/params)
. = ..()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
pm_iterator.add_filter(name, priority, params)
///Full override so we can just use filterrific
/atom/movable/plane_master_controller/remove_filter(name_or_names)
. = ..()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
pm_iterator.remove_filter(name_or_names)
/atom/movable/plane_master_controller/update_filters()
. = ..()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
pm_iterator.update_filters()
///Gets all filters for this controllers plane masters
/atom/movable/plane_master_controller/proc/get_filters(name)
. = list()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
. += pm_iterator.get_filter(name)
///Transitions all filters owned by this plane master controller
/atom/movable/plane_master_controller/transition_filter(name, list/new_params, time, easing, loop)
. = ..()
for(var/i in controlled_planes)
var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
pm_iterator.transition_filter(name, new_params, time, easing, loop)
/atom/movable/plane_master_controller/game
name = PLANE_MASTERS_GAME
controlled_planes = list(
SPACE_PLANE,
SKYBOX_PLANE,
GAME_PLANE,
LIGHTING_PLANE
)
/// Exists for convienience when referencing all non-master render plates.
/// This is the whole game and the UI, but not the escape menu.
/atom/movable/plane_master_controller/non_master
name = PLANE_MASTERS_NON_MASTER
controlled_planes = list(
RENDER_PLANE_GAME,
RENDER_PLANE_NON_GAME,
)