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Aurora.3/code/modules/lighting/lighting_source_sunlight.dm
Lohikar dedb657aeb move sunlight to compile-time option (#3636)
Turns out sunlight is a little memory hungry/slow. This disables sunlight via. compile-time define instead of removing it so it can be re-enabled if suitable later.
2017-10-14 19:25:11 +03:00

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#ifdef ENABLE_SUNLIGHT
/datum/light_source/sunlight
skip_falloff = TRUE
/datum/light_source/sunlight/update_corners()
var/update = FALSE
if (QDELETED(source_atom))
qdel(src)
return
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
update = TRUE
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
update = TRUE
if (!top_atom)
top_atom = source_atom
update = TRUE
if (top_atom.loc != source_turf)
source_turf = top_atom.loc
update = TRUE
if (!light_range || !light_power)
qdel(src)
return
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
update = TRUE
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
update = TRUE
if (!source_turf)
return // Somehow we've got a light in nullspace, no-op.
if (light_range && light_power && !applied)
update = TRUE
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
update = TRUE
else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
update = TRUE
if (update)
needs_update = LIGHTING_CHECK_UPDATE
else if (needs_update == LIGHTING_CHECK_UPDATE)
return // No change.
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
var/thing
var/datum/lighting_corner/C
var/turf/T
var/Tthing
var/list/Tcorners
// We don't need no damn vis checks!
for (Tthing in RANGE_TURFS(Ceiling(light_range), source_turf))
T = Tthing
if (the_station_areas[T.loc])
continue
check_t:
if (T.dynamic_lighting || T.light_sources)
Tcorners = T.corners
if (!T.lighting_corners_initialised)
T.lighting_corners_initialised = TRUE
if (!Tcorners)
T.corners = list(null, null, null, null)
Tcorners = T.corners
for (var/i = 1 to 4)
if (Tcorners[i])
continue
Tcorners[i] = new /datum/lighting_corner(T, LIGHTING_CORNER_DIAGONAL[i])
if (!T.has_opaque_atom)
corners[Tcorners[1]] = 0
corners[Tcorners[2]] = 0
corners[Tcorners[3]] = 0
corners[Tcorners[4]] = 0
turfs += T
CHECK_TICK
// Sunlight only checks downwards as it has no need to shine upwards, really.
if (isopenturf(T) && T:below)
T = T:below
goto check_t
LAZYINITLIST(affecting_turfs)
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (thing in L)
T = thing
LAZYADD(T.affecting_lights, src)
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (thing in L)
T = thing
LAZYREMOVE(T.affecting_lights, src)
LAZYINITLIST(effect_str)
if (needs_update == LIGHTING_VIS_UPDATE)
for (thing in corners - effect_str)
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER_SIMPLE(C)
else
L = corners - effect_str
for (thing in L)
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER_SIMPLE(C)
for (thing in corners - L)
C = thing
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER_SIMPLE(C)
L = effect_str - corners
for (thing in L)
C = thing
REMOVE_CORNER(C, FALSE)
LAZYREMOVE(C.affecting, src)
effect_str -= L
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
applied_lum_u = lum_u
UNSETEMPTY(effect_str)
UNSETEMPTY(affecting_turfs)
/datum/light_source/sunlight/regenerate_angle()
return
#define QUEUE_UPDATE(level) \
if (needs_update == LIGHTING_NO_UPDATE) \
SSlighting.light_queue += src; \
if (needs_update < level) \
needs_update = level;
/datum/light_source/sunlight/update(atom/new_top_atom)
// This top atom is different.
if (new_top_atom && new_top_atom != top_atom)
if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
LAZYREMOVE(top_atom.light_sources, src)
top_atom = new_top_atom
if (top_atom != source_atom)
LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
//L_PROF(source_atom, "source_update")
QUEUE_UPDATE(LIGHTING_CHECK_UPDATE)
/datum/light_source/sunlight/force_update()
QUEUE_UPDATE(LIGHTING_FORCE_UPDATE)
/datum/light_source/sunlight/vis_update()
QUEUE_UPDATE(LIGHTING_VIS_UPDATE)
#undef QUEUE_UPDATE
#endif