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Aurora.3/code/__defines/lighting.dm
Lohikar 7ef4090f00 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.
2018-04-27 23:10:59 +03:00

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#define LIGHTING_INTERVAL 1 // Frequency, in 1/10ths of a second, of the lighting process.
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_Z_FACTOR 10 // Z diff is multiplied by this and LIGHTING_HEIGHT to get the final height of a light source. Affects how much darker A Z light gets with each level transitioned.
#define LIGHTING_ROUND_VALUE 1 / 200 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
#define LIGHTING_BASE_ICON_STATE "matrix" // icon_state used for normal color-matrix based lighting overlays.
#define LIGHTING_STATION_ICON_STATE "tubedefault" // icon_state used for lighting overlays that are just displaying standard station lighting.
#define LIGHTING_DARKNESS_ICON_STATE "black" // icon_state used for lighting overlays with no luminosity.
#define LIGHTING_TRANSPARENT_ICON_STATE "blank"
#define LIGHTING_SOFT_THRESHOLD 0.001 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays.
#define LIGHTING_BLOCKED_FACTOR 0.5 // How much the range of a directional light will be reduced while facing a wall.
// If defined, instant updates will be used whenever server load permits. Otherwise queued updates are always used.
#define USE_INTELLIGENT_LIGHTING_UPDATES
// If defined, lighting corners will 'bleed' luminosity to corners above them to simulate cross-Z lighting upwards. Downwards Z-lighting will continue to work with this disabled.
#define USE_CORNER_ZBLEED
#define TURF_IS_DYNAMICALLY_LIT(T) (isturf(T) && T:dynamic_lighting && T:loc:dynamic_lighting)
// mostly identical to above, but doesn't make sure T is valid first. Should only be used by lighting code.
#define TURF_IS_DYNAMICALLY_LIT_UNSAFE(T) (T:dynamic_lighting && T:loc:dynamic_lighting)
// If I were you I'd leave this alone.
#define LIGHTING_BASE_MATRIX \
list \
( \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
0, 0, 0, 1 \
) \
// Helpers so we can (more easily) control the colour matrices.
#define CL_MATRIX_RR 1
#define CL_MATRIX_RG 2
#define CL_MATRIX_RB 3
#define CL_MATRIX_RA 4
#define CL_MATRIX_GR 5
#define CL_MATRIX_GG 6
#define CL_MATRIX_GB 7
#define CL_MATRIX_GA 8
#define CL_MATRIX_BR 9
#define CL_MATRIX_BG 10
#define CL_MATRIX_BB 11
#define CL_MATRIX_BA 12
#define CL_MATRIX_AR 13
#define CL_MATRIX_AG 14
#define CL_MATRIX_AB 15
#define CL_MATRIX_AA 16
#define CL_MATRIX_CR 17
#define CL_MATRIX_CG 18
#define CL_MATRIX_CB 19
#define CL_MATRIX_CA 20
// Higher numbers override lower.
#define LIGHTING_NO_UPDATE 0
#define LIGHTING_VIS_UPDATE 1
#define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3
// This color of overlay is very common - most of the station is this color when lit fully.
// Tube lights are a bluish-white, so we can't just assume 1-1-1 is full-illumination.
#define LIGHTING_DEFAULT_TUBE_R 0.96
#define LIGHTING_DEFAULT_TUBE_G 1
#define LIGHTING_DEFAULT_TUBE_B 1
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_PURPLE "#A97FAA" //Soft purple. rgb(169, 127, 170)
#define LIGHT_COLOR_VIOLET "#B43CB8" //Deep purple. rgb(180, 60, 184)
#define LIGHT_COLOR_SCARLET "#E85656" //Light red. rgb(232, 86, 86)
//These ones aren't a direct colour like the ones above, because nothing would fit
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_COLOR_EMERGENCY "#FF3232" //Red color used by emergency lighting. rgb(255, 50, 50)
//Defines for lighting status, see power/lighting.dm
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
// Some angle presets for directional lighting.
#define LIGHT_OMNI null
#define LIGHT_SEMI 180
#define LIGHT_WIDE 90
#define LIGHT_NARROW 45
// Night lighting controller times
// The time (in hours based on worldtime2hours()) that various actions trigger
#define MORNING_LIGHT_RESET 7 // 7am or 07:00 - lighting restores to normal in morning
#define NIGHT_LIGHT_ACTIVE 18 // 6pm or 18:00 - night lighting mode activates
// Some brightness/range defines for objects.
#define L_WALLMOUNT_POWER 0.4
#define L_WALLMOUNT_RANGE 2
#define L_WALLMOUNT_HI_POWER 1 // For red/delta alert on fire alarms.
#define L_WALLMOUNT_HI_RANGE 4
// This controls by how much console sprites are dimmed before being overlayed.
#define HOLOSCREEN_ADDITION_FACTOR 1
#define HOLOSCREEN_MULTIPLICATION_FACTOR 0.5
#define HOLOSCREEN_ADDITION_OPACITY 0.8
#define HOLOSCREEN_MULTIPLICATION_OPACITY 1
// Just so we can avoid unneeded proc calls when profiling is disabled.
#define L_PROF(O,T) if (lighting_profiling) {lprof_write(O,T);}
// -- Ambient Occlusion --
// Not handled by the lighting engine, but related. Controls the alpha of the ambient occlusion effect on opaque atoms and openturfs.
#define WALL_AO_ALPHA 80
#define AO_UPDATE_NONE 0
#define AO_UPDATE_OVERLAY 1
#define AO_UPDATE_REBUILD 2
// If ao_neighbors equals this, no AO shadows are present.
#define AO_ALL_NEIGHBORS 1910
// If defined, integrate with the lighting engine and use its opacity value. Otherwise a simple turf opacity check is used. This may cause visual artifacts with opaque non-square movables.
//#define AO_USE_LIGHTING_OPACITY