Files
Aurora.3/code/modules/lighting/_lighting_defs.dm
Lohikar 90b6691c8f Sunlight (#2542)
Implements a configurable sun for a sunlight effect using the lighting engine.
Abuses Z-lights to illuminate Zs in a semi-realistic way.

Kinda slow at setting state, but state changes shouldn't lag & are rare.

Also adds the ability to create lights that ignore visibility when calculating range, causing them to shine through objects/walls.
2017-05-31 11:43:18 +03:00

40 lines
1.7 KiB
Plaintext

// This is the define used to calculate falloff.
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define LUM_FALLOFF_XY(Cx,Cy,Tx,Ty) (1 - CLAMP01(sqrt(((Cx) - (Tx)) ** 2 + ((Cy) - (Ty)) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
// Macro that applies light to a new corner.
// It is a macro in the interest of speed, yet not having to copy paste it.
// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
// As such this all gets counted as a single line.
// The braces and semicolons are there to be able to do this on a single line.
#define APPLY_CORNER_XY(C,now,Tx,Ty) \
. = LUM_FALLOFF_XY(C.x, C.y, Tx, Ty); \
\
. *= light_power; \
var/OLD = effect_str[C]; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \
(. * lum_g) - (OLD * applied_lum_g), \
(. * lum_b) - (OLD * applied_lum_b), \
(. * lum_u) - (OLD * applied_lum_u), \
now \
);
#define APPLY_CORNER(C,now) APPLY_CORNER_XY(C,now,source_turf.x,source_turf.y)
// I don't need to explain what this does, do I?
#define REMOVE_CORNER(C,now) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b, \
. * applied_lum_u, \
now \
);