Files
Aurora.3/code/modules/lighting/lighting_source.dm
Lohikar 58b953a3fc Cross-Z Lighting (#2281)
This PR edits the lighting engine's turf selection algorithm to also include turfs below openturf tiles, allowing for cross-Z lighting.

changes:

Lights now will now shine down Z-levels when they light up an open turf.
Commented-out openturf starlight pending making it not pummel SSlighting.
Openspace overlays are now only queued if they are not already in the queue.
Lighting overlays will now also update their associated openturf overlay on update if they have one.
Removed an old unused message from the asteroid generation subsystem.
2017-05-20 14:24:04 +03:00

457 lines
13 KiB
Plaintext

// This is where the fun begins.
// These are the main datums that emit light.
/datum/light_source
var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
var/atom/source_atom // The atom that we belong to.
var/turf/source_turf // The turf under the above.
var/light_power // Intensity of the emitter light.
var/light_range // The range of the emitted light.
var/light_color // The colour of the light, string, decomposed by parse_light_color()
var/light_uv // The intensity of UV light, between 0 and 255.
var/light_angle // The light's emission angle, in degrees.
// Variables for keeping track of the colour.
var/lum_r
var/lum_g
var/lum_b
var/lum_u
// The lumcount values used to apply the light.
var/tmp/applied_lum_r
var/tmp/applied_lum_g
var/tmp/applied_lum_b
var/tmp/applied_lum_u
// Variables used to keep track of the atom's angle.
var/tmp/limit_a_x // The first test point's X coord for the cone.
var/tmp/limit_a_y // The first test point's Y coord for the cone.
var/tmp/limit_a_t // The first test point's angle.
var/tmp/limit_b_x // The second test point's X coord for the cone.
var/tmp/limit_b_y // The second test point's Y coord for the cone.
var/tmp/limit_b_t // The second test point's angle.
var/tmp/cached_origin_x // The last known X coord of the origin.
var/tmp/cached_origin_y // The last known Y coord of the origin.
var/tmp/old_direction // The last known direction of the origin.
var/tmp/targ_sign // The sign to test the point against.
var/tmp/test_x_offset // How much the X coord should be offset due to direction.
var/tmp/test_y_offset // How much the Y coord should be offset due to direction.
var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
var/list/turf/affecting_turfs
var/applied = FALSE // Whether we have applied our light yet or not.
var/needs_update = LIGHTING_NO_UPDATE
/datum/light_source/New(var/atom/owner, var/atom/top)
source_atom = owner // Set our new owner.
LAZYADD(source_atom.light_sources, src)
top_atom = top
if (top_atom != source_atom)
LAZYADD(top_atom.light_sources, src)
source_turf = top_atom
light_power = source_atom.light_power
light_range = source_atom.light_range
light_color = source_atom.light_color
light_uv = source_atom.uv_intensity
light_angle = source_atom.light_wedge
parse_light_color()
update()
L_PROF(source_atom, "source_new")
return ..()
// Kill ourselves.
/datum/light_source/Destroy(force)
L_PROF(source_atom, "source_destroy")
remove_lum()
if (source_atom)
LAZYREMOVE(source_atom.light_sources, src)
if (top_atom)
LAZYREMOVE(top_atom.light_sources, src)
. = ..()
if (!force)
return QDEL_HINT_IWILLGC
// Picks either scheduled or instant updates based on current server load.
#define INTELLIGENT_UPDATE(level) \
var/_should_update = needs_update == LIGHTING_NO_UPDATE; \
if (needs_update < level) { \
needs_update = level; \
} \
if (_should_update) { \
if (world.tick_usage > SSlighting.instant_tick_limit || SSlighting.force_queued) { \
SSlighting.light_queue += src; \
} \
else { \
update_corners(TRUE); \
needs_update = LIGHTING_NO_UPDATE; \
} \
}
// This proc will cause the light source to update the top atom, and add itself to the update queue.
/datum/light_source/proc/update(var/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)
if(!top_atom.light_sources)
top_atom.light_sources = list()
top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
L_PROF(source_atom, "source_update")
INTELLIGENT_UPDATE(LIGHTING_CHECK_UPDATE)
// Will force an update without checking if it's actually needed.
/datum/light_source/proc/force_update()
L_PROF(source_atom, "source_forceupdate")
INTELLIGENT_UPDATE(LIGHTING_FORCE_UPDATE)
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
/datum/light_source/proc/vis_update()
L_PROF(source_atom, "source_visupdate")
INTELLIGENT_UPDATE(LIGHTING_VIS_UPDATE)
// Decompile the hexadecimal colour into lumcounts of each perspective.
/datum/light_source/proc/parse_light_color()
if (light_color)
lum_r = GetRedPart (light_color) / 255
lum_g = GetGreenPart (light_color) / 255
lum_b = GetBluePart (light_color) / 255
else
lum_r = 1
lum_g = 1
lum_b = 1
if (light_uv)
lum_u = light_uv / 255
else
lum_u = 0
// 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 \
);
#define POLAR_TO_CART_X(R,T) ((R) * cos(T))
#define POLAR_TO_CART_Y(R,T) ((R) * sin(T))
#define PSEUDO_WEDGE(A_X,A_Y,B_X,B_Y) ((A_X)*(B_Y) - (A_Y)*(B_X))
#define MINMAX(NUM) ((NUM) < 0 ? -round(-(NUM)) : round(NUM))
#define ARBITRARY_NUMBER 10
/datum/light_source/proc/update_angle()
var/turf/T = get_turf(top_atom)
// Don't do anything if nothing is different, trig ain't free.
if (T.x == cached_origin_x && T.y == cached_origin_y && old_direction == top_atom.dir)
return
var/do_offset = TRUE
var/turf/front = get_step(T, top_atom.dir)
if (front && front.has_opaque_atom)
do_offset = FALSE
cached_origin_x = T.x
test_x_offset = cached_origin_x
cached_origin_y = T.y
test_y_offset = cached_origin_y
if (istype(top_atom, /mob) && top_atom:facing_dir)
old_direction = top_atom:facing_dir
else
old_direction = top_atom.dir
var/angle = light_angle / 2
switch (old_direction)
if (NORTH)
limit_a_t = angle + 90
limit_b_t = -(angle) + 90
if (do_offset)
test_y_offset += 1
if (SOUTH)
limit_a_t = (angle) - 90
limit_b_t = -(angle) - 90
if (do_offset)
test_y_offset -= 1
if (EAST)
limit_a_t = angle
limit_b_t = -(angle)
if (do_offset)
test_x_offset += 1
if (WEST)
limit_a_t = angle + 180
limit_b_t = -(angle) - 180
if (do_offset)
test_x_offset -= 1
// Convert our angle + range into a vector.
limit_a_x = POLAR_TO_CART_X(light_range + ARBITRARY_NUMBER, limit_a_t)
limit_a_x = MINMAX(limit_a_x)
limit_a_y = POLAR_TO_CART_Y(light_range + ARBITRARY_NUMBER, limit_a_t)
limit_a_y = MINMAX(limit_a_y)
limit_b_x = POLAR_TO_CART_X(light_range + ARBITRARY_NUMBER, limit_b_t)
limit_b_x = MINMAX(limit_b_x)
limit_b_y = POLAR_TO_CART_Y(light_range + ARBITRARY_NUMBER, limit_b_t)
limit_b_y = MINMAX(limit_b_y)
// This won't change unless the origin or dir changes, might as well do it here.
targ_sign = PSEUDO_WEDGE(limit_a_x, limit_a_y, limit_b_x, limit_b_y) > 0
#undef ARBITRARY_NUMBER
// I know this is 2D, calling it a cone anyways. Fuck the system.
// Returns true if the test point is NOT inside the cone.
// Make sure update_angle() is called first if the light's loc or dir have changed.
/datum/light_source/proc/check_light_cone(var/test_x, var/test_y)
test_x -= test_x_offset
test_y -= test_y_offset
var/at = PSEUDO_WEDGE(limit_a_x, limit_a_y, test_x, test_y)
var/tb = PSEUDO_WEDGE(test_x, test_y, limit_b_x, limit_b_y)
// if the signs of both at and tb are NOT the same, the point is NOT within the cone.
return (((at > 0) != targ_sign) || ((tb > 0) != targ_sign))
#undef POLAR_TO_CART_X
#undef POLAR_TO_CART_Y
#undef PSEUDO_WEDGE
#undef MINMAX
// 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)))
/datum/light_source/proc/remove_lum(var/now = FALSE)
applied = FALSE
var/thing
for (thing in affecting_turfs)
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs = null
for (thing in effect_str)
var/datum/lighting_corner/C = thing
REMOVE_CORNER(C,now)
LAZYREMOVE(C.affecting, src)
effect_str = null
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C, var/now = FALSE)
LAZYINITLIST(effect_str)
if (effect_str[C]) // Already have one.
REMOVE_CORNER(C,now)
effect_str[C] = 0
APPLY_CORNER(C,now)
UNSETEMPTY(effect_str)
/datum/light_source/proc/update_corners(now = FALSE)
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 (source_atom.light_wedge != light_angle)
light_angle = source_atom.light_wedge
update = TRUE
if (light_angle && top_atom.dir != old_direction)
update = TRUE
if (update && light_angle)
update_angle()
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/Sx = source_turf.x
var/Sy = source_turf.y
FOR_DVIEW(T, Ceiling(light_range), source_turf, 0)
check_t:
if (light_angle && check_light_cone(T.x, T.y))
continue
for (thing in T.get_corners())
C = thing
corners[C] = 0
turfs += T
if (istype(T, /turf/simulated/open) && T:below)
T = T:below // Consider the turf below us as well. (Z-lights)
goto check_t
END_FOR_DVIEW
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_XY(C, now, Sx, Sy)
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_XY(C, now, Sx, Sy)
for (thing in corners - L)
C = thing
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER_XY(C, now, Sx, Sy)
L = effect_str - corners
for (thing in L)
C = thing
REMOVE_CORNER(C, now)
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)
#undef QUEUE_UPDATE
#undef DO_UPDATE
#undef INTELLIGENT_UPDATE
#undef LUM_FALLOFF
#undef LUM_FALLOFF_XY
#undef REMOVE_CORNER
#undef APPLY_CORNER
#undef APPLY_CORNER_XY