Files
Aurora.3/code/modules/lighting/lighting_corner.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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/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
// Because we can control each corner of every lighting overlay.
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
// This is the reverse of the above - the position in the array is a dir. Update this if the above changes.
var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
/datum/lighting_corner
var/turf/t1 // These are in no particular order.
var/t1i // Our index in this turf's corners list.
var/turf/t2
var/t2i
var/turf/t3
var/t3i
var/turf/t4
var/t4i
var/list/datum/light_source/affecting // Light sources affecting us.
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
var/x = 0
var/y = 0
var/z = 0
var/lum_r = 0
var/lum_g = 0
var/lum_b = 0
var/lum_u = 0 // UV Radiation, not visible.
var/needs_update = FALSE
var/cache_r = LIGHTING_SOFT_THRESHOLD
var/cache_g = LIGHTING_SOFT_THRESHOLD
var/cache_b = LIGHTING_SOFT_THRESHOLD
var/cache_mx = 0
/datum/lighting_corner/New(turf/new_turf, diagonal)
SSlighting.lighting_corners += src
t1 = new_turf
z = new_turf.z
t1i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
// So we'll have this hardcode instead.
var/turf/T
var/i
// Diagonal one is easy.
T = get_step(new_turf, diagonal)
if (T) // In case we're on the map's border.
if (!T.corners)
T.corners = list(null, null, null, null)
t2 = T
i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
t2i = i
T.corners[i] = src
// Now the horizontal one.
T = get_step(new_turf, horizontal)
if (T) // Ditto.
if (!T.corners)
T.corners = list(null, null, null, null)
t3 = T
i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
t3i = i
T.corners[i] = src
// And finally the vertical one.
T = get_step(new_turf, vertical)
if (T)
if (!T.corners)
T.corners = list(null, null, null, null)
t4 = T
i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
t4i = i
T.corners[i] = src
update_active()
#define OVERLAY_PRESENT(T) (T && T.lighting_overlay)
/datum/lighting_corner/proc/update_active()
active = FALSE
if (OVERLAY_PRESENT(t1) || OVERLAY_PRESENT(t2) || OVERLAY_PRESENT(t3) || OVERLAY_PRESENT(t4))
active = TRUE
#undef OVERLAY_PRESENT
// God that was a mess, now to do the rest of the corner code! Hooray!
/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, delta_u, now = FALSE)
if (!(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it.
return
lum_r += delta_r
lum_g += delta_g
lum_b += delta_b
lum_u += delta_u
// This needs to be down here instead of the above if so the lum values are properly updated.
if (needs_update)
return
if (!now)
needs_update = TRUE
SSlighting.corner_queue += src
else
update_overlays(TRUE)
#define UPDATE_MASTER(T) \
if (T && T.lighting_overlay) { \
if (now) { \
T.lighting_overlay.update_overlay(); \
} \
else if (!T.lighting_overlay.needs_update) { \
T.lighting_overlay.needs_update = TRUE; \
SSlighting.overlay_queue += T.lighting_overlay; \
} \
}
#define AVERAGE_BELOW_CORNER(Tt, Ti) \
if (TURF_IS_MIMICING(Tt)) { \
T = GET_BELOW(Tt); \
if (T && T.corners && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
C = T.corners[Ti]; \
if (C) { \
divisor += 1; \
lr += C.lum_r; \
lg += C.lum_g; \
lb += C.lum_b; \
} \
} \
}
#define UPDATE_ABOVE_CORNER(Tt, Ti) \
if (Tt) { \
T = GET_ABOVE(Tt); \
if (TURF_IS_MIMICING(T) && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
if (!T.corners) { \
T.generate_missing_corners(); \
} \
C = T.corners[Ti]; \
if (C && !C.needs_update) { \
C.update_overlays(FALSE); \
} \
} \
}
/datum/lighting_corner/proc/update_overlays(now = FALSE)
var/lr = lum_r
var/lg = lum_g
var/lb = lum_b
#ifdef USE_CORNER_ZBLEED
var/divisor = 1
var/datum/lighting_corner/C
var/turf/T
AVERAGE_BELOW_CORNER(t1, t1i)
AVERAGE_BELOW_CORNER(t2, t2i)
AVERAGE_BELOW_CORNER(t3, t3i)
AVERAGE_BELOW_CORNER(t4, t4i)
if (divisor > 1)
lr /= divisor
lg /= divisor
lb /= divisor
#endif
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
var/mx = max(lr, lg, lb) // Scale it so 1 is the strongest lum, if it is above 1.
. = 1 // factor
if (mx > 1)
. = 1 / mx
else if (mx < LIGHTING_SOFT_THRESHOLD)
. = 0 // 0 means soft lighting.
if (.)
cache_r = round(lr * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_g = round(lg * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_b = round(lb * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
else
cache_r = cache_g = cache_b = LIGHTING_SOFT_THRESHOLD
cache_mx = round(mx, LIGHTING_ROUND_VALUE)
UPDATE_MASTER(t1)
UPDATE_MASTER(t2)
UPDATE_MASTER(t3)
UPDATE_MASTER(t4)
#ifdef USE_CORNER_ZBLEED
UPDATE_ABOVE_CORNER(t1, t1i)
UPDATE_ABOVE_CORNER(t2, t2i)
UPDATE_ABOVE_CORNER(t3, t3i)
UPDATE_ABOVE_CORNER(t4, t4i)
#endif
#undef UPDATE_MASTER
#undef AVERAGE_BELOW_CORNER
#undef UPDATE_ABOVE_CORNER
/datum/lighting_corner/Destroy(force = FALSE)
crash_with("Some fuck [force ? "force-" : ""]deleted a lighting corner.")
if (!force)
return QDEL_HINT_LETMELIVE
SSlighting.lighting_corners -= src
return ..()
/datum/lighting_corner/dummy/New()
return