Files
Aurora.3/code/modules/lighting/lighting_source.dm
Lohikar 9cb32e0653 Lighting fixes (#1886)
changes:

Fixes directional lights not obeying Face-Direction.
LIGHT_SEMI now works properly when a light is facing NORTH or SOUTH.
Fixes #1884
2017-03-06 00:30:34 +02:00

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// 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
var/tmp/test_x_offset
var/tmp/test_y_offset
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/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
var/needs_update // Whether we are queued for an update.
var/destroyed // Whether we are destroyed and need to stop emitting light.
var/force_update
/datum/light_source/New(var/atom/owner, var/atom/top)
source_atom = owner // Set our new owner.
if (!source_atom.light_sources)
source_atom.light_sources = list()
source_atom.light_sources += src // Add us to the lights of our owner.
top_atom = top
if (top_atom != source_atom)
if (!top.light_sources)
top.light_sources = list()
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()
effect_str = list()
affecting_turfs = list()
update()
L_PROF(source_atom, "source_new")
return ..()
// Kill ourselves.
/datum/light_source/proc/destroy(var/no_update = FALSE)
L_PROF(source_atom, "source_destroy")
destroyed = TRUE
if (!no_update)
force_update()
if (source_atom && source_atom.light_sources)
source_atom.light_sources -= src
if (top_atom && top_atom.light_sources)
top_atom.light_sources -= src
// Process the light RIGHT NOW.
#define DO_UPDATE \
if (destroyed || check() || force_update) { \
remove_lum(TRUE); \
if (!destroyed) { \
apply_lum(TRUE); \
} \
} \
else if (vis_update) { \
smart_vis_update(TRUE); \
} \
vis_update = FALSE; \
force_update = FALSE; \
needs_update = FALSE;
// Queue an update.
#define QUEUE_UPDATE \
if (!needs_update) \
{ \
lighting_update_lights += src; \
needs_update = TRUE; \
}
// Picks either scheduled or instant updates based on current server load.
#define INTELLIGENT_UPDATE \
if (world.tick_usage > TICK_LIMIT || !ticker || ticker.current_state <= GAME_STATE_SETTING_UP) { \
QUEUE_UPDATE; \
} \
else { \
DO_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.
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
// Will force an update without checking if it's actually needed.
/datum/light_source/proc/force_update()
L_PROF(source_atom, "source_forceupdate")
force_update = 1
INTELLIGENT_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")
vis_update = 1
INTELLIGENT_UPDATE
// Will check if we actually need to update, and update any variables that may need to be updated.
/datum/light_source/proc/check()
if (!source_atom || !light_range || !light_power)
destroy(no_update = TRUE)
return 1
if (!top_atom)
top_atom = source_atom
. = 1
if (istype(top_atom, /turf))
if (source_turf != top_atom)
source_turf = top_atom
. = 1
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
. = 1
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
. = 1
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
. = 1
if (light_range && light_power && !applied)
. = 1
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
. = 1
if (top_atom.dir != old_direction && light_angle)
. = 1
if (source_atom.light_wedge != light_angle)
light_angle = source_atom.light_wedge
. = 1
// 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; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b, \
. * 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))
/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.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 + 10, limit_a_t)
limit_a_x = MINMAX(limit_a_x)
limit_a_y = POLAR_TO_CART_Y(light_range + 10, limit_a_t) // 10 is an arbitrary number, yes.
limit_a_y = MINMAX(limit_a_y)
limit_b_x = POLAR_TO_CART_X(light_range + 10, limit_b_t)
limit_b_x = MINMAX(limit_b_x)
limit_b_y = POLAR_TO_CART_Y(light_range + 10, 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
// 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/apply_lum(var/now = FALSE)
var/static/update_gen = 1
applied = 1
if (!source_turf)
return
var/Tx
var/Ty
var/Sx = source_turf.x
var/Sy = source_turf.y
// Keep track of the last applied lum values so that the lighting can be reversed
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
applied_lum_u = lum_u
if (light_angle)
update_angle()
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
Tx = T.x
Ty = T.y
if (light_angle && check_light_cone(Tx, Ty))
continue
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (var/datum/lighting_corner/C in T.get_corners())
if (C.update_gen == update_gen)
continue
C.update_gen = update_gen
C.affecting += src
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER_XY(C, now, Sx, Sy)
if (!T.affecting_lights)
T.affecting_lights = list()
T.affecting_lights += src
affecting_turfs += T
update_gen++
/datum/light_source/proc/remove_lum(var/now = FALSE)
applied = FALSE
for (var/turf/T in affecting_turfs)
if (!T.affecting_lights)
T.affecting_lights = list()
else
T.affecting_lights -= src
affecting_turfs.Cut()
for (var/datum/lighting_corner/C in effect_str)
REMOVE_CORNER(C,now)
C.affecting -= src
effect_str.Cut()
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C, var/now = FALSE)
if (effect_str.Find(C)) // Already have one.
REMOVE_CORNER(C,now)
APPLY_CORNER(C,now)
/datum/light_source/proc/smart_vis_update(var/now = FALSE)
L_PROF(source_atom, "source_smartvisupdate")
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
if (light_angle && check_light_cone(T.x, T.y))
continue
corners |= T.get_corners()
turfs += T
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (var/turf/T in L)
if (!T.affecting_lights)
T.affecting_lights = list(src)
else
T.affecting_lights += src
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (var/turf/T in L)
T.affecting_lights -= src
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
C.affecting += src
if (!C.active || check_light_cone(C.x, C.y))
effect_str[C] = 0
continue
APPLY_CORNER(C,now)
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
REMOVE_CORNER(C,now)
C.affecting -= src
effect_str -= C
#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