From 2ed266d506fa0bf78edf4de776821803eae37ce8 Mon Sep 17 00:00:00 2001 From: MrStonedOne Date: Sat, 6 May 2017 01:50:19 -0700 Subject: [PATCH] More /vg/lighting tweaks Rather then remove the light from all tiles, then re-add the light to all tiles, we just go thru each tile and diff the light level from the last value we added to it. (since this is tracked) This cut the proc calls for updating lights in half. Lighting objects now default to full brite rather then full dark so shuttles aren't as immersion breaking when they transit. Made lighting more agressive about clearing empty lists. --- code/__DEFINES/lighting.dm | 17 +- code/controllers/subsystem/lighting.dm | 12 +- code/modules/lighting/lighting_corner.dm | 2 - code/modules/lighting/lighting_object.dm | 24 ++- code/modules/lighting/lighting_setup.dm | 2 +- code/modules/lighting/lighting_source.dm | 225 ++++++++++++----------- code/modules/lighting/lighting_turf.dm | 6 + 7 files changed, 152 insertions(+), 136 deletions(-) diff --git a/code/__DEFINES/lighting.dm b/code/__DEFINES/lighting.dm index fd98a68e07e..7cfed2b483d 100644 --- a/code/__DEFINES/lighting.dm +++ b/code/__DEFINES/lighting.dm @@ -16,10 +16,10 @@ #define LIGHTING_BASE_MATRIX \ list \ ( \ - LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ - LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ - LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ - LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ + 1, 1, 1, 0, \ + 1, 1, 1, 0, \ + 1, 1, 1, 0, \ + 1, 1, 1, 0, \ 0, 0, 0, 1 \ ) \ @@ -78,4 +78,11 @@ #define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled #define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power #define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is. -#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting \ No newline at end of file +#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting + + +//code assumes higher numbers override lower numbers. +#define LIGHTING_NO_UPDATE 0 +#define LIGHTING_VIS_UPDATE 1 +#define LIGHTING_CHECK_UPDATE 2 +#define LIGHTING_FORCE_UPDATE 3 \ No newline at end of file diff --git a/code/controllers/subsystem/lighting.dm b/code/controllers/subsystem/lighting.dm index eb61e5ef394..35d8a3d08fb 100644 --- a/code/controllers/subsystem/lighting.dm +++ b/code/controllers/subsystem/lighting.dm @@ -36,18 +36,10 @@ SUBSYSTEM_DEF(lighting) for (i in 1 to GLOB.lighting_update_lights.len) var/datum/light_source/L = GLOB.lighting_update_lights[i] - if (L.check() || QDELETED(L) || L.force_update) - L.remove_lum() - if (!QDELETED(L)) - L.apply_lum() + L.update_corners() - else if (L.vis_update) //We smartly update only tiles that became (in) visible to use. - L.smart_vis_update() + L.needs_update = LIGHTING_NO_UPDATE - L.vis_update = FALSE - L.force_update = FALSE - L.needs_update = FALSE - if(init_tick_checks) CHECK_TICK else if (MC_TICK_CHECK) diff --git a/code/modules/lighting/lighting_corner.dm b/code/modules/lighting/lighting_corner.dm index 2f431e884a6..8bff6e20bad 100644 --- a/code/modules/lighting/lighting_corner.dm +++ b/code/modules/lighting/lighting_corner.dm @@ -25,8 +25,6 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, var/cache_b = LIGHTING_SOFT_THRESHOLD var/cache_mx = 0 - var/update_gen = 0 - /datum/lighting_corner/New(var/turf/new_turf, var/diagonal) . = ..() diff --git a/code/modules/lighting/lighting_object.dm b/code/modules/lighting/lighting_object.dm index 369129fc578..d2692e1de7a 100644 --- a/code/modules/lighting/lighting_object.dm +++ b/code/modules/lighting/lighting_object.dm @@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects. anchored = TRUE icon = LIGHTING_ICON + icon_state = "transparent" color = LIGHTING_BASE_MATRIX plane = LIGHTING_PLANE mouse_opacity = 0 @@ -16,7 +17,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects. var/needs_update = FALSE -/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE) +/atom/movable/lighting_object/Initialize(mapload) . = ..() verbs.Cut() GLOB.all_lighting_objects += src @@ -28,10 +29,8 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects. for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm S.update_starlight() - if (no_update) - return - - update() + needs_update = TRUE + GLOB.lighting_update_objects += src /atom/movable/lighting_object/Destroy(var/force) if (force) @@ -69,10 +68,17 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects. // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new - var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner - var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner - var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner - var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner + + var/list/corners = T.corners + var/datum/lighting_corner/cr = dummy_lighting_corner + var/datum/lighting_corner/cg = dummy_lighting_corner + var/datum/lighting_corner/cb = dummy_lighting_corner + var/datum/lighting_corner/ca = dummy_lighting_corner + if (corners) //done this way for speed + cr = T.corners[3] || dummy_lighting_corner + cg = T.corners[2] || dummy_lighting_corner + cb = T.corners[4] || dummy_lighting_corner + ca = T.corners[1] || dummy_lighting_corner var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) diff --git a/code/modules/lighting/lighting_setup.dm b/code/modules/lighting/lighting_setup.dm index fe9bdb56098..5086b0c9d29 100644 --- a/code/modules/lighting/lighting_setup.dm +++ b/code/modules/lighting/lighting_setup.dm @@ -8,6 +8,6 @@ if(!IS_DYNAMIC_LIGHTING(T)) continue - new/atom/movable/lighting_object(T, TRUE) + new/atom/movable/lighting_object(T) CHECK_TICK CHECK_TICK diff --git a/code/modules/lighting/lighting_source.dm b/code/modules/lighting/lighting_source.dm index 1cf14c3c47a..859f23586aa 100644 --- a/code/modules/lighting/lighting_source.dm +++ b/code/modules/lighting/lighting_source.dm @@ -26,22 +26,15 @@ 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/force_update + var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an 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. + LAZYADD(source_atom.light_sources, src) top_atom = top if (top_atom != source_atom) - if (!top.light_sources) - top.light_sources = list() - - top_atom.light_sources += src + LAZYADD(top_atom.light_sources, src) source_turf = top_atom pixel_turf = get_turf_pixel(top_atom) || source_turf @@ -52,20 +45,18 @@ parse_light_color() - effect_str = list() - affecting_turfs = list() - update() return ..() /datum/light_source/Destroy(force) - force_update() + remove_lum() if (source_atom) - source_atom.light_sources -= src + LAZYREMOVE(source_atom.light_sources, src) if (top_atom) - top_atom.light_sources -= src + LAZYREMOVE(top_atom.light_sources, src) + . = ..() if(!force) return QDEL_HINT_IWILLGC @@ -73,79 +64,34 @@ // Yes this doesn't align correctly on anything other than 4 width tabs. // If you want it to go switch everybody to elastic tab stops. // Actually that'd be great if you could! -#define EFFECT_UPDATE \ - if (!needs_update) \ - { \ - GLOB.lighting_update_lights += src; \ - needs_update = TRUE; \ - } +#define EFFECT_UPDATE(level) \ + if (needs_update == LIGHTING_NO_UPDATE) \ + GLOB.lighting_update_lights += src; \ + if (needs_update < level) \ + needs_update = level; \ + // 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 && top_atom.light_sources) // Remove ourselves from the light sources of that top atom. - top_atom.light_sources -= src + LAZYREMOVE(top_atom.light_sources, src) top_atom = new_top_atom if (top_atom != source_atom) LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom. - EFFECT_UPDATE + EFFECT_UPDATE(LIGHTING_CHECK_UPDATE) // Will force an update without checking if it's actually needed. /datum/light_source/proc/force_update() - force_update = 1 - - EFFECT_UPDATE + EFFECT_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() - vis_update = 1 - - EFFECT_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) - qdel(src) - return 1 - - if (!top_atom) - top_atom = source_atom - . = 1 - - if (isturf(top_atom)) - if (source_turf != top_atom) - source_turf = top_atom - pixel_turf = source_turf - . = 1 - else if (top_atom.loc != source_turf) - source_turf = top_atom.loc - pixel_turf = get_turf_pixel(top_atom) - . = 1 - else - var/P = get_turf_pixel(top_atom) - if (P != pixel_turf) - . = 1 - pixel_turf = get_turf_pixel(top_atom) - - 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 + EFFECT_UPDATE(LIGHTING_VIS_UPDATE) // Decompile the hexadecimal colour into lumcounts of each perspective. /datum/light_source/proc/parse_light_color() @@ -164,48 +110,47 @@ // 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 LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range))) -#define APPLY_CORNER(C) \ - . = LUM_FALLOFF(C, pixel_turf); \ - \ - . *= light_power; \ - \ - effect_str[C] = .; \ - \ - C.update_lumcount \ - ( \ - . * applied_lum_r, \ - . * applied_lum_g, \ - . * applied_lum_b \ + +#define APPLY_CORNER(C) \ + . = LUM_FALLOFF(C, pixel_turf); \ + . *= 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_g) - (OLD * applied_lum_g) \ ); -// I don't need to explain what this does, do I? -#define REMOVE_CORNER(C) \ - . = -effect_str[C]; \ - C.update_lumcount \ - ( \ - . * applied_lum_r, \ - . * applied_lum_g, \ - . * applied_lum_b \ + +#define REMOVE_CORNER(C) \ + . = -effect_str[C]; \ + C.update_lumcount \ + ( \ + . * applied_lum_r, \ + . * applied_lum_g, \ + . * applied_lum_b \ ); // This is the define used to calculate falloff. - +/* /datum/light_source/proc/apply_lum() var/static/update_gen = 1 applied = 1 // 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 var/thing var/datum/lighting_corner/C + var/corners = list() + LAZYINITLIST(effect_str) FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING) - if (!T.lighting_corners_initialised) - T.generate_missing_corners() + var/list/turf_corners = T.get_corners() - for (thing in T.get_corners()) + for (thing in turf_corners) C = thing if (C.update_gen == update_gen) continue @@ -220,9 +165,13 @@ APPLY_CORNER(C) LAZYADD(T.affecting_lights, src) - affecting_turfs += T + LAZYADD(affecting_turfs, T) FOR_DVIEW_END update_gen++ + applied_lum_r = lum_r + applied_lum_g = lum_g + applied_lum_b = lum_b +*/ /datum/light_source/proc/remove_lum() applied = FALSE @@ -231,7 +180,7 @@ var/turf/T = thing LAZYREMOVE(T.affecting_lights, src) - affecting_turfs.Cut() + affecting_turfs = null var/datum/lighting_corner/C for (thing in effect_str) @@ -240,7 +189,7 @@ LAZYREMOVE(C.affecting, src) - effect_str.Cut() + effect_str = null /datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C) if (effect_str.Find(C)) // Already have one. @@ -248,22 +197,74 @@ APPLY_CORNER(C) -/datum/light_source/proc/smart_vis_update() +/datum/light_source/proc/update_corners() + var/update = FALSE + + if (!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 (!light_range || !light_power) + qdel(src) + return + + if (isturf(top_atom)) + if (source_turf != top_atom) + source_turf = top_atom + pixel_turf = source_turf + update = TRUE + else if (top_atom.loc != source_turf) + source_turf = top_atom.loc + pixel_turf = get_turf_pixel(top_atom) + update = TRUE + else + var/P = get_turf_pixel(top_atom) + if (P != pixel_turf) + pixel_turf = get_turf_pixel(top_atom) + update = TRUE + + 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 (update) + needs_update = LIGHTING_CHECK_UPDATE + else if (needs_update == LIGHTING_CHECK_UPDATE) + return //nothing's changed + var/list/datum/lighting_corner/corners = list() var/list/turf/turfs = list() var/thing var/datum/lighting_corner/C var/turf/T - FOR_DVIEW(T, light_range+1, source_turf, 0) - if (!T.lighting_corners_initialised) - T.generate_missing_corners() + FOR_DVIEW(T, Ceiling(light_range), source_turf, 0) for (thing in T.get_corners(source_turf)) C = thing corners[C] = 0 turfs += T FOR_DVIEW_END + 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) @@ -276,9 +277,8 @@ T = thing LAZYREMOVE(T.affecting_lights, src) - - - for (thing in corners - effect_str) // New corners + LAZYINITLIST(effect_str) + for (thing in (needs_update == LIGHTING_VIS_UPDATE ? corners - effect_str : corners)) // New corners C = thing LAZYADD(C.affecting, src) if (!C.active) @@ -293,6 +293,13 @@ LAZYREMOVE(C.affecting, src) effect_str -= C + applied_lum_r = lum_r + applied_lum_g = lum_g + applied_lum_b = lum_b + + UNSETEMPTY(effect_str) + UNSETEMPTY(affecting_turfs) + #undef EFFECT_UPDATE #undef LUM_FALLOFF #undef REMOVE_CORNER diff --git a/code/modules/lighting/lighting_turf.dm b/code/modules/lighting/lighting_turf.dm index 65b1ec26158..8102246c61b 100644 --- a/code/modules/lighting/lighting_turf.dm +++ b/code/modules/lighting/lighting_turf.dm @@ -113,12 +113,18 @@ lighting_clear_overlay() /turf/proc/get_corners() + if (!IS_DYNAMIC_LIGHTING(src)) + return null + if (!lighting_corners_initialised) + generate_missing_corners() if (has_opaque_atom) return null // Since this proc gets used in a for loop, null won't be looped though. return corners /turf/proc/generate_missing_corners() + if (!IS_DYNAMIC_LIGHTING(src)) + return lighting_corners_initialised = TRUE if (!corners) corners = list(null, null, null, null)