/*! * Custom rendering solution to allow for advanced effects * We (ab)use plane masters and render source/target to cheaply render 2+ planes as 1 * if you want to read more read the _render_readme.md */ /** * Render relay object assigned to a plane master to be able to relay its render onto other planes that are not its own */ /atom/movable/render_plane_relay screen_loc = "CENTER" layer = -1 plane = 0 appearance_flags = PASS_MOUSE | NO_CLIENT_COLOR | KEEP_TOGETHER /// If we render into a critical plane master, or not var/critical_target = FALSE /** * ## Rendering plate * * Acts like a plane master, but for plane masters * Renders other planes onto this plane, through the use of render objects * Any effects applied onto this plane will act on the unified plane * IE a bulge filter will apply as if the world was one object * remember that once planes are unified on a render plate you cant change the layering of them! */ /atom/movable/screen/plane_master/rendering_plate name = "Default rendering plate" multiz_scaled = FALSE // Blackness renders weird when you view down openspace, because of transforms and borders and such // This is a consequence of not using lummy's grouped transparency, but I couldn't get that to work without totally fucking up // Sight flags, and shooting vis_contents usage to the moon. So we're doin it different. // If image vis contents worked (it should in 515), and we were ok with a maptick cost (wait for threaded maptick) this could be fixed /atom/movable/screen/plane_master/rendering_plate/transparent name = "Transparent plate" documentation = "The master rendering plate from the offset below ours will be mirrored onto this plane. That way we achive a \"stack\" effect.\
This plane exists to uplayer the master rendering plate to the correct spot in our z layer's rendering order" plane = RENDER_PLANE_TRANSPARENT appearance_flags = PLANE_MASTER /atom/movable/screen/plane_master/rendering_plate/transparent/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() // Don't display us if we're below everything else yeah? AddComponent(/datum/component/plane_hide_highest_offset) color = list(0.9,0,0,0, 0,0.9,0,0, 0,0,0.9,0, 0,0,0,1, 0,0,0,0) ///Contains most things in the game world /atom/movable/screen/plane_master/rendering_plate/game_world name = "Game world plate" documentation = "Contains most of the objects in the world. Mobs, machines, etc. Note the drop shadow, it gives a very nice depth effect." plane = RENDER_PLANE_GAME_WORLD appearance_flags = PLANE_MASTER //should use client color blend_mode = BLEND_OVERLAY /atom/movable/screen/plane_master/rendering_plate/game_world/show_to(mob/mymob) . = ..() if(!.) return remove_filter("AO") if(istype(mymob) && mymob.canon_client?.prefs?.read_preference(/datum/preference/toggle/ambient_occlusion)) add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA")) /atom/movable/screen/plane_master/rendering_plate/unlit_game_plate name = "Unlit Game rendering plate" documentation = "Feeds the bits of the game plate which want to be effected by lighting into RENDER_PLANE_GAME and the emissive bloom pipeline (the reason this exists)." plane = RENDER_PLANE_UNLIT_GAME render_relay_planes = list(RENDER_PLANE_GAME) /atom/movable/screen/plane_master/rendering_plate/unlit_game_plate/Initialize(mapload, datum/hud/hud_owner) . = ..() add_relay_to(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE_BLOOM, offset), blend_override = BLEND_MULTIPLY) /atom/movable/screen/plane_master/rendering_plate/turf_lighting name = "Turf lighting post-processing plate" documentation = "Used by overlay lighting, and possibly over plates, to mask out turf lighting." plane = RENDER_PLANE_TURF_LIGHTING render_relay_planes = list(RENDER_PLANE_LIGHTING) blend_mode = BLEND_ADD critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/turf_lighting/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() /// We get affected by cutoff but not by the contrast that overlay lights get /// So flashlights seem to reflect "better" add_relay_to(GET_NEW_PLANE(RENDER_PLANE_SPECULAR, offset), relay_color = list( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, 0, )) /atom/movable/screen/plane_master/rendering_plate/emissive_slate name = "Emissive Plate" documentation = "This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.\
Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.\
Emissive blockers are pasted with an atom color that converts them to be entirely some different color.\
Emissive overlays and emissive blockers are put onto the same plane (This one).\
The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.\
A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.\
This is then used to alpha mask the lighting plane." plane = RENDER_PLANE_EMISSIVE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_target = EMISSIVE_RENDER_TARGET render_relay_planes = list() critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/emissive_slate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() add_filter("em_block_masking", 2, color_matrix_filter(GLOB.em_mask_matrix)) if(offset != 0) add_relay_to(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset - 1), relay_layer = EMISSIVE_Z_BELOW_LAYER) /atom/movable/screen/plane_master/rendering_plate/emissive_bloom_mask name = "Emissive bloom mask plate" documentation = "A holder plate used purely as a way to full-white bloom emissives before applying them as a mask onto the emissive bloom plate." plane = RENDER_PLANE_EMISSIVE_BLOOM_MASK appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_relay_planes = list() render_target = EMISSIVE_BLOOM_MASK_RENDER_TARGET critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/emissive_bloom name = "Emissive bloom plate" documentation = "Plate used to bloom emissives before adding them onto the overlay lighting plane. We do this by multiplying the game plate\ onto a fullbright emissive, then alpha masking it by emissive's color to solve the problem of blockers, both alone and covered by emissives." plane = RENDER_PLANE_EMISSIVE_BLOOM appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT blend_mode = BLEND_ADD render_relay_planes = list(RENDER_PLANE_O_LIGHTING) critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/emissive_bloom/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() add_filter("emissive_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_BLOOM_MASK_RENDER_TARGET, offset))) var/bloom_scale = hud_owner?.mymob?.client?.prefs?.read_preference(/datum/preference/numeric/emissive_bloom) if (isnull(bloom_scale)) bloom_scale = DEFAULT_EMISSIVE_BLOOM_SIZE // 0 disables the bloom if (bloom_scale) add_filter("emissive_bloom", 2, bloom_filter(threshold = COLOR_BLACK, size = bloom_scale, offset = ceil(bloom_scale / 2))) /atom/movable/screen/plane_master/rendering_plate/specular_mask name = "Specular mask plate" documentation = "Plate used to generate the specular mask for the specular plate effect." plane = RENDER_PLANE_SPECULAR_MASK appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_target = SPECULAR_MASK_RENDER_TARGET render_relay_planes = list() critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/overlay_light name = "Overlight plate" documentation = "Combines overlay lights with emissives.\
We draw to the generic lighting plate, do some funky stuff with turf lighting to sort of \"cut out\" a bit of space for ourselves there, and do some junk to speculars" plane = RENDER_PLANE_O_LIGHTING appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT blend_mode = BLEND_ADD render_relay_planes = list(RENDER_PLANE_LIGHTING) critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/overlay_light/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() // I'd love for this to be HSL but filters don't work with blend modes add_relay_to(GET_NEW_PLANE(RENDER_PLANE_TURF_LIGHTING, offset), BLEND_MULTIPLY, relay_color = list( -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, 0, 0, 0, OVERLAY_LIGHTING_WEIGHT, 1, 1, 1, 0, )) add_relay_to(GET_NEW_PLANE(RENDER_PLANE_SPECULAR, offset), relay_color = list( SPECULAR_EMISSIVE_OVERLAY_CONTRAST, 0, 0, 0, 0, SPECULAR_EMISSIVE_OVERLAY_CONTRAST, 0, 0, 0, 0, SPECULAR_EMISSIVE_OVERLAY_CONTRAST, 0, 0, 0, 0, 1, -SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, 0, )) /atom/movable/screen/plane_master/rendering_plate/specular name = "Specular plate" documentation = "Plate used to artificially increase lighting on certain pixels to poorly mimic shiny surfaces." plane = RENDER_PLANE_SPECULAR appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT blend_mode = BLEND_ADD render_relay_planes = list(RENDER_PLANE_GAME) critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/specular/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() add_filter("specular_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(SPECULAR_MASK_RENDER_TARGET, offset))) ///Contains all lighting objects /atom/movable/screen/plane_master/rendering_plate/lighting name = "Lighting plate" documentation = "Anything on this plane will be multiplied with the plane it's rendered onto (typically the game plane).\
That's how lighting functions at base. Because it uses BLEND_MULTIPLY and occasionally color matrixes, it needs a backdrop of blackness.\
See this byond post\
Lemme see uh, we're masked by the emissive plane so it can actually function (IE: make things glow in the dark).\
We're also masked by the overlay lighting plane, which contains all the well overlay lights in the game. It draws to us and also the game plane.\
Masks us out so it has the breathing room to apply its effect.\
Oh and we quite often have our alpha changed to achive night vision effects, or things of that sort." plane = RENDER_PLANE_LIGHTING blend_mode_override = BLEND_MULTIPLY mouse_opacity = MOUSE_OPACITY_TRANSPARENT critical = PLANE_CRITICAL_DISPLAY render_relay_planes = list(RENDER_PLANE_GAME) /// A list of light cutoffs we're actively using, (mass, r, g, b) to avoid filter churn var/list/light_cutoffs /*! * This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers. * * Emissive overlays are pasted with an atom color that converts them to be entirely some specific color. * Emissive blockers are pasted with an atom color that converts them to be entirely some different color. * Emissive overlays and emissive blockers are put onto the same plane. * The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects. * A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is. * This is then used to alpha mask the lighting plane. */ /atom/movable/screen/plane_master/rendering_plate/lighting/Initialize(mapload, datum/hud/hud_owner) . = ..() add_filter("emissives", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_RENDER_TARGET, offset), flags = MASK_INVERSE)) set_light_cutoff(10) /atom/movable/screen/plane_master/rendering_plate/lighting/set_home(datum/plane_master_group/home) . = ..() if(home) RegisterSignal(home, COMSIG_GROUP_HUD_CHANGED, PROC_REF(hud_changed)) hud_changed(null, null, home.our_hud) /atom/movable/screen/plane_master/rendering_plate/lighting/show_to(mob/mymob) . = ..() if(!.) return // This applies a backdrop to our lighting plane // Why do plane masters need a backdrop sometimes? Read https://secure.byond.com/forum/?post=2141928 // Basically, we need something to brighten // unlit is perhaps less needed rn, it exists to provide a fullbright for things that can't see the lighting plane // but we don't actually use invisibility to hide the lighting plane anymore, so it's pointless var/atom/movable/screen/backdrop = mymob.overlay_fullscreen("lighting_backdrop_lit_[home.key]#[offset]", /atom/movable/screen/fullscreen/lighting_backdrop/lit) // Need to make sure they're on our plane, ALL the time. We always need a backdrop SET_PLANE_EXPLICIT(backdrop, PLANE_TO_TRUE(backdrop.plane), src) backdrop = mymob.overlay_fullscreen("lighting_backdrop_unlit_[home.key]#[offset]", /atom/movable/screen/fullscreen/lighting_backdrop/unlit) SET_PLANE_EXPLICIT(backdrop, PLANE_TO_TRUE(backdrop.plane), src) set_light_cutoff(mymob.lighting_cutoff, mymob.lighting_color_cutoffs) /atom/movable/screen/plane_master/rendering_plate/lighting/hide_from(mob/oldmob) . = ..() oldmob.clear_fullscreen("lighting_backdrop_lit_[home.key]#[offset]") oldmob.clear_fullscreen("lighting_backdrop_unlit_[home.key]#[offset]") /atom/movable/screen/plane_master/rendering_plate/lighting/proc/hud_changed(datum/source, datum/hud/old_hud, datum/hud/new_hud) SIGNAL_HANDLER if(old_hud) UnregisterSignal(old_hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) if(new_hud) RegisterSignal(new_hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) offset_change(new_hud?.current_plane_offset || 0) /atom/movable/screen/plane_master/rendering_plate/lighting/proc/on_offset_change(datum/source, old_offset, new_offset) SIGNAL_HANDLER offset_change(new_offset) /atom/movable/screen/plane_master/rendering_plate/lighting/proc/offset_change(mob_offset) // Offsets stack down remember. This implies that we're above the mob's view plane, and shouldn't render if(offset < mob_offset) disable_alpha() else enable_alpha() /atom/movable/screen/plane_master/rendering_plate/lighting/proc/set_light_cutoff(light_cutoff, list/color_cutoffs) var/list/new_cutoffs = list(light_cutoff) new_cutoffs += color_cutoffs if(new_cutoffs ~= light_cutoffs) return remove_filter(list("light_cutdown", "light_cutup")) var/ratio = light_cutoff/100 if(!color_cutoffs) color_cutoffs = list(0, 0, 0) var/red = color_cutoffs[1] / 100 var/green = color_cutoffs[2] / 100 var/blue = color_cutoffs[3] / 100 add_filter("light_cutdown", 3, color_matrix_filter(list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, -(ratio + red),-(ratio+green),-(ratio+blue),0))) add_filter("light_cutup", 4, color_matrix_filter(list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, ratio+red,ratio+green,ratio+blue,0))) /atom/movable/screen/plane_master/rendering_plate/light_mask name = "Light Mask" documentation = "Any part of this plane that is transparent will be black below it on the game rendering plate.\
This is done to ensure emissives and overlay lights don't light things up \"through\" the darkness that normally sits at the bottom of the lighting plane.\
We relay copies of the space, floor and wall planes to it, so we can use them as masks. Then we just boost any existing alpha to 100% and we're done.\
If we ever switch to a sight setup that shows say, mobs but not floors, we instead mask just overlay lighting and emissives.\
This avoids dumb seethrough without breaking stuff like thermals." plane = RENDER_PLANE_LIGHT_MASK appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR // Fullwhite where there's anything, no color otherwise color = list(255,255,255,255, 255,255,255,255, 255,255,255,255, 255,255,255,255, 0,0,0,0) mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_target = LIGHT_MASK_RENDER_TARGET // We blend against the game plane, so she's gotta multiply! blend_mode = BLEND_MULTIPLY render_relay_planes = list(RENDER_PLANE_GAME) /atom/movable/screen/plane_master/rendering_plate/light_mask/show_to(mob/mymob) . = ..() if(!.) return RegisterSignal(mymob, COMSIG_MOB_SIGHT_CHANGE, PROC_REF(handle_sight), override = TRUE) handle_sight(mymob, mymob.sight, NONE) /atom/movable/screen/plane_master/rendering_plate/light_mask/hide_from(mob/oldmob) . = ..() var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset)) emissive.remove_filter("lighting_mask") remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME, offset)) UnregisterSignal(oldmob, COMSIG_MOB_SIGHT_CHANGE) /atom/movable/screen/plane_master/rendering_plate/light_mask/proc/handle_sight(datum/source, new_sight, old_sight) // If we can see something that shows "through" blackness, and we can't see turfs, disable our draw to the game plane // And instead mask JUST the overlay lighting plane, since that will look fuckin wrong var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset)) if(new_sight & SEE_AVOID_TURF_BLACKNESS && !(new_sight & SEE_TURFS)) remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME, offset)) emissive.add_filter("lighting_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(LIGHT_MASK_RENDER_TARGET, offset))) // If we CAN'T see through the black, then draw er down brother! else emissive.remove_filter("lighting_mask") // We max alpha here, so our darkness is actually.. dark // Can't do it before cause it fucks with the filter add_relay_to(GET_NEW_PLANE(RENDER_PLANE_GAME, offset), relay_color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,1)) ///renders in character game objects /atom/movable/screen/plane_master/rendering_plate/game_plate name = "Game rendering plate" documentation = "Holds all objects that are ahhh, in character? is maybe the best way to describe it.\
We apply a displacement effect from the gravity pulse plane too, so we can warp the game world.\
If we have fov enabled we'll relay this onto two different rendering plates to apply fov effects to only a portion. If not, we just draw straight to master.\
It's also the step where we finally build lighting into the visual pipeline" plane = RENDER_PLANE_GAME render_relay_planes = list(RENDER_PLANE_MASTER) critical = PLANE_CRITICAL_DISPLAY /atom/movable/screen/plane_master/rendering_plate/game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() RegisterSignal(GLOB, SIGNAL_ADDTRAIT(TRAIT_DISTORTION_IN_USE(offset)), PROC_REF(distortion_enabled)) RegisterSignal(GLOB, SIGNAL_REMOVETRAIT(TRAIT_DISTORTION_IN_USE(offset)), PROC_REF(distortion_disabled)) if(HAS_TRAIT(GLOB, TRAIT_DISTORTION_IN_USE(offset))) distortion_enabled() /atom/movable/screen/plane_master/rendering_plate/game_plate/proc/distortion_enabled(datum/source) SIGNAL_HANDLER add_filter("displacer", 1, displacement_map_filter(render_source = OFFSET_RENDER_TARGET(DISPLACEMENT_RENDER_TARGET, offset), size = 10)) /atom/movable/screen/plane_master/rendering_plate/game_plate/proc/distortion_disabled(datum/source) SIGNAL_HANDLER remove_filter("displacer") /atom/movable/screen/plane_master/rendering_plate/game_plate/show_to(mob/mymob) . = ..() if(!. || !mymob) return . RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE) RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE) if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED)) fov_enabled(mymob) else fov_disabled(mymob) /atom/movable/screen/plane_master/rendering_plate/game_plate/proc/fov_enabled(mob/source) SIGNAL_HANDLER add_relay_to(GET_NEW_PLANE(RENDER_PLANE_GAME_UNMASKED, offset)) add_relay_to(GET_NEW_PLANE(RENDER_PLANE_GAME_MASKED, offset)) remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_MASTER, offset)) /atom/movable/screen/plane_master/rendering_plate/game_plate/proc/fov_disabled(mob/source) SIGNAL_HANDLER remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME_UNMASKED, offset)) remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME_MASKED, offset)) add_relay_to(GET_NEW_PLANE(RENDER_PLANE_MASTER, offset)) ///renders the parts of the plate unmasked by fov /atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate name = "Unmasked Game rendering plate" documentation = "Holds the bits of the game plate that aren't impacted by fov.\
We use an alpha mask to cut out the bits we plan on dealing with elsewhere" plane = RENDER_PLANE_GAME_UNMASKED render_relay_planes = list(RENDER_PLANE_MASTER) /atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() add_filter("fov_handled", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE)) /atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/show_to(mob/mymob) . = ..() if(!. || !mymob) return . RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE) RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE) if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED)) fov_enabled(mymob) else fov_disabled(mymob) /atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/proc/fov_enabled(mob/source) SIGNAL_HANDLER if(force_hidden == FALSE) return unhide_plane(source) /atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/proc/fov_disabled(mob/source) SIGNAL_HANDLER hide_plane(source) ///renders the parts of the plate masked by fov /atom/movable/screen/plane_master/rendering_plate/masked_game_plate name = "FOV Game rendering plate" documentation = "Contains the bits of the game plate that are hidden by some form of fov\
Applies a color matrix to dim and create contrast, alongside a blur. Goal is only half being able to see stuff" plane = RENDER_PLANE_GAME_MASKED render_relay_planes = list(RENDER_PLANE_MASTER) /atom/movable/screen/plane_master/rendering_plate/masked_game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset) . = ..() add_filter("fov_blur", 1, gauss_blur_filter(1.8)) add_filter("fov_handled_space", 2, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset))) add_filter("fov_matrix", 3, color_matrix_filter(list(0.5,-0.15,-0.15,0, -0.15,0.5,-0.15,0, -0.15,-0.15,0.5,0, 0,0,0,1, 0,0,0,0))) /atom/movable/screen/plane_master/rendering_plate/masked_game_plate/show_to(mob/mymob) . = ..() if(!. || !mymob) return . RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE) RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE) if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED)) fov_enabled(mymob) else fov_disabled(mymob) /atom/movable/screen/plane_master/rendering_plate/masked_game_plate/proc/fov_enabled(mob/source) SIGNAL_HANDLER if(force_hidden == FALSE) return unhide_plane(source) /atom/movable/screen/plane_master/rendering_plate/masked_game_plate/proc/fov_disabled(mob/source) SIGNAL_HANDLER hide_plane(source) ///render plate for OOC stuff like ghosts, hud-screen effects, etc /atom/movable/screen/plane_master/rendering_plate/non_game name = "Non-Game rendering plate" documentation = "Renders anything that's out of character. Mostly useful as a converse to the game rendering plate." plane = RENDER_PLANE_NON_GAME render_relay_planes = list(RENDER_PLANE_MASTER) ///this plate renders the final screen to show to the player /atom/movable/screen/plane_master/rendering_plate/master name = "Master rendering plate" documentation = "The endpoint of all plane masters, you can think of this as the final \"view\" we draw.\
If offset is not 0 this will be drawn to the transparent plane of the floor above, but otherwise this is drawn to nothing, or shown to the player." plane = RENDER_PLANE_MASTER render_relay_planes = list() /atom/movable/screen/plane_master/rendering_plate/master/set_home(datum/plane_master_group/home) . = ..() // Non 0 offset render plates will relay up to the transparent plane above them, assuming they're not on the same z level as their target of course if(offset == 0) return if(home) RegisterSignal(home, COMSIG_GROUP_HUD_CHANGED, PROC_REF(hud_changed)) hud_changed(null, null, home.our_hud) /atom/movable/screen/plane_master/rendering_plate/master/proc/hud_changed(datum/source, datum/hud/old_hud, datum/hud/new_hud) SIGNAL_HANDLER if(old_hud) UnregisterSignal(old_hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) if(new_hud) RegisterSignal(new_hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) offset_change(new_hud?.current_plane_offset || 0) /atom/movable/screen/plane_master/rendering_plate/master/proc/on_offset_change(datum/source, old_offset, new_offset) SIGNAL_HANDLER offset_change(new_offset) /atom/movable/screen/plane_master/rendering_plate/master/proc/offset_change(new_offset) if(new_offset == offset) // If we're on our own z layer, relay to nothing, just draw remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_TRANSPARENT, offset - 1)) else // Otherwise, regenerate the relay add_relay_to(GET_NEW_PLANE(RENDER_PLANE_TRANSPARENT, offset - 1)) /** * Plane master proc called in Initialize() that creates relay objects, and sets them up as needed * Sets: * * layer from plane to avoid z-fighting * * planes to relay the render to * * render_source so that the plane will render on these objects * * mouse opacity to ensure proper mouse hit tracking * * name for debugging purposes * Other vars such as alpha will automatically be applied with the render source */ /atom/movable/screen/plane_master/proc/generate_render_relays() var/relay_loc = home?.relay_loc || "1,1" // If we're using a submap (say for a popup window) make sure we draw onto it if(home?.map) relay_loc = "[home.map]:[relay_loc]" var/list/generated_planes = list() for(var/atom/movable/render_plane_relay/relay as anything in relays) generated_planes += relay.plane for(var/relay_plane in (render_relay_planes - generated_planes)) generate_relay_to(relay_plane, relay_loc) if(blend_mode != BLEND_MULTIPLY) blend_mode = BLEND_DEFAULT relays_generated = TRUE /// Creates a connection between this plane master and the passed in plane /// Helper for out of system code, shouldn't be used in this file /// Build system to differenchiate between generated and non generated render relays /atom/movable/screen/plane_master/proc/add_relay_to(target_plane, blend_override, relay_layer, relay_color) if(get_relay_to(target_plane)) return if(!offset_already_updated) CRASH("Attempted to draw a render relay before our offset has been applied, this WILL break") render_relay_planes += target_plane var/client/display_lad = home?.our_hud?.mymob?.canon_client var/atom/movable/render_plane_relay/relay = generate_relay_to(target_plane, show_to = display_lad, blend_override = blend_override, relay_layer = relay_layer) relay.color = relay_color /proc/get_plane_master_render_base(name) return "*[name]: AUTOGENERATED RENDER TGT" /atom/movable/screen/plane_master/proc/generate_relay_to(target_plane, relay_loc, client/show_to, blend_override, relay_layer) if(!length(relays) && !initial(render_target)) render_target = OFFSET_RENDER_TARGET(get_plane_master_render_base(name), offset) if(!relay_loc) relay_loc = "1,1" // If we're using a submap (say for a popup window) make sure we draw onto it if(home?.map) relay_loc = "[home.map]:[relay_loc]" var/blend_to_use = blend_override if(isnull(blend_to_use)) blend_to_use = blend_mode_override || initial(blend_mode) var/atom/movable/render_plane_relay/relay = new() relay.render_source = render_target relay.plane = target_plane relay.screen_loc = relay_loc // There are two rules here // 1: layer needs to be positive (negative layers are treated as float layers) // 2: lower planes (including offset ones) need to be layered below higher ones (because otherwise they'll render fucky) // By multiplying LOWEST_EVER_PLANE by 30, we give 30 offsets worth of room to planes before they start going negative // Bet // We allow for manuel override if requested. careful with this relay.layer = relay_layer || (plane + abs(LOWEST_EVER_PLANE * 30)) //layer must be positive but can be a decimal relay.blend_mode = blend_to_use relay.mouse_opacity = mouse_opacity relay.name = render_target relay.critical_target = PLANE_IS_CRITICAL(target_plane) relays += relay // Relays are sometimes generated early, before huds have a mob to display stuff to // That's what this is for if(show_to) show_to.screen += relay if(offsetting_flags & OFFSET_RELAYS_MATCH_HIGHEST && home.our_hud) offset_relay(relay, home.our_hud.current_plane_offset) return relay /// Breaks a connection between this plane master, and the passed in place /atom/movable/screen/plane_master/proc/remove_relay_from(target_plane) render_relay_planes -= target_plane var/atom/movable/render_plane_relay/existing_relay = get_relay_to(target_plane) if(!existing_relay) return relays -= existing_relay if(!length(relays) && !initial(render_target)) render_target = null var/client/lad = home?.our_hud?.mymob?.canon_client if(lad) lad.screen -= existing_relay /// Gets the relay atom we're using to connect to the target plane, if one exists /atom/movable/screen/plane_master/proc/get_relay_to(target_plane) for(var/atom/movable/render_plane_relay/relay in relays) if(relay.plane == target_plane) return relay return null /** * Offsets our relays in place using the given parameter by adjusting their plane and * layer values, avoiding changing the layer for relays with custom-set layers. * * Used in [proc/build_planes_offset] to make the relays for non-offsetting planes * match the highest rendering plane that matches the target, to avoid them rendering * on the highest level above things that should be visible. * * Parameters: * - new_offset: the offset we will adjust our relays to */ /atom/movable/screen/plane_master/proc/offset_relays_in_place(new_offset) for(var/atom/movable/render_plane_relay/rpr in relays) offset_relay(rpr, new_offset) /** * Offsets a given render relay using the given parameter by adjusting its plane and * layer values, avoiding changing the layer if it has a custom-set layer. * * Parameters: * - rpr: the render plane relay we will offset * - new_offset: the offset we will adjust it by */ /atom/movable/screen/plane_master/proc/offset_relay(atom/movable/render_plane_relay/rpr, new_offset) var/base_relay_plane = PLANE_TO_TRUE(rpr.plane) var/old_offset = PLANE_TO_OFFSET(rpr.plane) rpr.plane = GET_NEW_PLANE(base_relay_plane, new_offset) var/old_offset_plane = real_plane - (PLANE_RANGE * old_offset) var/old_layer = (old_offset_plane + abs(LOWEST_EVER_PLANE * 30)) if(rpr.layer != old_layer) // Avoid overriding custom-set layers return var/offset_plane = real_plane - (PLANE_RANGE * new_offset) var/new_layer = (offset_plane + abs(LOWEST_EVER_PLANE * 30)) rpr.layer = new_layer