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Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
147 lines
7.2 KiB
Plaintext
147 lines
7.2 KiB
Plaintext
/// Object doesn't use any of the light systems. Should be changed to add a light source to the object.
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#define NO_LIGHT_SUPPORT 0
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/// Light made with the lighting datums, applying a matrix.
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#define COMPLEX_LIGHT 1
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/// Light made by masking the lighting darkness plane.
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#define OVERLAY_LIGHT 2
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/// Light made by masking the lighting darkness plane, and is directional.
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#define OVERLAY_LIGHT_DIRECTIONAL 3
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///Light made by masking the lighting darkness plane, and is a directionally focused beam.
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#define OVERLAY_LIGHT_BEAM 4
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/// Nonesensical value for light color, used for null checks.
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#define NONSENSICAL_VALUE -99999
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// Light systems that use the overlay light component
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#define IS_OVERLAY_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT || system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM)
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// Light systems that use the cone image of the overlay light component
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#define IS_OVERLAY_CONE_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM)
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/// Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
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#define LIGHT_ATTACHED (1<<0)
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/// Freezes a light in its current state, blocking any attempts at modification
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#define LIGHT_FROZEN (1<<1)
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/// Does this light ignore inherent offsets? (Pixels, transforms, etc)
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#define LIGHT_IGNORE_OFFSET (1<<2)
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#define MINIMUM_USEFUL_LIGHT_RANGE 1.5 // SKYRAT EDIT CHANGE - Original value 1.4
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/// light UNDER the floor. primarily used for starlight, shouldn't fuck with this
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#define LIGHTING_HEIGHT_SPACE -0.5
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/// light ON the floor
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#define LIGHTING_HEIGHT_FLOOR 0
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/// height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_HEIGHT 1
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/// Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_ROUND_VALUE (1 / 64)
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/// icon used for lighting shading effects
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#define LIGHTING_ICON 'icons/effects/lighting_object.dmi'
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/// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
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/// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
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#define LIGHTING_SOFT_THRESHOLD 0
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///How many tiles standard fires glow.
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#define LIGHT_RANGE_FIRE 3
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#define LIGHT_POWER_FIRE 2
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#define LIGHT_FIRE_BLOSSOM 2.1
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#define LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED 2.7
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#define LIGHT_POWER_FIRE_BLOSSOM_HARVESTED 1.5
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// Lighting cutoff defines
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// These are a percentage of how much darkness to cut off (in rgb)
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#define LIGHTING_CUTOFF_VISIBLE 0
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#define LIGHTING_CUTOFF_REAL_LOW 4.5
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#define LIGHTING_CUTOFF_LOW 10
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#define LIGHTING_CUTOFF_MEDIUM 15
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#define LIGHTING_CUTOFF_HIGH 30
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#define LIGHTING_CUTOFF_FULLBRIGHT 100
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/// What counts as being able to see in the dark
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#define LIGHTING_NIGHTVISION_THRESHOLD 7
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/// The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia)
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#define LIGHTING_TILE_IS_DARK 0.2
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/// Weight of overlay lighting, in percentage of contribution towards total light
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#define OVERLAY_LIGHTING_WEIGHT 0.4
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//code assumes higher numbers override lower numbers.
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#define LIGHTING_NO_UPDATE 0
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#define LIGHTING_VIS_UPDATE 1
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#define LIGHTING_CHECK_UPDATE 2
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#define LIGHTING_FORCE_UPDATE 3
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#define FLASH_LIGHT_DURATION 2
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#define FLASH_LIGHT_POWER 2
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#define FLASH_LIGHT_RANGE 3.8
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// Emissive blocking.
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/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
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#define EMISSIVE_BLOCK_GENERIC 0
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/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
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#define EMISSIVE_BLOCK_UNIQUE 1
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/// Don't block any emissives. Useful for things like, pieces of paper?
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#define EMISSIVE_BLOCK_NONE 2
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#define _EMISSIVE_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, val,0,0,0)
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#define _EMISSIVE_COLOR_NO_BLOOM(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,val,0,0)
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#define _SPECULAR_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,val,0)
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/// The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with [EM_BLOCK_COLOR].
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#define EMISSIVE_COLOR _EMISSIVE_COLOR(1)
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#define EMISSIVE_COLOR_NO_BLOOM _EMISSIVE_COLOR_NO_BLOOM(1)
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#define SPECULAR_COLOR _SPECULAR_COLOR(1)
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/// A globally cached version of [EMISSIVE_COLOR] for quick access.
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GLOBAL_LIST_INIT(emissive_color, EMISSIVE_COLOR)
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GLOBAL_LIST_INIT(emissive_color_no_bloom, EMISSIVE_COLOR_NO_BLOOM)
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GLOBAL_LIST_INIT(specular_color, SPECULAR_COLOR)
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// Types of emissives
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/// Emissive that will not have bloom applied to it, encoded into the green channel
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#define EMISSIVE_NO_BLOOM 0
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/// Emissive that will get bloom applied to it, encoded into the red channel
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#define EMISSIVE_BLOOM 1
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/// Mimics a highly reflective surface, will not have any glow by itself but will amplify any lighting applied to it, encoded into the blue channel
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#define EMISSIVE_SPECULAR 2
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/// Light cutoff of specular emissives, controls how sharp a light must be before it starts reflecting
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#define SPECULAR_EMISSIVE_CUTOFF 0.3
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/// Controls how bright specular emissives sourced from overlay lights are
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/// Keep in mind that overlay lights are also affected by the specular cutoff, so the maximum light value achievable is (contrast - cutoff)
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#define SPECULAR_EMISSIVE_OVERLAY_CONTRAST 1.4
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#define _EM_BLOCK_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,val, 0,0,0,0)
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/// The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with [EMISSIVE_COLOR].
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#define EM_BLOCK_COLOR _EM_BLOCK_COLOR(1)
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/// A globally cached version of [EM_BLOCK_COLOR] for quick access.
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GLOBAL_LIST_INIT(em_block_color, EM_BLOCK_COLOR)
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/// A set of appearance flags applied to all emissive and emissive blocker overlays.
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/// KEEP_APART to prevent parent hooking, KEEP_TOGETHER for children, and we reset the color of our parent so emissives get proper coloring based on [EMISSIVE_COLOR]
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#define EMISSIVE_APPEARANCE_FLAGS (KEEP_APART|KEEP_TOGETHER|RESET_COLOR)
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/// The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of [EMISSIVE_COLOR], and be independent of the RGB value of [EM_BLOCK_COLOR].
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#define EM_MASK_MATRIX list(0,0,0,1/3, 0,0,0,1/3, 0,0,0,1/3, 0,0,0,0, 1,1,1,0)
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/// A globally cached version of [EM_MASK_MATRIX] for quick access.
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GLOBAL_LIST_INIT(em_mask_matrix, EM_MASK_MATRIX)
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/// Maximum selectable value for emissive bloom, minimum being 0 which just disables it outright
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#define MAXIMUM_EMISSIVE_BLOOM_SIZE 5
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/// Default value for emissive bloom
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#define DEFAULT_EMISSIVE_BLOOM_SIZE 2
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/// Parse the hexadecimal color into lumcounts of each perspective.
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#define PARSE_LIGHT_COLOR(source) \
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do { \
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if (source.light_color != COLOR_WHITE) { \
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var/list/color_parts = rgb2num(source.light_color); \
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source.lum_r = color_parts[1] / 255; \
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source.lum_g = color_parts[2] / 255; \
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source.lum_b = color_parts[3] / 255; \
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} else { \
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source.lum_r = 1; \
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source.lum_g = 1; \
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source.lum_b = 1; \
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}; \
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} while (FALSE)
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