Files
Bubberstation/code/modules/lighting/lighting_corner.dm
Lucy 9b6e752f3e Makes lighting objects objects again (#95332)
## About The Pull Request

Continuation of https://github.com/tgstation/tgstation/pull/78857

FOR TOOO LONG WE HAVE SUFF-
Ok yeah so like, we made them overlays to save on maptick, but with
threaded maptick that is potentially not an issue anymore.
I'm opening this pr so I can tm it and see. If it works, it'll save
about 50% of lighting object update costs, which is pretty damn good.

I'm also removing the fullbright light icon state, since it is barely
ever used (it was added as a clientside op, but we don't hit fullbright
very much at all so it does nothing but eat my cpu time)

Also also changing how SSlighting does its resolution. Rather then
waiting for all sources to process, then working on corners and objects,
instead we will do all the sources we had at the start, then all the
sources after, and so on.
The goal is to avoid churn causing the system to constantly choke. it is
better to potentially double operate then it is for things to feel
horrifically slow.

## Why It's Good For The Game

Faster. Also you won't be able to see lights through walls anymore, so
mesons will be less dumb. Can maybe bump their nightvision a bit idk
we'll see.

## Current Issues

to be found

## Changelog
🆑 Absolucy, LemonInTheDark
fix: You can no longer see lights through walls when using mesons or
when ventcrawling.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2026-04-23 08:55:26 +12:00

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// Because we can control each corner of every lighting object.
// 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.
/datum/lighting_corner
var/list/datum/light_source/affecting // Light sources affecting us.
var/x = 0
var/y = 0
var/z = 0
var/turf/master_NE
var/turf/master_SE
var/turf/master_SW
var/turf/master_NW
//"raw" color values, changed by update_lumcount()
var/lum_r = 0
var/lum_g = 0
var/lum_b = 0
//true color values, guaranteed to be between 0 and 1
var/cache_r = LIGHTING_SOFT_THRESHOLD
var/cache_g = LIGHTING_SOFT_THRESHOLD
var/cache_b = LIGHTING_SOFT_THRESHOLD
///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this
var/largest_color_luminosity = 0
///whether we are to be added to SSlighting's corners_queue list for an update
var/needs_update = FALSE
// Takes as an argument the coords to use as the bottom left (south west) of our corner
/datum/lighting_corner/New(x, y, z)
. = ..()
src.x = x + 0.5
src.y = y + 0.5
src.z = z
// Alright. We're gonna take a set of coords, and from them do a loop clockwise
// To build out the turfs adjacent to us. This is pretty fast
var/turf/process_next = locate(x, y, z)
if(process_next)
master_SW = process_next
process_next.lighting_corner_NE = src
// Now, we go north!
process_next = get_step(process_next, NORTH)
else
// Yes this is slightly slower then having a guarenteeed turf, but there aren't many null turfs
// So this is pretty damn fast
process_next = locate(x, y + 1, z)
// Ok, if we have a north turf, go there. otherwise, onto the next
if(process_next)
master_NW = process_next
process_next.lighting_corner_SE = src
// Now, TO THE EAST
process_next = get_step(process_next, EAST)
else
process_next = locate(x + 1, y + 1, z)
// Etc etc
if(process_next)
master_NE = process_next
process_next.lighting_corner_SW = src
// Now, TO THE SOUTH AGAIN (SE)
process_next = get_step(process_next, SOUTH)
else
process_next = locate(x + 1, y, z)
// anddd the last tile
if(process_next)
master_SE = process_next
process_next.lighting_corner_NW = src
/datum/lighting_corner/proc/self_destruct_if_idle()
if (!LAZYLEN(affecting))
qdel(src, force = TRUE)
/datum/lighting_corner/proc/vis_update()
for (var/datum/light_source/light_source as anything in affecting)
light_source.vis_update()
/datum/lighting_corner/proc/full_update()
for (var/datum/light_source/light_source as anything in affecting)
light_source.recalc_corner(src)
// 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)
#ifdef VISUALIZE_LIGHT_UPDATES
if (!SSlighting.allow_duped_values && !(delta_r || delta_g || delta_b)) // 0 is falsey ok
return
#else
if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
return
#endif
lum_r += delta_r
lum_g += delta_g
lum_b += delta_b
if (!needs_update)
needs_update = TRUE
SSlighting.corners_queue += src
/datum/lighting_corner/proc/update_objects()
// Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually.
var/lum_r = src.lum_r
var/lum_g = src.lum_g
var/lum_b = src.lum_b
var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
. = 1 // factor
if (largest_color_luminosity > 1)
. = 1 / largest_color_luminosity
var/old_r = cache_r
var/old_g = cache_g
var/old_b = cache_b
#if LIGHTING_SOFT_THRESHOLD != 0
else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
. = 0 // 0 means soft lighting.
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
#else
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
#endif
src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
#ifdef VISUALIZE_LIGHT_UPDATES
if(!SSlighting.allow_duped_corners && old_r == cache_r && old_g == cache_g && old_b == cache_b)
return
#else
if(old_r == cache_r && old_g == cache_g && old_b == cache_b)
return
#endif
var/atom/movable/lighting_object/lighting_object = master_NE?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SE?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SW?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_NW?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
self_destruct_if_idle()
/datum/lighting_corner/Destroy(force)
if (!force)
return QDEL_HINT_LETMELIVE
for (var/datum/light_source/light_source as anything in affecting)
LAZYREMOVE(light_source.effect_str, src)
affecting = null
if (master_NE)
master_NE.lighting_corner_SW = null
master_NE.lighting_corners_initialised = FALSE
if (master_SE)
master_SE.lighting_corner_NW = null
master_SE.lighting_corners_initialised = FALSE
if (master_SW)
master_SW.lighting_corner_NE = null
master_SW.lighting_corners_initialised = FALSE
if (master_NW)
master_NW.lighting_corner_SE = null
master_NW.lighting_corners_initialised = FALSE
if (needs_update)
SSlighting.corners_queue -= src
return ..()
/// Debug proc to aid in understanding how corners work
/datum/lighting_corner/proc/display(max_lum)
if(QDELETED(src))
return
var/turf/draw_to = master_SW || master_NE || master_SE || master_NW
var/mutable_appearance/display = mutable_appearance('icons/turf/debug.dmi', "corner_color", LIGHT_DEBUG_LAYER, draw_to, BALLOON_CHAT_PLANE)
if(x > draw_to.x)
display.pixel_w = 16
else
display.pixel_w = -16
if(y > draw_to.y)
display.pixel_z = 16
else
display.pixel_z = -16
display.color = rgb(cache_r * 255, cache_g * 255, cache_b * 255)
draw_to.add_overlay(display)
/datum/lighting_corner/dummy/display()
return
/// Makes all lighting corners visible, debug to aid in understanding
/proc/display_corners()
var/list/corners = list()
var/max_lum = 0
for(var/datum/lighting_corner/corner) // I am so sorry
corners += corner
max_lum = max(max_lum, corner.largest_color_luminosity)
for(var/datum/lighting_corner/corner as anything in corners)
corner.display(max_lum)