Files
SmArtKar a4dcdebf39 Invests /tg/station Foundation funds into NVIDIA stocks (Adds a particle weather toggle) (#96510)
## About The Pull Request

Due to a BYOND bug, large amounts of particles will cause immense lag
and framedrops on AMD GPUs, no matter how good the GPU itself is.
Unfortunately this is most noticeable with new particle weather, to the
point where storms reduce framerate to single digits for players who
haven't invested into NVIDIA before the AI market boom.

By rendering overlays twice and only enabling one of the planes, we can
allow players to toggle between new particle weather (semi-transparent
overlays + particles) and old (fully opaque overlays)
Unfortunately we don't have a way to check the player's GPU (at least
not easily) so players will have to change it themselves


https://github.com/user-attachments/assets/0c36fca4-c8a4-42ed-895f-42e853b10f44

(Particle weather is a bit more dense without ghost vision but i'm too
lazy to re-record)

Closes #96460 (Sort of)

## Changelog
🆑
qol: Particle weather can now be disabled in favor of old weather. !!!
AMD GPU USERS NEED TO SWITCH TO OLD WEATHER TO FIX THE LAG!!!
/🆑
2026-06-15 21:57:30 +02:00

694 lines
34 KiB
Plaintext

/*!
* 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.\
<br>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/particle_weather
name = "Particle Weather"
documentation = "Plane used to render particle weather, masked by WEATHER_MASK_PLANE. \
Cannot be a single screen object as it needs to be a planemaster in order to be properly masked by the weather mask."
plane = RENDER_PLANE_PARTICLE_WEATHER
start_hidden = TRUE
critical = PLANE_CRITICAL_DISPLAY
/atom/movable/screen/plane_master/rendering_plate/particle_weather/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
. = ..()
// We can actually do this just fine as we do not render anything onto ourselves but our particles
add_filter("weather_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(WEATHER_MASK_RENDER_TARGET, offset)))
/atom/movable/screen/plane_master/rendering_plate/particle_weather/set_home(datum/plane_master_group/home)
. = ..()
if(!.)
return
home.AddComponent(/datum/component/hide_weather_planes, src, TRUE)
RegisterSignal(home, COMSIG_GROUP_HUD_CHANGED, PROC_REF(hud_changed))
update_state(home.our_hud?.mymob)
/atom/movable/screen/plane_master/rendering_plate/particle_weather/proc/hud_changed(datum/source, datum/hud/old_hud, datum/hud/new_hud)
SIGNAL_HANDLER
update_state(new_hud?.mymob)
/// Updates ourselves based on our mob's preferences state
/atom/movable/screen/plane_master/rendering_plate/particle_weather/proc/update_state(mob/mymob)
SSweather.particle_planemasters -= src
vis_contents.Cut()
if(!istype(mymob) || !mymob.canon_client?.prefs?.read_preference(/datum/preference/toggle/particle_weather))
return
SSweather.particle_planemasters += src
// And add all ongoing weather to ourselves
for (var/holder_offset, holder_list in SSweather.particle_holders)
for (var/obj/effect/abstract/weather_holder/holder as anything in holder_list)
if (holder.plane == plane)
vis_contents += holder
/atom/movable/screen/plane_master/rendering_plate/particle_weather/Destroy()
SSweather.particle_planemasters -= src
return ..()
/atom/movable/screen/plane_master/rendering_plate/particle_weather/emissive
name = "Emissive Particle Weather"
documentation = "Secondary particle weather plane for emissive parts of weather, which is additionally rendered onto the emissive plane after being masked."
plane = RENDER_PLANE_EMISSIVE_PARTICLE_WEATHER
/atom/movable/screen/plane_master/rendering_plate/particle_weather/emissive/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
. = ..()
// Render a copy of ourselves onto the emissive plane encoded into the bloom channel
add_relay_to(GET_NEW_PLANE(EMISSIVE_PLANE, offset), relay_color = GLOB.emissive_color)
/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.\
<br>Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.\
<br>Emissive blockers are pasted with an atom color that converts them to be entirely some different color.\
<br>Emissive overlays and emissive blockers are put onto the same plane (This one).\
<br>The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.\
<br>A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.\
<br>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.\
<br>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 <b>multiplied</b> with the plane it's rendered onto (typically the game plane).\
<br>That's how lighting functions at base. Because it uses BLEND_MULTIPLY and occasionally color matrixes, it needs a backdrop of blackness.\
<br>See <a href=\"https://secure.byond.com/forum/?post=2141928\">this byond post</a>\
<br>Lemme see uh, we're masked by the emissive plane so it can actually function (IE: make things glow in the dark).\
<br>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.\
<br>Masks us out so it has the breathing room to apply its effect.\
<br>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.\
<br>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.\
<br>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.\
<br>If we ever switch to a sight setup that shows say, mobs but not floors, we instead mask just overlay lighting and emissives.\
<br>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.\
<br>We apply a displacement effect from the gravity pulse plane too, so we can warp the game world.\
<br>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.\
<br>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.\
<br>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\
<br>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.\
<br>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