mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-04 05:51:54 +00:00
Adds a visualizer for lighting object updating. Optimizes the same (#67678)
It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that
I've also added some debug vars on SSlighting to make testing with/without some checks easier
Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating
This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts
We also do some rounding to ensure values look right
Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color
Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.
To some extent just comes down to map design
(cherry picked from commit a6d4e180ad)
# Conflicts:
# code/modules/lighting/lighting_object.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
118 lines
4.8 KiB
Plaintext
118 lines
4.8 KiB
Plaintext
/datum/lighting_object
|
|
///the underlay we are currently applying to our turf to apply light
|
|
var/mutable_appearance/current_underlay
|
|
|
|
///whether we are already in the SSlighting.objects_queue list
|
|
var/needs_update = FALSE
|
|
|
|
///the turf that our light is applied to
|
|
var/turf/affected_turf
|
|
|
|
// Global list of lighting underlays, indexed by z level
|
|
GLOBAL_LIST_EMPTY(default_lighting_underlays_by_z)
|
|
|
|
/datum/lighting_object/New(turf/source)
|
|
if(!isturf(source))
|
|
qdel(src, force=TRUE)
|
|
stack_trace("a lighting object was assigned to [source], a non turf! ")
|
|
return
|
|
|
|
. = ..()
|
|
|
|
current_underlay = new(GLOB.default_lighting_underlays_by_z[source.z])
|
|
|
|
affected_turf = source
|
|
if (affected_turf.lighting_object)
|
|
qdel(affected_turf.lighting_object, force = TRUE)
|
|
stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
|
|
|
|
affected_turf.lighting_object = src
|
|
affected_turf.luminosity = 0
|
|
|
|
// This path is really hot. this is faster
|
|
// Really this should be a global var or something, but lets not think about that yes?
|
|
if(CONFIG_GET(flag/starlight))
|
|
for(var/turf/open/space/space_tile in RANGE_TURFS(1, affected_turf))
|
|
space_tile.update_starlight()
|
|
|
|
needs_update = TRUE
|
|
SSlighting.objects_queue += src
|
|
|
|
/datum/lighting_object/Destroy(force)
|
|
if (!force)
|
|
return QDEL_HINT_LETMELIVE
|
|
SSlighting.objects_queue -= src
|
|
if (isturf(affected_turf))
|
|
affected_turf.lighting_object = null
|
|
affected_turf.luminosity = 1
|
|
affected_turf.underlays -= current_underlay
|
|
affected_turf = null
|
|
return ..()
|
|
|
|
/datum/lighting_object/proc/update()
|
|
#ifdef VISUALIZE_LIGHT_UPDATES
|
|
affected_turf.add_atom_colour(COLOR_BLUE_LIGHT, ADMIN_COLOUR_PRIORITY)
|
|
animate(affected_turf, 10, color = null)
|
|
addtimer(CALLBACK(affected_turf, /atom/proc/remove_atom_colour, ADMIN_COLOUR_PRIORITY, COLOR_BLUE_LIGHT), 10, TIMER_UNIQUE|TIMER_OVERRIDE)
|
|
#endif
|
|
|
|
// To the future coder who sees this and thinks
|
|
// "Why didn't he just use a loop?"
|
|
// Well my man, it's because the loop performed like shit.
|
|
// And there's no way to improve it because
|
|
// without a loop you can make the list all at once which is the fastest you're gonna get.
|
|
// Oh it's also shorter line wise.
|
|
// Including with these comments.
|
|
|
|
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
|
|
|
|
var/turf/affected_turf = src.affected_turf
|
|
|
|
#ifdef VISUALIZE_LIGHT_UPDATES
|
|
affected_turf.add_atom_colour(COLOR_BLUE_LIGHT, ADMIN_COLOUR_PRIORITY)
|
|
animate(affected_turf, 10, color = null)
|
|
addtimer(CALLBACK(affected_turf, TYPE_PROC_REF(/atom, remove_atom_colour), ADMIN_COLOUR_PRIORITY, COLOR_BLUE_LIGHT), 10, TIMER_UNIQUE|TIMER_OVERRIDE)
|
|
#endif
|
|
|
|
var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
|
|
var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
|
|
var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
|
|
var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
|
|
|
|
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
|
|
|
|
|
|
#if LIGHTING_SOFT_THRESHOLD != 0
|
|
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
|
|
#else
|
|
// Because of floating points™?, it won't even be a flat 0.
|
|
// This number is mostly arbitrary.
|
|
var/set_luminosity = max > 1e-6
|
|
#endif
|
|
|
|
var/mutable_appearance/current_underlay = src.current_underlay
|
|
affected_turf.underlays -= current_underlay
|
|
if(red_corner.cache_r & green_corner.cache_r & blue_corner.cache_r & alpha_corner.cache_r && \
|
|
(red_corner.cache_g + green_corner.cache_g + blue_corner.cache_g + alpha_corner.cache_g + \
|
|
red_corner.cache_b + green_corner.cache_b + blue_corner.cache_b + alpha_corner.cache_b == 8))
|
|
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
|
|
current_underlay.icon_state = "lighting_transparent"
|
|
current_underlay.color = null
|
|
else if(!set_luminosity)
|
|
current_underlay.icon_state = "lighting_dark"
|
|
current_underlay.color = null
|
|
else
|
|
current_underlay.icon_state = null
|
|
current_underlay.color = list(
|
|
red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00,
|
|
green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00,
|
|
blue_corner.cache_r, blue_corner.cache_g, blue_corner.cache_b, 00,
|
|
alpha_corner.cache_r, alpha_corner.cache_g, alpha_corner.cache_b, 00,
|
|
00, 00, 00, 01
|
|
)
|
|
|
|
// Of note. Most of the cost in this proc is here, I think because color matrix'd underlays DO NOT cache well, which is what adding to underlays does
|
|
// We use underlays because objects on each tile would fuck with maptick. if that ever changes, use an object for this instead
|
|
affected_turf.underlays += current_underlay
|
|
affected_turf.luminosity = set_luminosity
|