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90 lines
4.8 KiB
Plaintext
90 lines
4.8 KiB
Plaintext
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
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#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
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#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
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#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
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#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_ROUND_VALUE 1 / 64 //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_ICON 'icons/effects/lighting_object.dmi' // icon used for lighting shading effects
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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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// If I were you I'd leave this alone.
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#define LIGHTING_BASE_MATRIX \
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list \
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( \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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0, 0, 0, 1 \
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) \
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// Helpers so we can (more easily) control the colour matrices.
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#define CL_MATRIX_RR 1
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#define CL_MATRIX_RG 2
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#define CL_MATRIX_RB 3
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#define CL_MATRIX_RA 4
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#define CL_MATRIX_GR 5
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#define CL_MATRIX_GG 6
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#define CL_MATRIX_GB 7
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#define CL_MATRIX_GA 8
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#define CL_MATRIX_BR 9
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#define CL_MATRIX_BG 10
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#define CL_MATRIX_BB 11
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#define CL_MATRIX_BA 12
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#define CL_MATRIX_AR 13
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#define CL_MATRIX_AG 14
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#define CL_MATRIX_AB 15
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#define CL_MATRIX_AA 16
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#define CL_MATRIX_CR 17
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#define CL_MATRIX_CG 18
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#define CL_MATRIX_CB 19
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#define CL_MATRIX_CA 20
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//Some defines to generalise colours used in lighting.
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
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#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
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#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
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#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
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#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
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#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
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#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
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#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
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#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
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#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
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#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
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#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
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#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
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//These ones aren't a direct colour like the ones above, because nothing would fit
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#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
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#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
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#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
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#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
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#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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#define LIGHTING_PLANE_ALPHA_VISIBLE 255
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#define LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE 192
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#define LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE 128 //For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
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#define LIGHTING_PLANE_ALPHA_INVISIBLE 0
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//lighting area defines
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#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
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#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
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#define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power
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#define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is.
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#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
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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 |