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Rather then remove the light from all tiles, then re-add the light to all tiles, we just go thru each tile and diff the light level from the last value we added to it. (since this is tracked) This cut the proc calls for updating lights in half. Lighting objects now default to full brite rather then full dark so shuttles aren't as immersion breaking when they transit. Made lighting more agressive about clearing empty lists.
307 lines
8.3 KiB
Plaintext
307 lines
8.3 KiB
Plaintext
// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/turf/pixel_turf // The turf the top_atom appears to over.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
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var/list/turf/affecting_turfs
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
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/datum/light_source/New(var/atom/owner, var/atom/top)
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source_atom = owner // Set our new owner.
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LAZYADD(source_atom.light_sources, src)
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top_atom = top
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if (top_atom != source_atom)
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LAZYADD(top_atom.light_sources, src)
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source_turf = top_atom
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pixel_turf = get_turf_pixel(top_atom) || source_turf
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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parse_light_color()
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update()
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return ..()
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/datum/light_source/Destroy(force)
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remove_lum()
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if (source_atom)
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LAZYREMOVE(source_atom.light_sources, src)
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if (top_atom)
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LAZYREMOVE(top_atom.light_sources, src)
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. = ..()
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if(!force)
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return QDEL_HINT_IWILLGC
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE(level) \
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if (needs_update == LIGHTING_NO_UPDATE) \
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GLOB.lighting_update_lights += src; \
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if (needs_update < level) \
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needs_update = level; \
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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LAZYREMOVE(top_atom.light_sources, src)
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top_atom = new_top_atom
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if (top_atom != source_atom)
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LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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lum_b = 1
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, pixel_turf); \
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. *= light_power; \
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var/OLD = effect_str[C]; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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(. * lum_r) - (OLD * applied_lum_r), \
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(. * lum_g) - (OLD * applied_lum_g), \
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(. * lum_g) - (OLD * applied_lum_g) \
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);
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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);
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// This is the define used to calculate falloff.
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/*
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/datum/light_source/proc/apply_lum()
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var/static/update_gen = 1
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applied = 1
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// Keep track of the last applied lum values so that the lighting can be reversed
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var/thing
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var/datum/lighting_corner/C
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var/corners = list()
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LAZYINITLIST(effect_str)
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FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
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var/list/turf_corners = T.get_corners()
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for (thing in turf_corners)
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C = thing
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if (C.update_gen == update_gen)
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continue
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C.update_gen = update_gen
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LAZYADD(C.affecting,src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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LAZYADD(T.affecting_lights, src)
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LAZYADD(affecting_turfs, T)
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FOR_DVIEW_END
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update_gen++
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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*/
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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var/thing
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for (thing in affecting_turfs)
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var/turf/T = thing
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LAZYREMOVE(T.affecting_lights, src)
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affecting_turfs = null
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var/datum/lighting_corner/C
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for (thing in effect_str)
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C = thing
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REMOVE_CORNER(C)
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LAZYREMOVE(C.affecting, src)
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effect_str = null
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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if (effect_str.Find(C)) // Already have one.
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REMOVE_CORNER(C)
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APPLY_CORNER(C)
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/datum/light_source/proc/update_corners()
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var/update = FALSE
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if (!source_atom)
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qdel(src)
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return
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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update = TRUE
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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update = TRUE
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if (!top_atom)
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top_atom = source_atom
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update = TRUE
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if (!light_range || !light_power)
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qdel(src)
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return
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if (isturf(top_atom))
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if (source_turf != top_atom)
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source_turf = top_atom
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pixel_turf = source_turf
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update = TRUE
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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pixel_turf = get_turf_pixel(top_atom)
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update = TRUE
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else
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var/P = get_turf_pixel(top_atom)
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if (P != pixel_turf)
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pixel_turf = get_turf_pixel(top_atom)
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update = TRUE
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if (light_range && light_power && !applied)
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update = TRUE
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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update = TRUE
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else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
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update = TRUE
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if (update)
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needs_update = LIGHTING_CHECK_UPDATE
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else if (needs_update == LIGHTING_CHECK_UPDATE)
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return //nothing's changed
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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var/thing
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var/datum/lighting_corner/C
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var/turf/T
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FOR_DVIEW(T, Ceiling(light_range), source_turf, 0)
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for (thing in T.get_corners(source_turf))
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C = thing
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corners[C] = 0
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turfs += T
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FOR_DVIEW_END
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LAZYINITLIST(affecting_turfs)
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (thing in L)
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T = thing
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LAZYADD(T.affecting_lights, src)
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (thing in L)
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T = thing
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LAZYREMOVE(T.affecting_lights, src)
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LAZYINITLIST(effect_str)
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for (thing in (needs_update == LIGHTING_VIS_UPDATE ? corners - effect_str : corners)) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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for (thing in effect_str - corners) // Old, now gone, corners.
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C = thing
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REMOVE_CORNER(C)
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LAZYREMOVE(C.affecting, src)
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effect_str -= C
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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UNSETEMPTY(effect_str)
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UNSETEMPTY(affecting_turfs)
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#undef EFFECT_UPDATE
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#undef LUM_FALLOFF
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#undef REMOVE_CORNER
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#undef APPLY_CORNER
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