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* Lighting source refactor (Tiny) (#73284) ## About The Pull Request I'm doing two things here. Let's get the boring bit out of the way. Lighting source updates do three distinct things, and those things were all in one proc. I've split that one proc into three, with the first two feeding into the third. Second, more interesting thing. An annoying aspect of our lighting system is the math we use for calculating luminosity is hardcoded. This means that we can't have subtypes that are angled, or that have squared falloff, etc. All has to look the same. This sucks, and it shows. It has to be, goes the thinking, because we need very fast lookups that OOP cannot provide. We can't bog down the main equation with fluff, because the main equation needs to be really speedy. The thing about this equation is the only variants on a turf to turf basis is exactly how far turfs are from the center. So what if, instead of doing the math in our corner worker loop, we build lookup tables to match our current source's state. The tables, like a heatmap, could encode the lighting of any point along the line. This is actually faster then doing the math each time, because the list generation can be cached. It also means we've pulled the part we want to override out of hotcode. It's cheap to override now, and a complex subtype, with angles and such would have no impact on the typical usage. So the code's faster, easier to read, and more extensible. And we can do stuff like squared falloff for some lights in future without breaking others. Winning! ## Why It's Good For The Game Winning * Lighting source refactor (Tiny) --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
478 lines
17 KiB
Plaintext
478 lines
17 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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///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/top_atom
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///The atom that we belong to.
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var/atom/source_atom
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///The turf under the source atom.
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var/turf/source_turf
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///The turf the top_atom appears to over.
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var/turf/pixel_turf
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///Intensity of the emitter light.
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var/light_power
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/// The range of the emitted light.
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var/light_range
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/// The colour of the light, string, decomposed by parse_light_color()
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var/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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/// List used to store how much we're affecting corners.
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var/list/datum/lighting_corner/effect_str
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/// Whether we have applied our light yet or not.
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var/applied = FALSE
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/// whether we are to be added to SSlighting's sources_queue list for an update
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var/needs_update = LIGHTING_NO_UPDATE
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/datum/light_source/New(atom/owner, atom/top)
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source_atom = owner // Set our new owner.
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add_to_light_sources(source_atom)
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top_atom = top
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if (top_atom != source_atom)
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add_to_light_sources(top_atom)
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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(src)
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update()
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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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remove_from_light_sources(source_atom)
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if (top_atom)
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remove_from_light_sources(top_atom)
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if (needs_update)
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SSlighting.sources_queue -= src
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top_atom = null
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source_atom = null
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source_turf = null
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pixel_turf = null
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return ..()
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///add this light source to new_atom_host's light_sources list. updating movement registrations as needed
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/datum/light_source/proc/add_to_light_sources(atom/new_atom_host)
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if(QDELETED(new_atom_host))
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return FALSE
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LAZYADD(new_atom_host.light_sources, src)
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if(ismovable(new_atom_host) && new_atom_host == source_atom)
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RegisterSignal(new_atom_host, COMSIG_MOVABLE_MOVED, PROC_REF(update_host_lights))
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return TRUE
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///remove this light source from old_atom_host's light_sources list, unsetting movement registrations
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/datum/light_source/proc/remove_from_light_sources(atom/old_atom_host)
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if(QDELETED(old_atom_host))
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return FALSE
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LAZYREMOVE(old_atom_host.light_sources, src)
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if(ismovable(old_atom_host) && old_atom_host == source_atom)
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UnregisterSignal(old_atom_host, COMSIG_MOVABLE_MOVED)
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return TRUE
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///signal handler for when our host atom moves and we need to update our effects
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/datum/light_source/proc/update_host_lights(atom/movable/host)
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SIGNAL_HANDLER
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if(QDELETED(host))
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return
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host.update_light()
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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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SSlighting.sources_queue += src; \
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} \
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if (needs_update < level) { \
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needs_update = level; \
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}
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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(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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remove_from_light_sources(top_atom)
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top_atom = new_top_atom
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if (top_atom != source_atom)
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add_to_light_sources(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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// This exists so we can cache the vars used in this macro, and save MASSIVE time :)
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// Most of this is saving off datum var accesses, tho some of it does actually cache computation
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// You will NEED to call this before you call APPLY_CORNER
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#define SETUP_CORNERS_CACHE(lighting_source) \
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var/_turf_x = lighting_source.pixel_turf.x; \
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var/_turf_y = lighting_source.pixel_turf.y; \
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var/_turf_z = lighting_source.pixel_turf.z; \
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var/list/_sheet = get_sheet(); \
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var/list/_multiz_sheet = list(); \
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if(!!GET_LOWEST_STACK_OFFSET(source_turf.z)) { \
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_multiz_sheet = get_sheet(multiz = TRUE); \
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} \
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var/_range_offset = CEILING(lighting_source.light_range, 1) + 0.5 + 2; \
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var/_multiz_offset = SSmapping.max_plane_offset + 1; \
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var/_light_power = lighting_source.light_power; \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b; \
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var/_lum_r = lighting_source.lum_r; \
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var/_lum_g = lighting_source.lum_g; \
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var/_lum_b = lighting_source.lum_b;
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#define SETUP_CORNERS_REMOVAL_CACHE(lighting_source) \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b;
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// Read out of our sources light sheet, a map of offsets -> the luminosity to use
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#define LUM_FALLOFF(C) _sheet[C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
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#define LUM_FALLOFF_MULTIZ(C) _multiz_sheet[C.z - _turf_z + _multiz_offset][C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
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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 APPLY_CORNER(C) \
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if(C.z == _turf_z) { \
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. = LUM_FALLOFF(C); \
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} \
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else { \
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. = LUM_FALLOFF_MULTIZ(C) \
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} \
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. *= _light_power; \
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var/OLD = 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_b) - (OLD * _applied_lum_b) \
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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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/// Returns a list of lists, indexed with ints, that can be read to get the lighting multiplier at any one point
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/// If the requested sheet is multiz, this will be 3 lists deep, first handling z level then x and y
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/// otherwise it's just two, x then y
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/datum/light_source/proc/get_sheet(multiz = FALSE)
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var/list/static/key_to_sheet = list()
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var/range = max(1, light_range);
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var/key = "[range]-[multiz]"
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var/list/hand_back = key_to_sheet[key]
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if(!hand_back)
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if(multiz)
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hand_back = generate_sheet_multiz(range)
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else
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hand_back = generate_sheet(range)
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key_to_sheet[key] = hand_back
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return hand_back
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/// Returns a list of lists that encodes the light falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the source object
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/datum/light_source/proc/generate_sheet(range, z_level = 0)
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var/list/encode = list()
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var/bound_range = CEILING(range, 1) + 1
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// Corners are placed at 0.5 offsets
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// We need our coords to reflect that
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for(var/x in (-bound_range - 0.5) to (bound_range + 0.5))
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var/list/row = list()
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for(var/y in (-bound_range - 0.5) to (bound_range + 0.5))
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row += falloff_at_coord(x, y, z_level, range)
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encode += list(row)
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return encode
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/// Returns a THREE dimensional list of lists that encodes the lighting falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the passed object
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/datum/light_source/proc/generate_sheet_multiz(range)
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var/list/encode = list()
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var/z_range = SSmapping.max_plane_offset // Let's just be safe yeah?
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for(var/z in -z_range to z_range)
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var/list/sheet = generate_sheet(range, z)
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encode += list(sheet)
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return encode
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/// Takes x y and z offsets from the source as input, alongside our source's range
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/// Returns a value between 0 and 1, 0 being dark on that tile, 1 being fully lit
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/datum/light_source/proc/falloff_at_coord(x, y, z, range)
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var/_range_divisor = max(1, range)
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// You may notice we use squares here even though there are three components
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// Because z diffs are so functionally small, cubes and cube roots are too aggressive
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return 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + LIGHTING_HEIGHT) / _range_divisor)
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/proc/read_sheet(list/sheet, x, y, offset, z, z_offset)
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var/list/working = sheet
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var/offset_x = x + offset
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var/offset_y = y + offset
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var/offset_z = z + z_offset
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if(z)
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working = sheet[offset_z]
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var/list/line = working[offset_x]
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var/word = line[offset_y]
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return word
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/// This is the define used to calculate falloff.
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/datum/light_source/proc/remove_lum()
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SETUP_CORNERS_REMOVAL_CACHE(src)
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applied = FALSE
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for (var/datum/lighting_corner/corner as anything in effect_str)
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REMOVE_CORNER(corner)
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LAZYREMOVE(corner.affecting, src)
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effect_str = null
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/datum/light_source/proc/recalc_corner(datum/lighting_corner/corner)
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SETUP_CORNERS_CACHE(src)
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LAZYINITLIST(effect_str)
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if (effect_str[corner]) // Already have one.
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REMOVE_CORNER(corner)
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effect_str[corner] = 0
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APPLY_CORNER(corner)
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effect_str[corner] = .
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// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
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#define GENERATE_MISSING_CORNERS(gen_for) \
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if (!gen_for.lighting_corner_NE) { \
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gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SE) { \
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gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SW) { \
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gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_NW) { \
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gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z); \
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} \
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gen_for.lighting_corners_initialised = TRUE;
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#define INSERT_CORNERS(insert_into, draw_from) \
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if (!draw_from.lighting_corners_initialised) { \
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GENERATE_MISSING_CORNERS(draw_from); \
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} \
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insert_into[draw_from.lighting_corner_NE] = 0; \
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insert_into[draw_from.lighting_corner_SE] = 0; \
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insert_into[draw_from.lighting_corner_SW] = 0; \
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insert_into[draw_from.lighting_corner_NW] = 0;
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/// Refreshes our lighting source to match its parent atom
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/// Returns TRUE if an update is needed, FALSE otherwise
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/datum/light_source/proc/refresh_values()
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var/update = FALSE
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var/atom/source_atom = src.source_atom
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if (QDELETED(source_atom))
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qdel(src)
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return FALSE
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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 FALSE
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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/pixel_loc = get_turf_pixel(top_atom)
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if (pixel_loc != pixel_turf)
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pixel_turf = pixel_loc
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update = TRUE
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if (!isturf(source_turf))
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if (applied)
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remove_lum()
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return FALSE
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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(src)
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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 we need to update, well, update
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if (update)
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needs_update = LIGHTING_CHECK_UPDATE
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applied = TRUE
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return TRUE
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// Otherwise, go off the needs_update var. If it requires an update provide one, otherwise we're kosher
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if (needs_update == LIGHTING_CHECK_UPDATE)
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return FALSE //nothing's changed
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return TRUE
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/// Returns a list of lighting corners this source impacts
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/datum/light_source/proc/impacted_corners()
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var/list/datum/lighting_corner/corners = list()
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if (!source_turf)
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return list()
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var/oldlum = source_turf.luminosity
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source_turf.luminosity = CEILING(light_range, 1)
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var/uses_multiz = !!GET_LOWEST_STACK_OFFSET(source_turf.z)
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if(!uses_multiz) // Yes I know this could be acomplished with an if in the for loop, but it's fukin lighting code man
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for(var/turf/T in view(CEILING(light_range, 1), source_turf))
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if(IS_OPAQUE_TURF(T))
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continue
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INSERT_CORNERS(corners, T)
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source_turf.luminosity = oldlum
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return corners
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for(var/turf/T in view(CEILING(light_range, 1), source_turf))
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if(IS_OPAQUE_TURF(T))
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continue
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INSERT_CORNERS(corners, T)
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var/turf/below = SSmapping.get_turf_below(T)
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var/turf/previous = T
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while(below)
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// If we find a non transparent previous, end
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if(!istransparentturf(previous))
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break
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if(IS_OPAQUE_TURF(below))
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// If we're opaque but the tile above us is transparent, then we should be counted as part of the potential "space"
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// Of this corner
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break
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// Now we do lighting things to it
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INSERT_CORNERS(corners, below)
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// ANNND then we add the one below it
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previous = below
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below = SSmapping.get_turf_below(below)
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var/turf/above = SSmapping.get_turf_above(T)
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while(above)
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// If we find a non transparent turf, end
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if(!istransparentturf(above) || IS_OPAQUE_TURF(above))
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break
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INSERT_CORNERS(corners, above)
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above = SSmapping.get_turf_above(above)
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source_turf.luminosity = oldlum
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return corners
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/datum/light_source/proc/update_corners()
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if(!refresh_values())
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return
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|
|
|
var/list/datum/lighting_corner/corners = impacted_corners()
|
|
SETUP_CORNERS_CACHE(src)
|
|
|
|
var/list/datum/lighting_corner/new_corners = (corners - src.effect_str)
|
|
LAZYINITLIST(src.effect_str)
|
|
var/list/effect_str = src.effect_str
|
|
if (needs_update == LIGHTING_VIS_UPDATE)
|
|
for (var/datum/lighting_corner/corner as anything in new_corners)
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
LAZYADD(corner.affecting, src)
|
|
effect_str[corner] = .
|
|
else
|
|
for (var/datum/lighting_corner/corner as anything in new_corners)
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
LAZYADD(corner.affecting, src)
|
|
effect_str[corner] = .
|
|
// New corners are a subset of corners. so if they're both the same length, there are NO old corners!
|
|
if(length(corners) != length(new_corners))
|
|
for (var/datum/lighting_corner/corner as anything in corners - new_corners) // Existing corners
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
effect_str[corner] = .
|
|
else
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= corner
|
|
|
|
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
|
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
|
REMOVE_CORNER(corner)
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= gone_corners
|
|
|
|
applied_lum_r = lum_r
|
|
applied_lum_g = lum_g
|
|
applied_lum_b = lum_b
|
|
|
|
UNSETEMPTY(src.effect_str)
|
|
|
|
#undef EFFECT_UPDATE
|
|
#undef LUM_FALLOFF
|
|
#undef REMOVE_CORNER
|
|
#undef APPLY_CORNER
|
|
#undef SETUP_CORNERS_REMOVAL_CACHE
|
|
#undef SETUP_CORNERS_CACHE
|
|
#undef GENERATE_MISSING_CORNERS
|