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Bubberstation/code/_onclick/hud/rendering/render_plate.dm
SkyratBot 53db0f7784 [MIRROR] Visual fixes (lighting, weird shit, old bugs from a parallax thing) [MDB IGNORE] (#19482)
Visual fixes (lighting, weird shit, old bugs from a parallax thing)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:07:58 +00:00

388 lines
20 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 it's render onto other planes that are not it's 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
///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/show_to(mob/mymob)
. = ..()
if(!.)
return
if(offset == 0)
return
// 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
var/datum/hud/hud = home.our_hud
// show_to can be called twice successfully with no hide_from call. Ensure no runtimes off the registers from this
if(hud)
RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change), override = TRUE)
offset_change(hud?.current_plane_offset || 0)
/atom/movable/screen/plane_master/rendering_plate/master/hide_from(mob/oldmob)
. = ..()
if(offset == 0)
return
var/datum/hud/hud = home.our_hud
if(hud)
UnregisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change))
/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))
///renders general in charachter 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."
plane = RENDER_PLANE_GAME
render_relay_planes = list(RENDER_PLANE_MASTER)
/atom/movable/screen/plane_master/rendering_plate/game_plate/Initialize(mapload)
. = ..()
add_filter("displacer", 1, displacement_map_filter(render_source = OFFSET_RENDER_TARGET(GRAVITY_PULSE_RENDER_TARGET, offset), size = 10))
// 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/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.client?.prefs?.read_preference(/datum/preference/toggle/ambient_occlusion))
add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA"))
///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 movable 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
/// 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)
. = ..()
add_filter("emissives", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_RENDER_TARGET, offset), flags = MASK_INVERSE))
add_filter("object_lighting", 2, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(O_LIGHTING_VISUAL_RENDER_TARGET, offset), flags = MASK_INVERSE))
set_light_cutoff(10)
/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)
// Sorry, this is a bit annoying
// Basically, we only want the lighting plane we can actually see to attempt to render
// If we don't our lower plane gets totally overriden by the black void of the upper plane
var/datum/hud/hud = home.our_hud
// show_to can be called twice successfully with no hide_from call. Ensure no runtimes off the registers from this
if(hud)
RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change), override = TRUE)
offset_change(hud?.current_plane_offset || 0)
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]")
var/datum/hud/hud = home.our_hud
if(hud)
UnregisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change))
/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/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 = EMISSIVE_RENDER_PLATE
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/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(EMISSIVE_RENDER_PLATE, offset - 1), relay_layer = EMISSIVE_Z_BELOW_LAYER)
/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 = LIGHT_MASK_PLANE
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))
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/overlay_lights = home.get_plane(GET_NEW_PLANE(O_LIGHTING_VISUAL_PLANE, offset))
overlay_lights.remove_filter("lighting_mask")
var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(EMISSIVE_RENDER_PLATE, 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/overlay_lights = home.get_plane(GET_NEW_PLANE(O_LIGHTING_VISUAL_PLANE, offset))
var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(EMISSIVE_RENDER_PLATE, offset))
if(new_sight & SEE_AVOID_TURF_BLACKNESS && !(new_sight & SEE_TURFS))
remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME, offset))
overlay_lights.add_filter("lighting_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(LIGHT_MASK_RENDER_TARGET, 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
overlay_lights.remove_filter("lighting_mask")
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))
///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)
/**
* Plane master proc called in Initialize() that creates relay objects, and sets them uo 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 = "CENTER"
// 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
render_relay_planes += target_plane
var/client/display_lad = home?.our_hud?.mymob?.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 = "CENTER"
// 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
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?.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