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## About The Pull Request Implements a poor imitation of specular surfaces by encoding "shinyness" into blue channel of emissive overlays, which allows some pixels to be more illuminated than others (by applying lighting multiplied by specular mask onto them a second time) This means that hazard vests, engineering coats, security jackets and firefighter suits no longer outright glow in the dark, but instead amplify light so even the tiniest amounts make them highly visible. I made a pass through all of our emissive overlays and converted ones that made sense into bloom-less/specular ones. https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29 I've also converted unrestricted access airlock overlays into overlay lights instead of ABOVE_LIGHTING overlays, so they should no longer look jank or catch people's clicks. <img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ" src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21" /> Turns out that windoors had incorrect icon states assigned to theirs, so I fixed that too - they should show up again after god knows how many years. ## Why It's Good For The Game ~~Shiny lights make my moth brain go happy~~ Neat visual effects that look more believable than neon glowing stripes, and airlocks no longer have inflated hitboxes with extremely weird visuals. ## Changelog 🆑 add: Added specular overlays - some items like hazard vests or firefighter suits no longer outright glow in the dark, but instead amplify existing light to shine brighter than their surroundings. add: Redid unrestricted access airlock overlays to look less bad fix: Fixed unrestricted access overlays not showing up on windoors. /🆑
605 lines
30 KiB
Plaintext
605 lines
30 KiB
Plaintext
/*!
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* Custom rendering solution to allow for advanced effects
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* We (ab)use plane masters and render source/target to cheaply render 2+ planes as 1
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* if you want to read more read the _render_readme.md
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*/
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/**
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* Render relay object assigned to a plane master to be able to relay its render onto other planes that are not its own
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*/
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/atom/movable/render_plane_relay
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screen_loc = "CENTER"
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layer = -1
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plane = 0
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appearance_flags = PASS_MOUSE | NO_CLIENT_COLOR | KEEP_TOGETHER
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/// If we render into a critical plane master, or not
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var/critical_target = FALSE
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/**
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* ## Rendering plate
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*
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* Acts like a plane master, but for plane masters
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* Renders other planes onto this plane, through the use of render objects
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* Any effects applied onto this plane will act on the unified plane
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* IE a bulge filter will apply as if the world was one object
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* remember that once planes are unified on a render plate you cant change the layering of them!
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*/
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/atom/movable/screen/plane_master/rendering_plate
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name = "Default rendering plate"
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multiz_scaled = FALSE
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// Blackness renders weird when you view down openspace, because of transforms and borders and such
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// This is a consequence of not using lummy's grouped transparency, but I couldn't get that to work without totally fucking up
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// Sight flags, and shooting vis_contents usage to the moon. So we're doin it different.
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// 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
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/atom/movable/screen/plane_master/rendering_plate/transparent
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name = "Transparent plate"
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documentation = "The master rendering plate from the offset below ours will be mirrored onto this plane. That way we achive a \"stack\" effect.\
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<br>This plane exists to uplayer the master rendering plate to the correct spot in our z layer's rendering order"
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plane = RENDER_PLANE_TRANSPARENT
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appearance_flags = PLANE_MASTER
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/atom/movable/screen/plane_master/rendering_plate/transparent/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
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. = ..()
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// Don't display us if we're below everything else yeah?
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AddComponent(/datum/component/plane_hide_highest_offset)
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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)
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///Contains most things in the game world
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/atom/movable/screen/plane_master/rendering_plate/game_world
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name = "Game world plate"
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documentation = "Contains most of the objects in the world. Mobs, machines, etc. Note the drop shadow, it gives a very nice depth effect."
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plane = RENDER_PLANE_GAME_WORLD
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appearance_flags = PLANE_MASTER //should use client color
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blend_mode = BLEND_OVERLAY
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/atom/movable/screen/plane_master/rendering_plate/game_world/show_to(mob/mymob)
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. = ..()
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if(!.)
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return
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remove_filter("AO")
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if(istype(mymob) && mymob.canon_client?.prefs?.read_preference(/datum/preference/toggle/ambient_occlusion))
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add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA"))
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/atom/movable/screen/plane_master/rendering_plate/unlit_game_plate
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name = "Unlit Game rendering plate"
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documentation = "Feeds the bits of the game plate which want to be effected by lighting into RENDER_PLANE_GAME and the emissive bloom pipeline (the reason this exists)."
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plane = RENDER_PLANE_UNLIT_GAME
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render_relay_planes = list(RENDER_PLANE_GAME)
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/atom/movable/screen/plane_master/rendering_plate/unlit_game_plate/Initialize(mapload, datum/hud/hud_owner)
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. = ..()
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add_relay_to(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE_BLOOM, offset), blend_override = BLEND_MULTIPLY)
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/atom/movable/screen/plane_master/rendering_plate/turf_lighting
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name = "Turf lighting post-processing plate"
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documentation = "Used by overlay lighting, and possibly over plates, to mask out turf lighting."
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plane = RENDER_PLANE_TURF_LIGHTING
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render_relay_planes = list(RENDER_PLANE_LIGHTING)
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blend_mode = BLEND_ADD
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/turf_lighting/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
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. = ..()
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/// We get affected by cutoff but not by the contrast that overlay lights get
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/// So flashlights seem to reflect "better"
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add_relay_to(GET_NEW_PLANE(RENDER_PLANE_SPECULAR, offset), relay_color = list(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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-SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, -SPECULAR_EMISSIVE_CUTOFF, 0,
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))
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/atom/movable/screen/plane_master/rendering_plate/emissive_slate
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name = "Emissive Plate"
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documentation = "This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.\
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<br>Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.\
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<br>Emissive blockers are pasted with an atom color that converts them to be entirely some different color.\
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<br>Emissive overlays and emissive blockers are put onto the same plane (This one).\
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<br>The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.\
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<br>A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.\
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<br>This is then used to alpha mask the lighting plane."
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plane = RENDER_PLANE_EMISSIVE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_RENDER_TARGET
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render_relay_planes = list()
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/emissive_slate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
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. = ..()
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add_filter("em_block_masking", 2, color_matrix_filter(GLOB.em_mask_matrix))
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if(offset != 0)
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add_relay_to(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset - 1), relay_layer = EMISSIVE_Z_BELOW_LAYER)
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/atom/movable/screen/plane_master/rendering_plate/emissive_bloom_mask
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name = "Emissive bloom mask plate"
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documentation = "A holder plate used purely as a way to full-white bloom emissives before applying them as a mask onto the emissive bloom plate."
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plane = RENDER_PLANE_EMISSIVE_BLOOM_MASK
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_relay_planes = list()
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render_target = EMISSIVE_BLOOM_MASK_RENDER_TARGET
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/emissive_bloom
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name = "Emissive bloom plate"
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documentation = "Plate used to bloom emissives before adding them onto the overlay lighting plane. We do this by multiplying the game plate\
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onto a fullbright emissive, then alpha masking it by emissive's color to solve the problem of blockers, both alone and covered by emissives."
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plane = RENDER_PLANE_EMISSIVE_BLOOM
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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blend_mode = BLEND_ADD
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render_relay_planes = list(O_LIGHTING_VISUAL_PLANE)
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/emissive_bloom/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
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. = ..()
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add_filter("emissive_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_BLOOM_MASK_RENDER_TARGET, offset)))
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add_filter("emissive_bloom", 2, bloom_filter(threshold = COLOR_BLACK, size = 2, offset = 1))
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/atom/movable/screen/plane_master/rendering_plate/specular_mask
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name = "Specular mask plate"
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documentation = "Plate used to generate the specular mask for the specular plate effect."
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plane = RENDER_PLANE_SPECULAR_MASK
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = SPECULAR_MASK_RENDER_TARGET
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render_relay_planes = list()
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/specular
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name = "Specular plate"
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documentation = "Plate used to artificially increase lighting on certain pixels to poorly mimic shiny surfaces."
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plane = RENDER_PLANE_SPECULAR
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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blend_mode = BLEND_ADD
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render_relay_planes = list(RENDER_PLANE_GAME)
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critical = PLANE_CRITICAL_DISPLAY
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/atom/movable/screen/plane_master/rendering_plate/specular/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
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. = ..()
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add_filter("specular_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(SPECULAR_MASK_RENDER_TARGET, offset)))
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///Contains all lighting objects
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/atom/movable/screen/plane_master/rendering_plate/lighting
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name = "Lighting plate"
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documentation = "Anything on this plane will be <b>multiplied</b> with the plane it's rendered onto (typically the game plane).\
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<br>That's how lighting functions at base. Because it uses BLEND_MULTIPLY and occasionally color matrixes, it needs a backdrop of blackness.\
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<br>See <a href=\"https://secure.byond.com/forum/?post=2141928\">this byond post</a>\
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<br>Lemme see uh, we're masked by the emissive plane so it can actually function (IE: make things glow in the dark).\
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<br>We're also masked by the overlay lighting plane, which contains all the well overlay lights in the game. It draws to us and also the game plane.\
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<br>Masks us out so it has the breathing room to apply its effect.\
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<br>Oh and we quite often have our alpha changed to achive night vision effects, or things of that sort."
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plane = RENDER_PLANE_LIGHTING
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blend_mode_override = BLEND_MULTIPLY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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critical = PLANE_CRITICAL_DISPLAY
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render_relay_planes = list(RENDER_PLANE_GAME)
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/// A list of light cutoffs we're actively using, (mass, r, g, b) to avoid filter churn
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var/list/light_cutoffs
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/*!
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* This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.
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*
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* Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.
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* Emissive blockers are pasted with an atom color that converts them to be entirely some different color.
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* Emissive overlays and emissive blockers are put onto the same plane.
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* The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.
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* A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.
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* This is then used to alpha mask the lighting plane.
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*/
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/atom/movable/screen/plane_master/rendering_plate/lighting/Initialize(mapload, datum/hud/hud_owner)
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. = ..()
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add_filter("emissives", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_RENDER_TARGET, offset), flags = MASK_INVERSE))
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set_light_cutoff(10)
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/atom/movable/screen/plane_master/rendering_plate/lighting/show_to(mob/mymob)
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. = ..()
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if(!.)
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return
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// This applies a backdrop to our lighting plane
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// Why do plane masters need a backdrop sometimes? Read https://secure.byond.com/forum/?post=2141928
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// Basically, we need something to brighten
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// unlit is perhaps less needed rn, it exists to provide a fullbright for things that can't see the lighting plane
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// but we don't actually use invisibility to hide the lighting plane anymore, so it's pointless
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var/atom/movable/screen/backdrop = mymob.overlay_fullscreen("lighting_backdrop_lit_[home.key]#[offset]", /atom/movable/screen/fullscreen/lighting_backdrop/lit)
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// Need to make sure they're on our plane, ALL the time. We always need a backdrop
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SET_PLANE_EXPLICIT(backdrop, PLANE_TO_TRUE(backdrop.plane), src)
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backdrop = mymob.overlay_fullscreen("lighting_backdrop_unlit_[home.key]#[offset]", /atom/movable/screen/fullscreen/lighting_backdrop/unlit)
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SET_PLANE_EXPLICIT(backdrop, PLANE_TO_TRUE(backdrop.plane), src)
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// Sorry, this is a bit annoying
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// Basically, we only want the lighting plane we can actually see to attempt to render
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// If we don't our lower plane gets totally overriden by the black void of the upper plane
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var/datum/hud/hud = home.our_hud
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// show_to can be called twice successfully with no hide_from call. Ensure no runtimes off the registers from this
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if(hud)
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RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change), override = TRUE)
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offset_change(hud?.current_plane_offset || 0)
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set_light_cutoff(mymob.lighting_cutoff, mymob.lighting_color_cutoffs)
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/atom/movable/screen/plane_master/rendering_plate/lighting/hide_from(mob/oldmob)
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. = ..()
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oldmob.clear_fullscreen("lighting_backdrop_lit_[home.key]#[offset]")
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oldmob.clear_fullscreen("lighting_backdrop_unlit_[home.key]#[offset]")
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var/datum/hud/hud = home.our_hud
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if(hud)
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UnregisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change))
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/atom/movable/screen/plane_master/rendering_plate/lighting/proc/on_offset_change(datum/source, old_offset, new_offset)
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SIGNAL_HANDLER
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offset_change(new_offset)
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/atom/movable/screen/plane_master/rendering_plate/lighting/proc/offset_change(mob_offset)
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// Offsets stack down remember. This implies that we're above the mob's view plane, and shouldn't render
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if(offset < mob_offset)
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disable_alpha()
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else
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enable_alpha()
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/atom/movable/screen/plane_master/rendering_plate/lighting/proc/set_light_cutoff(light_cutoff, list/color_cutoffs)
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var/list/new_cutoffs = list(light_cutoff)
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new_cutoffs += color_cutoffs
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if(new_cutoffs ~= light_cutoffs)
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return
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remove_filter(list("light_cutdown", "light_cutup"))
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var/ratio = light_cutoff/100
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if(!color_cutoffs)
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color_cutoffs = list(0, 0, 0)
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var/red = color_cutoffs[1] / 100
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var/green = color_cutoffs[2] / 100
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var/blue = color_cutoffs[3] / 100
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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)))
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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)))
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/atom/movable/screen/plane_master/rendering_plate/light_mask
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name = "Light Mask"
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documentation = "Any part of this plane that is transparent will be black below it on the game rendering plate.\
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<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.\
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<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.\
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<br>If we ever switch to a sight setup that shows say, mobs but not floors, we instead mask just overlay lighting and emissives.\
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<br>This avoids dumb seethrough without breaking stuff like thermals."
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plane = RENDER_PLANE_LIGHT_MASK
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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// Fullwhite where there's anything, no color otherwise
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color = list(255,255,255,255, 255,255,255,255, 255,255,255,255, 255,255,255,255, 0,0,0,0)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = LIGHT_MASK_RENDER_TARGET
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// We blend against the game plane, so she's gotta multiply!
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blend_mode = BLEND_MULTIPLY
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render_relay_planes = list(RENDER_PLANE_GAME)
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/atom/movable/screen/plane_master/rendering_plate/light_mask/show_to(mob/mymob)
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. = ..()
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if(!.)
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return
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RegisterSignal(mymob, COMSIG_MOB_SIGHT_CHANGE, PROC_REF(handle_sight), override = TRUE)
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handle_sight(mymob, mymob.sight, NONE)
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/atom/movable/screen/plane_master/rendering_plate/light_mask/hide_from(mob/oldmob)
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. = ..()
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var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset))
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emissive.remove_filter("lighting_mask")
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remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME, offset))
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UnregisterSignal(oldmob, COMSIG_MOB_SIGHT_CHANGE)
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/atom/movable/screen/plane_master/rendering_plate/light_mask/proc/handle_sight(datum/source, new_sight, old_sight)
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// If we can see something that shows "through" blackness, and we can't see turfs, disable our draw to the game plane
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// And instead mask JUST the overlay lighting plane, since that will look fuckin wrong
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var/atom/movable/screen/plane_master/emissive = home.get_plane(GET_NEW_PLANE(RENDER_PLANE_EMISSIVE, offset))
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if(new_sight & SEE_AVOID_TURF_BLACKNESS && !(new_sight & SEE_TURFS))
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remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME, offset))
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emissive.add_filter("lighting_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(LIGHT_MASK_RENDER_TARGET, offset)))
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// If we CAN'T see through the black, then draw er down brother!
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else
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emissive.remove_filter("lighting_mask")
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// We max alpha here, so our darkness is actually.. dark
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// Can't do it before cause it fucks with the filter
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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))
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///renders in character game objects
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/atom/movable/screen/plane_master/rendering_plate/game_plate
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name = "Game rendering plate"
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documentation = "Holds all objects that are ahhh, in character? is maybe the best way to describe it.\
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<br>We apply a displacement effect from the gravity pulse plane too, so we can warp the game world.\
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<br>If we have fov enabled we'll relay this onto two different rendering plates to apply fov effects to only a portion. If not, we just draw straight to master.\
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<br>It's also the step where we finally build lighting into the visual pipeline"
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plane = RENDER_PLANE_GAME
|
|
render_relay_planes = list(RENDER_PLANE_MASTER)
|
|
critical = PLANE_CRITICAL_DISPLAY
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
|
|
. = ..()
|
|
RegisterSignal(GLOB, SIGNAL_ADDTRAIT(TRAIT_DISTORTION_IN_USE(offset)), PROC_REF(distortion_enabled))
|
|
RegisterSignal(GLOB, SIGNAL_REMOVETRAIT(TRAIT_DISTORTION_IN_USE(offset)), PROC_REF(distortion_disabled))
|
|
if(HAS_TRAIT(GLOB, TRAIT_DISTORTION_IN_USE(offset)))
|
|
distortion_enabled()
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/proc/distortion_enabled(datum/source)
|
|
SIGNAL_HANDLER
|
|
add_filter("displacer", 1, displacement_map_filter(render_source = OFFSET_RENDER_TARGET(DISPLACEMENT_RENDER_TARGET, offset), size = 10))
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/proc/distortion_disabled(datum/source)
|
|
SIGNAL_HANDLER
|
|
remove_filter("displacer")
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/show_to(mob/mymob)
|
|
. = ..()
|
|
if(!. || !mymob)
|
|
return .
|
|
RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE)
|
|
RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE)
|
|
if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED))
|
|
fov_enabled(mymob)
|
|
else
|
|
fov_disabled(mymob)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/proc/fov_enabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
add_relay_to(GET_NEW_PLANE(RENDER_PLANE_GAME_UNMASKED, offset))
|
|
add_relay_to(GET_NEW_PLANE(RENDER_PLANE_GAME_MASKED, offset))
|
|
remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_MASTER, offset))
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/game_plate/proc/fov_disabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME_UNMASKED, offset))
|
|
remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_GAME_MASKED, offset))
|
|
add_relay_to(GET_NEW_PLANE(RENDER_PLANE_MASTER, offset))
|
|
|
|
///renders the parts of the plate unmasked by fov
|
|
/atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate
|
|
name = "Unmasked Game rendering plate"
|
|
documentation = "Holds the bits of the game plate that aren't impacted by fov.\
|
|
<br>We use an alpha mask to cut out the bits we plan on dealing with elsewhere"
|
|
plane = RENDER_PLANE_GAME_UNMASKED
|
|
render_relay_planes = list(RENDER_PLANE_MASTER)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
|
|
. = ..()
|
|
add_filter("fov_handled", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE))
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/show_to(mob/mymob)
|
|
. = ..()
|
|
if(!. || !mymob)
|
|
return .
|
|
RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE)
|
|
RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE)
|
|
if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED))
|
|
fov_enabled(mymob)
|
|
else
|
|
fov_disabled(mymob)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/proc/fov_enabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
if(force_hidden == FALSE)
|
|
return
|
|
unhide_plane(source)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/unmasked_game_plate/proc/fov_disabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
hide_plane(source)
|
|
|
|
///renders the parts of the plate masked by fov
|
|
/atom/movable/screen/plane_master/rendering_plate/masked_game_plate
|
|
name = "FOV Game rendering plate"
|
|
documentation = "Contains the bits of the game plate that are hidden by some form of fov\
|
|
<br>Applies a color matrix to dim and create contrast, alongside a blur. Goal is only half being able to see stuff"
|
|
plane = RENDER_PLANE_GAME_MASKED
|
|
render_relay_planes = list(RENDER_PLANE_MASTER)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/masked_game_plate/Initialize(mapload, datum/hud/hud_owner, datum/plane_master_group/home, offset)
|
|
. = ..()
|
|
add_filter("fov_blur", 1, gauss_blur_filter(1.8))
|
|
add_filter("fov_handled_space", 2, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset)))
|
|
add_filter("fov_matrix", 3, color_matrix_filter(list(0.5,-0.15,-0.15,0, -0.15,0.5,-0.15,0, -0.15,-0.15,0.5,0, 0,0,0,1, 0,0,0,0)))
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/masked_game_plate/show_to(mob/mymob)
|
|
. = ..()
|
|
if(!. || !mymob)
|
|
return .
|
|
RegisterSignal(mymob, SIGNAL_ADDTRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_enabled), override = TRUE)
|
|
RegisterSignal(mymob, SIGNAL_REMOVETRAIT(TRAIT_FOV_APPLIED), PROC_REF(fov_disabled), override = TRUE)
|
|
if(HAS_TRAIT(mymob, TRAIT_FOV_APPLIED))
|
|
fov_enabled(mymob)
|
|
else
|
|
fov_disabled(mymob)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/masked_game_plate/proc/fov_enabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
if(force_hidden == FALSE)
|
|
return
|
|
unhide_plane(source)
|
|
|
|
/atom/movable/screen/plane_master/rendering_plate/masked_game_plate/proc/fov_disabled(mob/source)
|
|
SIGNAL_HANDLER
|
|
hide_plane(source)
|
|
|
|
///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)
|
|
|
|
///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))
|
|
|
|
/**
|
|
* Plane master proc called in Initialize() that creates relay objects, and sets them up 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 = home?.relay_loc || "1,1"
|
|
// 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?.canon_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 = "1,1"
|
|
// 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
|
|
if(offsetting_flags & OFFSET_RELAYS_MATCH_HIGHEST && home.our_hud)
|
|
offset_relay(relay, home.our_hud.current_plane_offset)
|
|
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?.canon_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
|
|
|
|
/**
|
|
* Offsets our relays in place using the given parameter by adjusting their plane and
|
|
* layer values, avoiding changing the layer for relays with custom-set layers.
|
|
*
|
|
* Used in [proc/build_planes_offset] to make the relays for non-offsetting planes
|
|
* match the highest rendering plane that matches the target, to avoid them rendering
|
|
* on the highest level above things that should be visible.
|
|
*
|
|
* Parameters:
|
|
* - new_offset: the offset we will adjust our relays to
|
|
*/
|
|
/atom/movable/screen/plane_master/proc/offset_relays_in_place(new_offset)
|
|
for(var/atom/movable/render_plane_relay/rpr in relays)
|
|
offset_relay(rpr, new_offset)
|
|
|
|
/**
|
|
* Offsets a given render relay using the given parameter by adjusting its plane and
|
|
* layer values, avoiding changing the layer if it has a custom-set layer.
|
|
*
|
|
* Parameters:
|
|
* - rpr: the render plane relay we will offset
|
|
* - new_offset: the offset we will adjust it by
|
|
*/
|
|
/atom/movable/screen/plane_master/proc/offset_relay(atom/movable/render_plane_relay/rpr, new_offset)
|
|
var/base_relay_plane = PLANE_TO_TRUE(rpr.plane)
|
|
var/old_offset = PLANE_TO_OFFSET(rpr.plane)
|
|
rpr.plane = GET_NEW_PLANE(base_relay_plane, new_offset)
|
|
|
|
var/old_offset_plane = real_plane - (PLANE_RANGE * old_offset)
|
|
var/old_layer = (old_offset_plane + abs(LOWEST_EVER_PLANE * 30))
|
|
if(rpr.layer != old_layer) // Avoid overriding custom-set layers
|
|
return
|
|
|
|
var/offset_plane = real_plane - (PLANE_RANGE * new_offset)
|
|
var/new_layer = (offset_plane + abs(LOWEST_EVER_PLANE * 30))
|
|
rpr.layer = new_layer
|