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Bubberstation/code/__HELPERS/lighting.dm
SmArtKar 3d730689f4 Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## 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.
/🆑
2025-08-06 23:27:43 +00:00

104 lines
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#define TOPDOWN_TO_EMISSIVE_LAYER(layer) LERP(FLOOR_EMISSIVE_START_LAYER, FLOOR_EMISSIVE_END_LAYER, (layer - (TOPDOWN_LAYER + 1)) / TOPDOWN_LAYER_COUNT)
/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EMISSIVE_COLOR].
/proc/emissive_appearance(icon, icon_state = "", atom/offset_spokesman, layer, alpha = 255, appearance_flags = NONE, offset_const, effect_type = EMISSIVE_BLOOM)
if (isnull(layer))
if(IS_TOPDOWN_PLANE(offset_spokesman.plane))
layer = TOPDOWN_TO_EMISSIVE_LAYER(offset_spokesman.layer)
else
layer = FLOAT_LAYER
var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, 255, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
if(alpha == 255)
switch(effect_type)
if(EMISSIVE_NO_BLOOM)
appearance.color = GLOB.emissive_color_no_bloom
if (EMISSIVE_BLOOM)
appearance.color = GLOB.emissive_color
if (EMISSIVE_SPECULAR)
appearance.color = GLOB.specular_color
else
var/alpha_ratio = alpha/255
switch(effect_type)
if(EMISSIVE_NO_BLOOM)
appearance.color = _EMISSIVE_COLOR_NO_BLOOM(alpha_ratio)
if (EMISSIVE_BLOOM)
appearance.color = _EMISSIVE_COLOR(alpha_ratio)
if (EMISSIVE_SPECULAR)
appearance.color = _SPECULAR_COLOR(alpha_ratio)
//Test to make sure emissives with broken or missing icon states are created
if(PERFORM_ALL_TESTS(focus_only/invalid_emissives))
if(icon_state && !icon_exists(icon, icon_state))
stack_trace("An emissive appearance was added with non-existant icon_state \"[icon_state]\" in [icon]!")
return appearance
// This is a semi hot proc, so we micro it. saves maybe 150ms
// sorry :)
/proc/fast_emissive_blocker(atom/make_blocker)
var/mutable_appearance/blocker = new()
blocker.icon = make_blocker.icon
blocker.icon_state = make_blocker.icon_state
// blocker.layer = FLOAT_LAYER // Implied, FLOAT_LAYER is default for appearances
// If we keep this on a FLOAT_LAYER on a topdown object it'll render ontop of everything
// So we need to force it to render at a saner layer
if(IS_TOPDOWN_PLANE(make_blocker.plane))
blocker.layer = TOPDOWN_TO_EMISSIVE_LAYER(make_blocker.layer)
blocker.appearance_flags |= make_blocker.appearance_flags | EMISSIVE_APPEARANCE_FLAGS
blocker.dir = make_blocker.dir
if(make_blocker.alpha == 255)
blocker.color = GLOB.em_block_color
else
var/alpha_ratio = make_blocker.alpha/255
blocker.color = _EM_BLOCK_COLOR(alpha_ratio)
// Note, we are ok with null turfs, that's not an error condition we'll just default to 0, the error would be
// Not passing ANYTHING in, key difference
SET_PLANE_EXPLICIT(blocker, EMISSIVE_PLANE, make_blocker)
return blocker
/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EM_BLOCK_COLOR].
/proc/emissive_blocker(icon, icon_state = "", atom/offset_spokesman, layer, alpha = 255, appearance_flags = NONE, offset_const)
if (isnull(layer))
if(IS_TOPDOWN_PLANE(offset_spokesman.plane))
layer = TOPDOWN_TO_EMISSIVE_LAYER(offset_spokesman.layer)
else
layer = FLOAT_LAYER
var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, alpha, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
if(alpha == 255)
appearance.color = GLOB.em_block_color
else
var/alpha_ratio = alpha/255
appearance.color = _EM_BLOCK_COLOR(alpha_ratio)
return appearance
/// Takes a non area atom and a threshold
/// Makes it block emissive with any pixels with more alpha then that threshold, with the rest allowing the light to pass
/// Returns a list of objects, automatically added to your vis_contents, that apply this effect
/// QDEL them when appropriate
/proc/partially_block_emissives(atom/make_blocker, alpha_to_leave)
var/static/uid = 0
uid++
if(!make_blocker.render_target)
make_blocker.render_target = "partial_emissive_block_[uid]"
// First, we cut away a constant amount
var/cut_away = (alpha_to_leave - 1) / 255
var/atom/movable/render_step/color/alpha_threshold_down = new(null, make_blocker, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,-cut_away))
alpha_threshold_down.render_target = "*emissive_block_alpha_down_[uid]"
// Then we multiply what remains by the amount we took away
var/atom/movable/render_step/color/alpha_threshold_up = new(null, alpha_threshold_down, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,alpha_to_leave, 0,0,0,0))
alpha_threshold_up.render_target = "*emissive_block_alpha_up_[uid]"
// Now we just feed that into an emissive blocker
var/atom/movable/render_step/emissive_blocker/em_block = new(null, alpha_threshold_up)
var/list/hand_back = list()
hand_back += alpha_threshold_down
hand_back += alpha_threshold_up
hand_back += em_block
// Cast to movable so we can use vis_contents. will work for turfs, but not for areas
var/atom/movable/vis_cast = make_blocker
vis_cast.vis_contents += hand_back
return hand_back
#undef TOPDOWN_TO_EMISSIVE_LAYER