Files
Bubberstation/code/_onclick/hud/rendering/render_plate.dm
LemonInTheDark 51f02b5acc Fixes critical plane masters improperly not being readded in show_to (#72604)
## About The Pull Request

[Adds support for pulling z offset context from an atom's
plane](9f215c5316)

This is needed to fix paper bins, since the object we plane set there
isn't actually on a z level.
Useful elsewhere too!

[Fixes compiler errors that came from asserting that plane spokesmen had
a plane
var](b830002443)

[Ensures lighting backdrops ALWAYS exist for each lighting
plane.](0e931169f7)

They can't float becuase we can see more then one plane at once yaknow?

[Fixes parallax going to shit if a mob moved zs without having a
client](244b2b25ba)

Issue lies with how is_outside_bounds just blocked any plane readding
It's possible for a client to not be connected during z moves, so we
need to account for them rejoining in show_to, instead of just blocking
any of our edge cases.

Fixing this involved having parallax override blocks for show_plane and
anything with the right critical flags ensuring mobs have JUST the right
PMs and relays.
It's duped logic but I'm unsure of how else to handle it and frankly
this stuff is just kinda depressing.
Might refactor later

[show_to can be called twice successfully with no hide_from
call.](092581a5c0)

Ensures no runtimes off the registers from this

## Why It's Good For The Game

Fixes #72543
Fixes lighting looking batshit on multiz. None reported this I cry into
the night.

## Changelog
🆑
fix: Fixes parallax showing up ABOVE the game if you moved z levels
while disconnected
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-31 10:25:38 +00:00

332 lines
16 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
/*!
* 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))
/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#[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#[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_alpha(mymob.lighting_alpha)
/atom/movable/screen/plane_master/rendering_plate/lighting/hide_from(mob/oldmob)
. = ..()
oldmob.clear_fullscreen("lighting_backdrop_lit")
oldmob.clear_fullscreen("lighting_backdrop_unlit")
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/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("emissive_mask", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(EMISSIVE_MASK_RENDER_TARGET, 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/mask_emissive
name = "Emissive Mask"
documentation = "Any part of this plane that is transparent will be transparent in the emissive plane.\
<br>This is done to ensure emissives 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."
plane = EMISSIVE_MASK_PLANE
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = EMISSIVE_MASK_RENDER_TARGET
render_relay_planes = list()
/atom/movable/screen/plane_master/rendering_plate/mask_emissive/Initialize(mapload, datum/plane_master_group/home, offset)
. = ..()
// Uses a filter cause the alpha slider will fuck up colors and we want to be editable
add_filter("pump_alpha", 1, color_matrix_filter(list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,255, 0,0,0,0)))
///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