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* Changes our map_format to SIDE_MAP (#70162) ## About The Pull Request This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening. Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke [removes SEE_BLACKNESS usage, because we actually cannot use it effectively](c9a19dd7cc) [c9a19dd](c9a19dd7cc) Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set. This just like, removes that, since it's silly [fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't](3885b9d9ed) [3885b9d](3885b9d9ed) [Fixes flicker issues](2defc0ad20) [2defc0a](2defc0ad20) Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display. This resolves the existing reported flickering issues [fixes plated food not appearing in world](28a34c64f8) [28a34c6](28a34c64f8) pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this [Adds wall and upper wall plane masters](89fe2b4eb4) [89fe2b4](89fe2b4eb4) We use these + the floor and space planes to build a mask of all the visible turfs. Then we take that, stick it in a plane master, and mask the emissive plane with it. This solves the lighting fulldark screen object getting cut by emissives Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it. [compresses plane master controllers](bd64cc196a) [bd64cc1](bd64cc196a) we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing 🆑 refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Changes our map_format to SIDE_MAP * Modular! Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com>
301 lines
14 KiB
Plaintext
301 lines
14 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 it's render onto other planes that are not it's 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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///this plate renders the final screen to show to the player
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/atom/movable/screen/plane_master/rendering_plate/master
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name = "Master rendering plate"
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documentation = "The endpoint of all plane masters, you can think of this as the final \"view\" we draw.\
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<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."
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plane = RENDER_PLANE_MASTER
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render_relay_planes = list()
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/atom/movable/screen/plane_master/rendering_plate/master/show_to(mob/mymob)
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. = ..()
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if(!.)
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return
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if(offset == 0)
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return
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// 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
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var/datum/hud/hud = home.our_hud
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if(hud)
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RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change))
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offset_change(hud?.current_plane_offset || 0)
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/atom/movable/screen/plane_master/rendering_plate/master/hide_from(mob/oldmob)
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. = ..()
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if(offset == 0)
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return
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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/master/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/master/proc/offset_change(new_offset)
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if(new_offset == offset) // If we're on our own z layer, relay to nothing, just draw
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remove_relay_from(GET_NEW_PLANE(RENDER_PLANE_TRANSPARENT, offset - 1))
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else // Otherwise, regenerate the relay
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add_relay_to(GET_NEW_PLANE(RENDER_PLANE_TRANSPARENT, offset - 1))
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///renders general in charachter 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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plane = RENDER_PLANE_GAME
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render_relay_planes = list(RENDER_PLANE_MASTER)
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/atom/movable/screen/plane_master/rendering_plate/game_plate/Initialize(mapload)
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. = ..()
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add_filter("displacer", 1, displacement_map_filter(render_source = OFFSET_RENDER_TARGET(GRAVITY_PULSE_RENDER_TARGET, offset), size = 10))
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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/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.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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///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 movable 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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/*!
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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)
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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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add_filter("object_lighting", 2, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(O_LIGHTING_VISUAL_RENDER_TARGET, offset), flags = MASK_INVERSE))
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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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mymob.overlay_fullscreen("lighting_backdrop_lit", /atom/movable/screen/fullscreen/lighting_backdrop/lit)
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mymob.overlay_fullscreen("lighting_backdrop_unlit", /atom/movable/screen/fullscreen/lighting_backdrop/unlit)
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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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if(hud)
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RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change))
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offset_change(hud?.current_plane_offset || 0)
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set_alpha(mymob.lighting_alpha)
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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")
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oldmob.clear_fullscreen("lighting_backdrop_unlit")
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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/mask_emissive
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name = "Emissive Mask"
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documentation = "Any part of this plane that is transparent will be transparent in the emissive plane.\
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<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.\
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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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plane = EMISSIVE_MASK_PLANE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,255, 0,0,0,0)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_MASK_RENDER_TARGET
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render_relay_planes = list()
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///render plate for OOC stuff like ghosts, hud-screen effects, etc
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/atom/movable/screen/plane_master/rendering_plate/non_game
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name = "Non-Game rendering plate"
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documentation = "Renders anything that's out of character. Mostly useful as a converse to the game rendering plate."
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plane = RENDER_PLANE_NON_GAME
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render_relay_planes = list(RENDER_PLANE_MASTER)
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/**
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* Plane master proc called in Initialize() that creates relay objects, and sets them uo as needed
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* Sets:
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* * layer from plane to avoid z-fighting
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* * planes to relay the render to
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* * render_source so that the plane will render on these objects
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* * mouse opacity to ensure proper mouse hit tracking
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* * name for debugging purposes
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* Other vars such as alpha will automatically be applied with the render source
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*/
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/atom/movable/screen/plane_master/proc/generate_render_relays()
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var/relay_loc = "CENTER"
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// If we're using a submap (say for a popup window) make sure we draw onto it
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if(home?.map)
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relay_loc = "[home.map]:[relay_loc]"
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var/list/generated_planes = list()
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for(var/atom/movable/render_plane_relay/relay as anything in relays)
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generated_planes += relay.plane
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for(var/relay_plane in (render_relay_planes - generated_planes))
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generate_relay_to(relay_plane, relay_loc)
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if(blend_mode != BLEND_MULTIPLY)
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blend_mode = BLEND_DEFAULT
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relays_generated = TRUE
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/// Creates a connection between this plane master and the passed in plane
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/// Helper for out of system code, shouldn't be used in this file
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/// Build system to differenchiate between generated and non generated render relays
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/atom/movable/screen/plane_master/proc/add_relay_to(target_plane, blend_override)
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if(get_relay_to(target_plane))
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return
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render_relay_planes += target_plane
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if(!relays_generated && isnull(blend_override))
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return
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var/client/display_lad = home?.our_hud?.mymob?.client
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generate_relay_to(target_plane, show_to = display_lad, blend_override = blend_override)
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/proc/get_plane_master_render_base(name)
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return "*[name]: AUTOGENERATED RENDER TGT"
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/atom/movable/screen/plane_master/proc/generate_relay_to(target_plane, relay_loc, client/show_to, blend_override)
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if(!length(relays) && !initial(render_target))
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render_target = OFFSET_RENDER_TARGET(get_plane_master_render_base(name), offset)
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if(!relay_loc)
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relay_loc = "CENTER"
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// If we're using a submap (say for a popup window) make sure we draw onto it
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if(home?.map)
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relay_loc = "[home.map]:[relay_loc]"
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var/blend_to_use = blend_override
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if(isnull(blend_to_use))
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blend_to_use = blend_mode_override || initial(blend_mode)
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var/atom/movable/render_plane_relay/relay = new()
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relay.render_source = render_target
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relay.plane = target_plane
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relay.screen_loc = relay_loc
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// There are two rules here
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// 1: layer needs to be positive (negative layers are treated as float layers)
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// 2: lower planes (including offset ones) need to be layered below higher ones (because otherwise they'll render fucky)
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// By multiplying LOWEST_EVER_PLANE by 30, we give 30 offsets worth of room to planes before they start going negative
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// Bet
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relay.layer = (plane + abs(LOWEST_EVER_PLANE * 30)) //layer must be positive but can be a decimal
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relay.blend_mode = blend_to_use
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relay.mouse_opacity = mouse_opacity
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relay.name = render_target
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relay.critical_target = PLANE_IS_CRITICAL(target_plane)
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relays += relay
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// Relays are sometimes generated early, before huds have a mob to display stuff to
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// That's what this is for
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if(show_to)
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show_to.screen += relay
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return relay
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/// Breaks a connection between this plane master, and the passed in place
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/atom/movable/screen/plane_master/proc/remove_relay_from(target_plane)
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render_relay_planes -= target_plane
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var/atom/movable/render_plane_relay/existing_relay = get_relay_to(target_plane)
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if(!existing_relay)
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return
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relays -= existing_relay
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if(!length(relays) && !initial(render_target))
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render_target = null
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var/client/lad = home?.our_hud?.mymob?.client
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if(lad)
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lad.screen -= existing_relay
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/// Gets the relay atom we're using to connect to the target plane, if one exists
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/atom/movable/screen/plane_master/proc/get_relay_to(target_plane)
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for(var/atom/movable/render_plane_relay/relay in relays)
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if(relay.plane == target_plane)
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return relay
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return null
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