Files
Bubberstation/code/datums/components/fov_handler.dm
SkyratBot ea1e6ff95f [MIRROR] Adds a preference that disables intensive rendering on different multiz layers [MDB IGNORE] (#17737)
* Adds a preference that disables intensive rendering on different multiz layers (#71218)

## About The Pull Request

It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.

We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)

I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.

Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.

I'm happy with this.

Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.

There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is

Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me

## Why It's Good For The Game

Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.

## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds a preference that disables intensive rendering on different multiz layers

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-25 14:27:27 +00:00

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/// Component which handles Field of View masking for clients. FoV attributes are at /mob/living
/datum/component/fov_handler
/// Currently applied x size of the fov masks
var/current_fov_x = BASE_FOV_MASK_X_DIMENSION
/// Currently applied y size of the fov masks
var/current_fov_y = BASE_FOV_MASK_Y_DIMENSION
/// Whether we are applying the masks now
var/applied_mask = FALSE
/// The angle of the mask we are applying
var/fov_angle = FOV_180_DEGREES
/// The blocker mask applied to a client's screen
var/atom/movable/screen/fov_blocker/blocker_mask
/// The shadow mask applied to a client's screen
var/atom/movable/screen/fov_shadow/visual_shadow
/datum/component/fov_handler/Initialize(fov_type = FOV_180_DEGREES)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/mob_parent = parent
var/client/parent_client = mob_parent.client
if(!parent_client) //Love client volatility!!
qdel(src) //no QDEL hint for components, and we dont want this to print a warning regarding bad component application
return
for(var/atom/movable/screen/plane_master/plane_master as anything in mob_parent.hud_used.get_true_plane_masters(FIELD_OF_VISION_BLOCKER_PLANE))
plane_master.unhide_plane(mob_parent)
blocker_mask = new
visual_shadow = new
//visual_shadow.alpha = parent_client?.prefs.read_preference(/datum/preference/numeric/fov_darkness) //SKYRAT EDIT REMOVAL
update_visual_shadow_alpha() //SKYRAT EDIT ADDITION
set_fov_angle(fov_type)
on_dir_change(mob_parent, mob_parent.dir, mob_parent.dir)
update_fov_size()
update_mask()
/datum/component/fov_handler/Destroy()
var/mob/living/mob_parent = parent
for(var/atom/movable/screen/plane_master/plane_master as anything in mob_parent.hud_used.get_true_plane_masters(FIELD_OF_VISION_BLOCKER_PLANE))
plane_master.hide_plane(mob_parent)
if(applied_mask)
remove_mask()
if(blocker_mask) // In a case of early deletion due to volatile client
QDEL_NULL(blocker_mask)
if(visual_shadow) // In a case of early deletion due to volatile client
QDEL_NULL(visual_shadow)
return ..()
/datum/component/fov_handler/proc/set_fov_angle(new_angle)
fov_angle = new_angle
blocker_mask.icon_state = "[fov_angle]"
visual_shadow.icon_state = "[fov_angle]_v"
/// Updates the size of the FOV masks by comparing them to client view size.
/datum/component/fov_handler/proc/update_fov_size()
SIGNAL_HANDLER
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
var/list/view_size = getviewsize(parent_client.view)
if(view_size[1] == current_fov_x && view_size[2] == current_fov_y)
return
current_fov_x = BASE_FOV_MASK_X_DIMENSION
current_fov_y = BASE_FOV_MASK_Y_DIMENSION
var/matrix/new_matrix = new
var/x_shift = view_size[1] - current_fov_x
var/y_shift = view_size[2] - current_fov_y
var/x_scale = view_size[1] / current_fov_x
var/y_scale = view_size[2] / current_fov_y
current_fov_x = view_size[1]
current_fov_y = view_size[2]
visual_shadow.transform = blocker_mask.transform = new_matrix.Scale(x_scale, y_scale)
visual_shadow.transform = blocker_mask.transform = new_matrix.Translate(x_shift * 16, y_shift * 16)
/// Updates the mask application to client by checking `stat` and `eye`
/datum/component/fov_handler/proc/update_mask()
SIGNAL_HANDLER
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
var/user_living = parent_mob != DEAD
var/atom/top_most_atom = get_atom_on_turf(parent_mob)
var/user_extends_eye = parent_client.eye != top_most_atom
var/should_apply_mask = user_living && !user_extends_eye
if(should_apply_mask == applied_mask)
return
if(should_apply_mask)
add_mask()
else
remove_mask()
/datum/component/fov_handler/proc/remove_mask()
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
applied_mask = FALSE
parent_client.screen -= blocker_mask
parent_client.screen -= visual_shadow
/datum/component/fov_handler/proc/add_mask()
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
applied_mask = TRUE
parent_client.screen += blocker_mask
parent_client.screen += visual_shadow
/// When a direction of the user changes, so do the masks
/datum/component/fov_handler/proc/on_dir_change(mob/source, old_dir, new_dir)
SIGNAL_HANDLER
blocker_mask.dir = new_dir
visual_shadow.dir = new_dir
/// When a mob logs out, delete the component
/datum/component/fov_handler/proc/mob_logout(mob/source)
SIGNAL_HANDLER
qdel(src)
/datum/component/fov_handler/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_dir_change))
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_LIVING_REVIVE, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_MOB_CLIENT_CHANGE_VIEW, PROC_REF(update_fov_size))
RegisterSignal(parent, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_MOB_LOGOUT, PROC_REF(mob_logout))
RegisterSignal(parent, COMSIG_LIVING_COMBAT_MODE_TOGGLE, PROC_REF(update_visual_shadow_alpha)) //SKYRAT EDIT ADDITION
/datum/component/fov_handler/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(COMSIG_MOB_RESET_PERSPECTIVE, COMSIG_ATOM_DIR_CHANGE, COMSIG_LIVING_DEATH, COMSIG_LIVING_REVIVE, COMSIG_MOB_LOGOUT))
UnregisterSignal(parent, COMSIG_LIVING_COMBAT_MODE_TOGGLE) //SKYRAT EDIT ADDITION
//SKYRAT EDIT ADDITION BEGIN
/// When toggling combat mode, we update the alpha of the shadow mask
/datum/component/fov_handler/proc/update_visual_shadow_alpha()
SIGNAL_HANDLER
var/mob/living/parent_mob = parent
var/pref_to_read = parent_mob.combat_mode ? /datum/preference/numeric/fov_darkness : /datum/preference/numeric/out_of_combat_fov_darkness
var/target_alpha = parent_mob.client.prefs.read_preference(pref_to_read)
visual_shadow.alpha = target_alpha
//SKYRAT EDIT ADDITION END