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credit to zewaka for the idea of using underlays turns the lighting object movables that were unnecessary and increased maptick into a datum which then applies and removes an underlay in update(). also applies a lot of general lighting clean ups (mostly using as anything in loops and fixing single letter var names). multiz is a little different by necessity, now only the bottom turf's lighting matters in the brightness of the top turf unlike master where the bottom turf's lighting object is hidden from the vis_contents of the top turf. there are still some kinks to iron out here though, since currently objects suspended in openspace (like tram platforms) look bad and glass floors look bad too only thing i have left to do is make multiz work (well) UPDATE: multiz now appears the same as far as i can tell, its possible there are other situations in which its different but datum mats work and it automatically updates if the turf below changes. now i just need to make the system less finnicky if at all possible (and possibly merge managed_turf_vis_content with managed_overlays maybe?) new update: its basically equivalent to normal multiz as far as i can tell (visually at least, in the circumstances ive tested so far) NEW NEW UPDATE: turfs no longer have the VIS_HIDE vis_flag and multiz works without stacking the lighting from the floor below! so this shouldnt have any overt drawbacks to master anymore 1 needless movable per tile is terrible for maptick. this is probably a larger improvement than my emissive blocker change in terms of maptick. im guessing we'd get around 0.6 average maptick per player after this where currently we get 0.85 or so Edit: according to lemon, sybil reached 0.71 maptick per person when tm'd with this if this is a big enough improvement i might finally be able to get rid of the Gone discord avatar
178 lines
6.1 KiB
Plaintext
178 lines
6.1 KiB
Plaintext
// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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/datum/lighting_corner
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/x = 0
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var/y = 0
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var/turf/master_NE
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var/turf/master_SE
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var/turf/master_SW
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var/turf/master_NW
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//"raw" color values, changed by update_lumcount()
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var/lum_r = 0
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var/lum_g = 0
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var/lum_b = 0
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//true color values, guaranteed to be between 0 and 1
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var/cache_r = LIGHTING_SOFT_THRESHOLD
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var/cache_g = LIGHTING_SOFT_THRESHOLD
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this
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var/largest_color_luminosity = 0
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///whether we are to be added to SSlighting's corners_queue list for an update
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var/needs_update = FALSE
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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. = ..()
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save_master(new_turf, turn(diagonal, 180))
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
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x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
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y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
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// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
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// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
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// So we'll have this hardcode instead.
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var/turf/new_master_turf
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// Diagonal one is easy.
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new_master_turf = get_step(new_turf, diagonal)
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if (new_master_turf) // In case we're on the map's border.
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save_master(new_master_turf, diagonal)
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// Now the horizontal one.
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new_master_turf = get_step(new_turf, horizontal)
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if (new_master_turf) // Ditto.
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save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
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// And finally the vertical one.
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new_master_turf = get_step(new_turf, vertical)
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if (new_master_turf)
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save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
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/datum/lighting_corner/proc/save_master(turf/master, dir)
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switch (dir)
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if (NORTHEAST)
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master_NE = master
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master.lighting_corner_SW = src
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if (SOUTHEAST)
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master_SE = master
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master.lighting_corner_NW = src
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if (SOUTHWEST)
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master_SW = master
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master.lighting_corner_NE = src
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if (NORTHWEST)
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master_NW = master
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master.lighting_corner_SE = src
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/datum/lighting_corner/proc/self_destruct_if_idle()
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if (!LAZYLEN(affecting))
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qdel(src, force = TRUE)
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/datum/lighting_corner/proc/vis_update()
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for (var/datum/light_source/light_source as anything in affecting)
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light_source.vis_update()
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/datum/lighting_corner/proc/full_update()
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for (var/datum/light_source/light_source as anything in affecting)
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light_source.recalc_corner(src)
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
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if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
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return
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lum_r += delta_r
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lum_g += delta_g
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lum_b += delta_b
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if (!needs_update)
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needs_update = TRUE
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SSlighting.corners_queue += src
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/datum/lighting_corner/proc/update_objects()
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// Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually.
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var/lum_r = src.lum_r
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var/lum_g = src.lum_g
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var/lum_b = src.lum_b
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var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
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. = 1 // factor
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if (largest_color_luminosity > 1)
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. = 1 / largest_color_luminosity
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#if LIGHTING_SOFT_THRESHOLD != 0
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else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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#endif
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src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
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var/datum/lighting_object/lighting_object = master_NE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_NW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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self_destruct_if_idle()
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/datum/lighting_corner/dummy/New()
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return
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/datum/lighting_corner/Destroy(force)
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if (!force)
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return QDEL_HINT_LETMELIVE
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for (var/datum/light_source/light_source as anything in affecting)
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LAZYREMOVE(light_source.effect_str, src)
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affecting = null
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if (master_NE)
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master_NE.lighting_corner_SW = null
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master_NE.lighting_corners_initialised = FALSE
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if (master_SE)
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master_SE.lighting_corner_NW = null
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master_SE.lighting_corners_initialised = FALSE
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if (master_SW)
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master_SW.lighting_corner_NE = null
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master_SW.lighting_corners_initialised = FALSE
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if (master_NW)
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master_NW.lighting_corner_SE = null
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master_NW.lighting_corners_initialised = FALSE
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if (needs_update)
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SSlighting.corners_queue -= src
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return ..()
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