Optimizes lighting overlays for slow clients.

Ports https://github.com/tgstation/tgstation/pull/25778 and https://github.com/tgstation/tgstation/pull/25861
* Instead of using color matrix for all overlays, fully dark and fully light use static black and transparant icon states without color matrix.
* Also implements LIGHTING_ROUND_VALUE so that lighting values actually will reach 0 or 1.
This commit is contained in:
Leshana
2017-04-11 22:23:16 -04:00
parent f2956464b8
commit 5f629e2aca
4 changed files with 58 additions and 14 deletions

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@@ -10,9 +10,9 @@
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone #define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_LAYER 10 // drawing layer for lighting overlays #define LIGHTING_LAYER 10 // drawing layer for lighting overlays
#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects #define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. #define LIGHTING_ROUND_VALUE (1 / 64) //Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. #define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays.

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@@ -98,20 +98,28 @@
lighting_update_corners += src lighting_update_corners += src
/datum/lighting_corner/proc/update_overlays() /datum/lighting_corner/proc/update_overlays()
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually. // Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
var/lum_r = src.lum_r
var/lum_g = src.lum_g
var/lum_b = src.lum_b
var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1. var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
. = 1 // factor . = 1 // factor
if (mx > 1) if (mx > 1)
. = 1 / mx . = 1 / mx
#if LIGHTING_SOFT_THRESHOLD != 0
else if (mx < LIGHTING_SOFT_THRESHOLD) else if (mx < LIGHTING_SOFT_THRESHOLD)
. = 0 // 0 means soft lighting. . = 0 // 0 means soft lighting.
cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_mx = mx #else
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
#endif
cache_mx = round(mx, LIGHTING_ROUND_VALUE)
for (var/TT in masters) for (var/TT in masters)
var/turf/T = TT var/turf/T = TT

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@@ -59,16 +59,52 @@
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
color = list( var/rr = cr.cache_r
cr.cache_r, cr.cache_g, cr.cache_b, 0, var/rg = cr.cache_g
cg.cache_r, cg.cache_g, cg.cache_b, 0, var/rb = cr.cache_b
cb.cache_r, cb.cache_g, cb.cache_b, 0,
ca.cache_r, ca.cache_g, ca.cache_b, 0, var/gr = cg.cache_r
0, 0, 0, 1 var/gg = cg.cache_g
var/gb = cg.cache_b
var/br = cb.cache_r
var/bg = cb.cache_g
var/bb = cb.cache_b
var/ar = ca.cache_r
var/ag = ca.cache_g
var/ab = ca.cache_b
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
#else
// Because of floating points, it won't even be a flat 0.
// This number is mostly arbitrary.
var/set_luminosity = max > 1e-6
#endif
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
icon_state = "transparent"
color = null
else if(!set_luminosity)
icon_state = "dark"
color = null
else
icon_state = null
color = list(
rr, rg, rb, 00,
gr, gg, gb, 00,
br, bg, bb, 00,
ar, ag, ab, 00,
00, 00, 00, 01
) )
luminosity = max > LIGHTING_SOFT_THRESHOLD
luminosity = set_luminosity
// Variety of overrides so the overlays don't get affected by weird things.
/atom/movable/lighting_overlay/ex_act()
return
/atom/movable/lighting_overlay/singularity_act() /atom/movable/lighting_overlay/singularity_act()
return return

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