Lighting: The sanicing

This commit is contained in:
PJB3005
2015-07-21 15:58:39 +02:00
parent 5b96d6c630
commit b6a1ee2adf
4 changed files with 99 additions and 39 deletions

View File

@@ -11,13 +11,16 @@
var/lum_g
var/lum_b
var/list/effect_r
var/list/effect_g
var/list/effect_b
var/tmp/old_lum_r
var/tmp/old_lum_g
var/tmp/old_lum_b
var/list/effect_str
var/list/effect_turf
var/applied
var/vis_update //Whetever we should smartly recalculate visibility. and then only update tiles that became (in) visible to us
var/needs_update
var/destroyed
var/force_update
@@ -38,9 +41,7 @@
parse_light_color()
effect_r = list()
effect_g = list()
effect_b = list()
effect_str = list()
effect_turf = list()
update()
@@ -67,9 +68,16 @@
/datum/light_source/proc/force_update()
force_update = 1
if(!needs_update)
lighting_update_lights += src
if(!needs_update) //Incase we're already updating either way.
needs_update = 1
lighting_update_lights += src
/datum/light_source/proc/vis_update()
if(!needs_update)
needs_update = 1
lighting_update_lights += src
vis_update = 1
/datum/light_source/proc/check()
if(!source_atom || !light_range || !light_power)
@@ -96,14 +104,19 @@
light_range = source_atom.light_range
. = 1
if(light_range && light_power && !applied)
. = 1
if(. || source_atom.light_color != light_color)//Save the old lumcounts if we need to update, if the colour changed DO IT BEFORE we parse the colour and LOSE the old lumcounts!
old_lum_r = lum_r
old_lum_g = lum_g
old_lum_b = lum_b
if(source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
. = 1
if(light_range && light_power && !applied)
. = 1
/datum/light_source/proc/parse_light_color()
if(light_color)
lum_r = GetRedPart(light_color) / 255
@@ -143,19 +156,18 @@
if(!strength) //Don't add turfs that aren't affected to the affected turfs.
continue
effect_r += round(lum_r * strength, LIGHTING_ROUND_VALUE)
effect_g += round(lum_g * strength, LIGHTING_ROUND_VALUE)
effect_b += round(lum_b * strength, LIGHTING_ROUND_VALUE)
strength = round(strength, LIGHTING_ROUND_VALUE) //Screw sinking points.
effect_str += strength
T.lighting_overlay.update_lumcount(
round(lum_r * strength, LIGHTING_ROUND_VALUE),
round(lum_g * strength, LIGHTING_ROUND_VALUE),
round(lum_b * strength, LIGHTING_ROUND_VALUE)
lum_r * strength,
lum_g * strength,
lum_b * strength
)
else
effect_r += 0
effect_g += 0
effect_b += 0
effect_str += 0
if(!T.affecting_lights)
T.affecting_lights = list()
@@ -171,11 +183,60 @@
T.affecting_lights -= src
if(T.lighting_overlay)
T.lighting_overlay.update_lumcount(-effect_r[i], -effect_g[i], -effect_b[i])
var/str = effect_str[i]
T.lighting_overlay.update_lumcount(-str * old_lum_r, -str * old_lum_g, -str * old_lum_b)
i++
effect_r.Cut()
effect_g.Cut()
effect_b.Cut()
effect_str.Cut()
effect_turf.Cut()
//Smartly updates the lighting, only removes lum from and adds lum to turfs that actually got changed.
//This is for lights that need to reconsider due to nearby opacity changes.
//Stupid dumb copy pasta because BYOND and speed.
/datum/light_source/proc/smart_vis_update()
var/list/view[0]
for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
view += T //Filter out turfs.
//This is the part where we calculate new turfs (if any)
var/list/new_turfs = view - effect_turf //This will result with all the tiles that are added.
for(var/turf/T in new_turfs)
//Big huge copy paste from apply_lum() incoming because screw unreadable defines and screw proc call overhead.
if(T.lighting_overlay)
. = light_power * falloff(T.lighting_overlay)
if(!.) //Don't add turfs that aren't affected to the affected turfs.
continue
. = round(., LIGHTING_ROUND_VALUE)
effect_str += .
T.lighting_overlay.update_lumcount(
lum_r * .,
lum_g * .,
lum_b * .
)
else
effect_str += 0
if(!T.affecting_lights)
T.affecting_lights = list()
T.affecting_lights += src
effect_turf += T
var/list/old_turfs = effect_turf - view
for(var/turf/T in old_turfs)
//Insert not-so-huge copy paste from remove_lum().
var/idx = effect_turf.Find(T) //Get the index, luckily Find() is cheap in small lists like this. (with small I mean under a couple thousand len)
if(T.affecting_lights)
T.affecting_lights -= src
if(T.lighting_overlay)
var/str = effect_str[idx]
T.lighting_overlay.update_lumcount(-str * lum_r, -str * lum_g, -str * lum_b)
effect_turf.Cut(idx, idx + 1)
effect_str.Cut(idx, idx + 1)

View File

@@ -98,8 +98,3 @@
var/turf/T = loc
if(istype(T))
T.lighting_overlay = null
for(var/datum/light_source/D in T.affecting_lights) //Remove references to us on the light sources affecting us.
D.effect_r -= src
D.effect_g -= src
D.effect_b -= src

View File

@@ -10,10 +10,15 @@
lighting_update_lights = list()
for(var/datum/light_source/L in lighting_update_lights_old)
if(L.needs_update)
if(L.destroyed || L.check() || L.force_update)
L.remove_lum()
if(!L.destroyed) L.apply_lum()
if(!L.destroyed)
L.apply_lum()
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
L.vis_update = 0
L.force_update = 0
L.needs_update = 0
@@ -24,7 +29,6 @@
lighting_update_overlays = list()
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
if(O.needs_update)
O.update_overlay()
O.needs_update = 0

View File

@@ -4,7 +4,7 @@
/turf/proc/reconsider_lights()
for(var/datum/light_source/L in affecting_lights)
L.force_update()
L.vis_update()
/turf/proc/lighting_clear_overlays()
if(lighting_overlay)