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Port tg/paradise/good soft-edge lighting
Ports https://github.com/ParadiseSS13/Paradise/pull/6161 Its merged in nearly verbatim as far as the lighting module goes. Changes outside the lighting module are merged based on our codebase.
This commit is contained in:
125
code/modules/lighting/lighting_corner.dm
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125
code/modules/lighting/lighting_corner.dm
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/var/total_lighting_corners = 0
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/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
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// Because we can control each corner of every lighting overlay.
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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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// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
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/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
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/datum/lighting_corner
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var/list/turf/masters = list()
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var/list/datum/light_source/affecting = list() // Light sources affecting us.
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var/active = FALSE // TRUE if one of our masters has dynamic lighting.
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var/x = 0
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var/y = 0
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var/z = 0
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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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var/needs_update = FALSE
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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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var/cache_mx = 0
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var/update_gen = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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. = ..()
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total_lighting_corners++
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masters[new_turf] = turn(diagonal, 180)
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z = new_turf.z
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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/T
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var/i
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// Diagonal one is easy.
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T = get_step(new_turf, diagonal)
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if (T) // In case we're on the map's border.
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = diagonal
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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T.corners[i] = src
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// Now the horizontal one.
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T = get_step(new_turf, horizontal)
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if (T) // Ditto.
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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// And finally the vertical one.
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T = get_step(new_turf, vertical)
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if (T)
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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update_active()
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/datum/lighting_corner/proc/update_active()
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active = FALSE
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for (var/turf/T in masters)
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if (T.lighting_overlay)
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active = TRUE
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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(var/delta_r, var/delta_g, var/delta_b)
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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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lighting_update_corners += src
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/datum/lighting_corner/proc/update_overlays()
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// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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. = 1 / mx
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD
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cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD
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cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD
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cache_mx = mx
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for (var/TT in masters)
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var/turf/T = TT
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if (T.lighting_overlay)
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if (!T.lighting_overlay.needs_update)
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T.lighting_overlay.needs_update = TRUE
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lighting_update_overlays += T.lighting_overlay
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/datum/lighting_corner/dummy/New()
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return
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