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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-30 15:37:36 +01:00
More Lighting Tweaks and Optimizations
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@@ -127,33 +127,34 @@
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lum_g = 1
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lum_b = 1
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/datum/light_source/proc/falloff(atom/movable/lighting_overlay/O)
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#if LIGHTING_FALLOFF == 1 // circular
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. = (O.x - source_turf.x)**2 + (O.y - source_turf.y)**2 + LIGHTING_HEIGHT
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#if LIGHTING_LAMBERTIAN == 1
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. = CLAMP01((1 - CLAMP01(sqrt(.) / max(1,light_range))) * (1 / (sqrt(. + 1))))
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#else
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. = 1 - CLAMP01(sqrt(.) / max(1,light_range))
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#endif
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#elif LIGHTING_FALLOFF == 2 // square
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. = abs(O.x - source_turf.x) + abs(O.y - source_turf.y) + LIGHTING_HEIGHT
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#if LIGHTING_LAMBERTIAN == 1
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. = CLAMP01((1 - CLAMP01(. / max(1,light_range))) * (1 / (sqrt(.)**2 + )))
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#else
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. = 1 - CLAMP01(. / max(1,light_range))
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#endif
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#if LIGHTING_FALLOFF == 1 //circular
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#define LUM_DISTANCE(swapvar, O, T) swapvar = (O.x - T.x)**2 + (O.y - T.y)**2 + LIGHTING_HEIGHT
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#if LIGHTING_LAMBERTIAN == 1
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#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(sqrt(swapvar) / light_range)) * (1 / sqrt(swapvar + 1)))
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#else
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#define LUM_ATTENUATION(swapvar) swapvar = 1 - CLAMP01(sqrt(swapvar) / light_range)
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#endif
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#elif LIGHTING_FALLOFF == 2 //square
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#define LUM_DISTANCE(swapvar, O, T) swapvar = abs(O.x - T.x) + abs(O.y - T.y) + LIGHTING_HEIGHT
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#if LIGHTING_LAMBERTIAN == 1
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#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(swapvar / light_range)) * (1 / sqrt(swapvar**2 + 1)))
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#else
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#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01(swapvar / light_range)
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#endif
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#endif
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#define LUM_FALLOFF(swapvar, O, T) \
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LUM_DISTANCE(swapvar, O, T); \
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LUM_ATTENUATION(swapvar);
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/datum/light_source/proc/apply_lum()
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applied = 1
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if(istype(source_turf))
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for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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if(T.lighting_overlay)
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var/strength = light_power * falloff(T.lighting_overlay)
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var/strength
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LUM_FALLOFF(strength, T, source_turf)
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strength *= light_power
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if(!strength) //Don't add turfs that aren't affected to the affected turfs.
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continue
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@@ -198,7 +199,7 @@
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//Stupid dumb copy pasta because BYOND and speed.
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/datum/light_source/proc/smart_vis_update()
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var/list/view[0]
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for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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view += T //Filter out turfs.
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//This is the part where we calculate new turfs (if any)
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@@ -206,7 +207,9 @@
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for(var/turf/T in new_turfs)
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//Big huge copy paste from apply_lum() incoming because screw unreadable defines and screw proc call overhead.
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if(T.lighting_overlay)
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. = light_power * falloff(T.lighting_overlay)
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LUM_FALLOFF(., T, source_turf)
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. *= light_power
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if(!.) //Don't add turfs that aren't affected to the affected turfs.
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continue
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@@ -242,3 +245,7 @@
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effect_turf.Cut(idx, idx + 1)
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effect_str.Cut(idx, idx + 1)
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#undef LUM_FALLOFF
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#undef LUM_DISTANCE
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#undef LUM_ATTENUATION
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@@ -7,7 +7,6 @@
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icon = LIGHTING_ICON
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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blend_mode = BLEND_MULTIPLY
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color = "#000000"
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icon_state = "light1"
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@@ -62,34 +61,33 @@
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lighting_update_overlays += src
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/atom/movable/lighting_overlay/proc/update_overlay()
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var/mx = max(lum_r, lum_g, lum_b)
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. = 1 // factor
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if(mx > 1)
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. = 1/mx
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#if LIGHTING_TRANSITIONS == 1
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animate(src,
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .),
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LIGHTING_TRANSITION_SPEED
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)
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#else
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
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#endif
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var/turf/T = loc
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if(istype(T)) //Incase we're not on a turf, pool ourselves, something happened.
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if(color != "#000000")
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T.luminosity = 1
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else //No light, set the turf's luminosity to 0 to remove it from view()
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#if LIGHTING_TRANSITIONS == 1
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spawn(LIGHTING_TRANSITION_SPEED)
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if(lum_r == lum_g && lum_r == lum_b) //greyscale
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blend_mode = BLEND_OVERLAY
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if(lum_r <= 0)
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T.luminosity = 0
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color = "#000000"
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alpha = 255
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else
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T.luminosity = 1
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color = "#000000"
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alpha = (1 - min(lum_r, 1)) * 255
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else
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alpha = 255
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var/mx = max(lum_r, lum_g, lum_b)
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. = 1 // factor
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if(mx > 1)
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. = 1/mx
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blend_mode = BLEND_MULTIPLY
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color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
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if(color != "#000000")
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T.luminosity = 1
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else //No light, set the turf's luminosity to 0 to remove it from view()
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T.luminosity = 0
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#else
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T.luminosity = 0
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#endif
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else
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warning("A lighting overlay realised it's loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got qdel'd!")
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : ""]) in update_overlay() and got qdel'ed!")
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qdel(src)
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/atom/movable/lighting_overlay/singularity_act()
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@@ -3,7 +3,6 @@
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#undef LIGHTING_FALLOFF
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#undef LIGHTING_LAMBERTIAN
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#undef LIGHTING_HEIGHT
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#undef LIGHTING_TRANSITIONS
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#undef LIGHTING_RESOLUTION
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#undef LIGHTING_LAYER
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