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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
Lighting Optimizations (#13593)
* Lighting Optimizations * styling * styling * welp
This commit is contained in:
@@ -25,7 +25,7 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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. = ..()
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masters = list()
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masters[new_turf] = turn(diagonal, 180)
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@@ -79,15 +79,16 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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active = FALSE
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var/turf/T
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var/thing
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for (thing in masters)
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for(thing in masters)
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T = thing
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if(T.lighting_object)
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active = TRUE
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return
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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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/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
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if((abs(delta_r)+abs(delta_g)+abs(delta_b)) == 0)
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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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@@ -96,10 +97,10 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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if(!needs_update)
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needs_update = TRUE
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GLOB.lighting_update_corners += src
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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 a head of time so 4 individual lighting objects don't all calculate them individually.
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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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@@ -122,19 +123,18 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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#endif
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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for (var/TT in masters)
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for(var/TT in masters)
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var/turf/T = TT
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if(T.lighting_object)
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if(!T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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GLOB.lighting_update_objects += T.lighting_object
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if(T.lighting_object && !T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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SSlighting.objects_queue += T.lighting_object
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/datum/lighting_corner/dummy/New()
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return
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/datum/lighting_corner/Destroy(var/force)
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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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@@ -5,7 +5,7 @@
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icon = LIGHTING_ICON
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icon_state = "transparent"
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color = LIGHTING_BASE_MATRIX
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color = null //we manually set color in init instead
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plane = LIGHTING_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = LIGHTING_LAYER
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@@ -18,6 +18,9 @@
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/atom/movable/lighting_object/Initialize(mapload)
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. = ..()
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verbs.Cut()
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//We avoid setting this in the base as if we do then the parent atom handling will add_atom_color it and that
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//is totally unsuitable for this object, as we are always changing it's colour manually
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color = LIGHTING_BASE_MATRIX
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myturf = loc
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if(myturf.lighting_object)
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@@ -29,11 +32,11 @@
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S.update_starlight()
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needs_update = TRUE
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GLOB.lighting_update_objects += src
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SSlighting.objects_queue += src
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/atom/movable/lighting_object/Destroy(var/force)
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/atom/movable/lighting_object/Destroy(force)
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if(force)
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GLOB.lighting_update_objects -= src
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SSlighting.objects_queue -= src
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if(loc != myturf)
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var/turf/oldturf = get_turf(myturf)
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var/turf/newturf = get_turf(loc)
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@@ -143,6 +146,6 @@
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return
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
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/atom/movable/lighting_object/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
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if(harderforce)
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. = ..()
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@@ -29,7 +29,7 @@
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var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
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/datum/light_source/New(var/atom/owner, var/atom/top)
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/datum/light_source/New(atom/owner, atom/top)
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source_atom = owner // Set our new owner.
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LAZYADD(source_atom.light_sources, src)
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top_atom = top
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@@ -56,7 +56,7 @@
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LAZYREMOVE(top_atom.light_sources, src)
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if(needs_update)
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GLOB.lighting_update_lights -= src
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SSlighting.sources_queue -= src
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. = ..()
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@@ -65,13 +65,13 @@
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE(level) \
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if(needs_update == LIGHTING_NO_UPDATE) \
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GLOB.lighting_update_lights += src; \
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SSlighting.sources_queue += src; \
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if(needs_update < level) \
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needs_update = level; \
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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/datum/light_source/proc/update(atom/new_top_atom)
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// This top atom is different.
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if(new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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@@ -141,7 +141,7 @@
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effect_str = null
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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/datum/light_source/proc/recalc_corner(datum/lighting_corner/C)
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LAZYINITLIST(effect_str)
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if(effect_str[C]) // Already have one.
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REMOVE_CORNER(C)
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@@ -57,7 +57,7 @@
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C.active = TRUE
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
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/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
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if(!lighting_object)
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return 1
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@@ -102,7 +102,7 @@
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recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
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reconsider_lights()
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/turf/proc/change_area(var/area/old_area, var/area/new_area)
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/turf/proc/change_area(area/old_area, area/new_area)
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if(SSlighting.initialized)
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if(new_area.dynamic_lighting != old_area.dynamic_lighting)
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if(new_area.dynamic_lighting)
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@@ -14,3 +14,8 @@
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/mob/camera/experience_pressure_difference()
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return
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/mob/camera/forceMove(atom/destination)
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var/oldloc = loc
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loc = destination
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Moved(oldloc, NONE)
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@@ -15,7 +15,7 @@
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onTransitZ(old_turf?.z, new_turf?.z)
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var/oldloc = loc
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loc = destination
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Moved(oldloc, NONE, TRUE)
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Moved(oldloc, NONE)
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/mob/dead/onTransitZ(old_z,new_z)
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..()
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@@ -3,6 +3,8 @@
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var/turf/newT = get_turf(src)
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if(newT.z != oldT.z)
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onTransitZ(oldT.z, newT.z)
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if(light)
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update_light()
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if(rotation)
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shuttleRotate(rotation)
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forceMove(T1)
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