Files
e386cfd9bf Lamp Bloom, Exposure and Glare (#24534)
* Light Update

* Not failing tests I hope

* Whitespace Removal

* Tweaking here and there

* Merge Conflict Fix

* Rebuild TGUI Bundle to Fix Merge Conflict

* Settings are now in "Game Preferences" too

* ColorMatrix formatting and removal of unused procs

* A little mistake on matrices

* A little mistake x2 (last I hope)

* Moving Glare under every other effect, tweaking values, playing with blending

* Update TGUI Bundle for Merge Conflict

* Apply suggestions from code reviews

* Fuck it, it just works

* No tabs cool

* Remove unused

* Am I retarded

* We better return

* Whitespace we need

* oh

* New SQL update version

* Missing comma fix and recompiled tgui.bundle

* Updating SQL version in misc_defines and config

* Remove datum in holder

* BloomEdit empty lines removal

* No more unneeded functions calls

* Tgui.bundle rebuild

* SQL Changes

* SQL Version = 56 now

* Documentation and some formatting

* tgui.bundle.js rebuild

* Remove unused layers and variables

* Allow cameras to render backdrops

* Possible runtime issue fix

* Remove "baked" bloom from the lamps

* Revert the "remove". Make it low on alpha channel

* Shuttle rotation light update fix

* We don't need this

* Possible runtime issue fix x2

* tgui.bundle.js update

* tgui.bundle.js update

* tgui.bundle.js update

* Revert config.toml changes

* Revert the revertion of config.toml changes

* Bring that config changes back!

* Entry added

* tgui.bundle.js update

* Prettier possible fix (?)

* Runtime fix (and broken tubes now have light after reinstalling them)

* config update

---------

Co-authored-by: Mikhail Dzianishchyts <mikhail.dzianishchyts@gmail.com>
2024-07-05 21:16:16 +00:00

159 lines
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//Defines for atom layers and planes
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
#define CLICKCATCHER_PLANE -99
#define GRAVITY_PULSE_PLANE -96 //Needs to be behind space, otherwise it blocks space, lol
#define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET"
#define PLANE_SPACE -95
#define PLANE_SPACE_PARALLAX -90
#define FLOOR_PLANE -2
#define FLOOR_OVERLAY_PLANE -1.5
#define GAME_PLANE -1
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define AREA_PLANE 1
#define SPACE_LAYER 1.5
#define GRASS_UNDER_LAYER 1.6
/// Which layer turfs appear on by default in the map editor. Should be unique!
#define MAP_EDITOR_TURF_LAYER 1.6999
#define PLATING_LAYER 1.7
#define LATTICE_LAYER 1.701
#define DISPOSAL_PIPE_LAYER 1.71
#define GAS_PIPE_HIDDEN_LAYER 1.72
#define WIRE_LAYER 1.73
#define WIRE_TERMINAL_LAYER 1.75
#define ABOVE_PLATING_LAYER 1.76 // generic for /obj/hide
#define TRAY_SCAN_LAYER_OFFSET 0.5 // place images above TURF_LAYER
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define ABOVE_TRANSPARENT_TURF_LAYER 2.01 // put wire terminals here if T.transparent_floor
#define MID_TURF_LAYER 2.02
#define HIGH_TURF_LAYER 2.03
#define TURF_PLATING_DECAL_LAYER 2.031
#define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld.
#define ABOVE_OPEN_TURF_LAYER 2.04
#define CLOSED_TURF_LAYER 2.05
#define BULLET_HOLE_LAYER 2.06
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define ABOVE_ICYOVERLAY_LAYER 2.11
#define GAS_SCRUBBER_OFFSET -0.001
#define GAS_PIPE_VISIBLE_LAYER 2.47
#define GAS_PIPE_SCRUB_OFFSET 0.001
#define GAS_PIPE_SUPPLY_OFFSET 0.002
#define GAS_FILTER_OFFSET 0.003
#define GAS_PUMP_OFFSET 0.004
#define HOLOPAD_LAYER 2.491
#define CONVEYOR_LAYER 2.495
#define LOW_OBJ_LAYER 2.5
#define LOW_SIGIL_LAYER 2.52
#define SIGIL_LAYER 2.54
#define HIGH_SIGIL_LAYER 2.56
#define BELOW_OPEN_DOOR_LAYER 2.6
#define BLASTDOOR_LAYER 2.65
#define OPEN_DOOR_LAYER 2.7
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
#define CLOSED_BLASTDOOR_LAYER 3.05
#define CLOSED_DOOR_LAYER 3.1
#define CLOSED_FIREDOOR_LAYER 3.11
#define SHUTTER_LAYER 3.12 // HERE BE DRAGONS
#define ABOVE_OBJ_LAYER 3.2
#define ABOVE_WINDOW_LAYER 3.3
#define DOOR_HELPER_LAYER 3.31 // Keep this above doors and windoors
#define SIGN_LAYER 3.4
#define NOT_HIGH_OBJ_LAYER 3.5
#define HIGH_OBJ_LAYER 3.6
#define BELOW_MOB_LAYER 3.7
#define LYING_MOB_LAYER 3.8
//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
#define ABOVE_MOB_LAYER 4.1
#define HITSCAN_LAYER 4.2
#define WALL_OBJ_LAYER 4.25
#define EDGED_TURF_LAYER 4.3
#define ON_EDGED_TURF_LAYER 4.35
#define LARGE_MOB_LAYER 4.4
#define ABOVE_ALL_MOB_LAYER 4.5
#define SPACEVINE_LAYER 4.8
#define SPACEVINE_MOB_LAYER 4.9
//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
#define GASFIRE_LAYER 5.05
#define RIPPLE_LAYER 5.1
#define GHOST_LAYER 6
#define LOW_LANDMARK_LAYER 9
#define MID_LANDMARK_LAYER 9.1
#define HIGH_LANDMARK_LAYER 9.2
#define AREA_LAYER 10
#define MASSIVE_OBJ_LAYER 11
#define SMOKE_PLANE 12
#define POINT_LAYER 13
#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
#define CHAT_LAYER_MAX 12.9999
/// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
#define EMISSIVE_PLANE 13
/// The render target used by the emissive.
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define POINT_PLANE 14
#define LIGHTING_PLANE 15
#define LIGHTING_LAYER 15
#define LIGHTING_LAMPS_GLARE 16 // Light glare (optional setting)
#define LIGHTING_EXPOSURE_PLANE 17 // Light sources "cones"
#define LIGHTING_LAMPS_SELFGLOW 18 // Light sources glow (lamps, doors overlay, etc.)
#define LIGHTING_LAMPS_PLANE 19 // Light sources themselves (lamps, screens, etc.)
#define LIGHTING_LAMPS_RENDER_TARGET "*LIGHTING_LAMPS_RENDER_TARGET"
#define RAD_TEXT_LAYER 19.1
#define ABOVE_LIGHTING_PLANE 20
#define ABOVE_LIGHTING_LAYER 20
#define FLOOR_OPENSPACE_PLANE 21
#define OPENSPACE_LAYER 21
#define BYOND_LIGHTING_PLANE 22
#define BYOND_LIGHTING_LAYER 22
#define CAMERA_STATIC_PLANE 23
#define CAMERA_STATIC_LAYER 23
//HUD layer defines
#define FULLSCREEN_PLANE 24
#define FLASH_LAYER 24
#define FULLSCREEN_LAYER 24.1
#define UI_DAMAGE_LAYER 24.2
#define BLIND_LAYER 24.3
#define CRIT_LAYER 24.4
#define CURSE_LAYER 24.5
#define HUD_PLANE 25
#define HUD_LAYER 25
#define ABOVE_HUD_PLANE 26
#define ABOVE_HUD_LAYER 26
#define SPLASHSCREEN_LAYER 27
#define SPLASHSCREEN_PLANE 27
#define HUD_PLANE_BUILDMODE 30
// This should always be on top. No exceptions.
#define HUD_PLANE_DEBUGVIEW 40
///Plane master controller keys
#define PLANE_MASTERS_GAME "plane_masters_game"