mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 21:48:21 +01:00
1 line
7.1 KiB
HTML
1 line
7.1 KiB
HTML
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>code/__DEFINES/lighting_defines.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="code/__DEFINES/lighting_defines.html#define">Define Details</a></header><main><h1>code/__DEFINES/lighting_defines.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="code/__DEFINES/lighting_defines.html#define/EMISSIVE_BLOCK_UNIQUE">EMISSIVE_BLOCK_UNIQUE</a></th><td>Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/EMISSIVE_COLOR">EMISSIVE_COLOR</a></th><td>The color applied to all emissive overlays.</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/EM_BLOCK_COLOR">EM_BLOCK_COLOR</a></th><td>The color applied to all emissive blockers. Is meant to be the exact opposite of the EMMISIVE_COLOR</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/EMISSIVE_APPEARANCE_FLAGS">EMISSIVE_APPEARANCE_FLAGS</a></th><td>A set of appearance flags applied to all emissive and emissive blocker overlays.</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/EM_MASK_MATRIX">EM_MASK_MATRIX</a></th><td>The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of <a href="code/__DEFINES/lighting_defines.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>, and be independant of the RGB value of <a href="code/__DEFINES/lighting_defines.html#define/EM_BLOCK_COLOR" title="EM_BLOCK_COLOR">EM_BLOCK_COLOR</a>.</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/GETREDPART">GETREDPART</a></th><td>Returns the red part of a #RRGGBB hex sequence as number</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/GETGREENPART">GETGREENPART</a></th><td>Returns the green part of a #RRGGBB hex sequence as number</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/GETBLUEPART">GETBLUEPART</a></th><td>Returns the blue part of a #RRGGBB hex sequence as number</td></tr><tr><th><a href="code/__DEFINES/lighting_defines.html#define/PARSE_LIGHT_COLOR">PARSE_LIGHT_COLOR</a></th><td>Parse the hexadecimal color into lumcounts of each perspective.</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/EMISSIVE_APPEARANCE_FLAGS"><aside class="declaration">#define </aside>EMISSIVE_APPEARANCE_FLAGS <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L117"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 117"></a></h3><p>A set of appearance flags applied to all emissive and emissive blocker overlays.</p><h3 id="define/EMISSIVE_BLOCK_UNIQUE"><aside class="declaration">#define </aside>EMISSIVE_BLOCK_UNIQUE <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L110"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 110"></a></h3><p>Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.</p><h3 id="define/EMISSIVE_COLOR"><aside class="declaration">#define </aside>EMISSIVE_COLOR <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L113"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 113"></a></h3><p>The color applied to all emissive overlays.</p><h3 id="define/EM_BLOCK_COLOR"><aside class="declaration">#define </aside>EM_BLOCK_COLOR <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L115"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 115"></a></h3><p>The color applied to all emissive blockers. Is meant to be the exact opposite of the EMMISIVE_COLOR</p><h3 id="define/EM_MASK_MATRIX"><aside class="declaration">#define </aside>EM_MASK_MATRIX <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L119"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 119"></a></h3><p>The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of <a href="code/__DEFINES/lighting_defines.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>, and be independant of the RGB value of <a href="code/__DEFINES/lighting_defines.html#define/EM_BLOCK_COLOR" title="EM_BLOCK_COLOR">EM_BLOCK_COLOR</a>.</p><h3 id="define/GETBLUEPART"><aside class="declaration">#define </aside>GETBLUEPART<aside>(hexa)</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L130"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 130"></a></h3><p>Returns the blue part of a #RRGGBB hex sequence as number</p><h3 id="define/GETGREENPART"><aside class="declaration">#define </aside>GETGREENPART<aside>(hexa)</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L127"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 127"></a></h3><p>Returns the green part of a #RRGGBB hex sequence as number</p><h3 id="define/GETREDPART"><aside class="declaration">#define </aside>GETREDPART<aside>(hexa)</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L124"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 124"></a></h3><p>Returns the red part of a #RRGGBB hex sequence as number</p><h3 id="define/PARSE_LIGHT_COLOR"><aside class="declaration">#define </aside>PARSE_LIGHT_COLOR<aside>(source)</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__DEFINES/lighting_defines.dm#L133"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting_defines.dm 133"></a></h3><p>Parse the hexadecimal color into lumcounts of each perspective.</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html> |