Files
fulpstation/code/__HELPERS/lighting.dm
John Willard e81bcb320c MAFIA MAFIIIAAAA MAFIAAAAAAAAAAAAAAAAA (oh and tgu i guess) (#1077)
* tgu

* utter bullshit

* fixes more bugs

* a

* barsign bullshit

* Update barsigns.dm

* bitrunner update

* infiltrator bullshit

* ports 2 gamebreaking bug fixes

* mentorwho is now in a block

* Sec mech bay for fulp maps

* merge conflict

* oh man im pushing this to map depot

---------

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2023-11-29 09:40:56 -08:00

74 lines
3.8 KiB
Plaintext

/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EMISSIVE_COLOR].
/proc/emissive_appearance(icon, icon_state = "", atom/offset_spokesman, layer = FLOAT_LAYER, alpha = 255, appearance_flags = NONE, offset_const)
var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, 255, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
if(alpha == 255)
appearance.color = GLOB.emissive_color
else
var/alpha_ratio = alpha/255
appearance.color = _EMISSIVE_COLOR(alpha_ratio)
//Test to make sure emissives with broken or missing icon states are created
if(PERFORM_ALL_TESTS(focus_only/invalid_emissives))
if(icon_state && !icon_exists(icon, icon_state, scream = FALSE)) //Scream set to False so we can have a custom stack_trace
stack_trace("An emissive appearance was added with non-existant icon_state \"[icon_state]\" in [icon]!")
return appearance
// This is a semi hot proc, so we micro it. saves maybe 150ms
// sorry :)
/proc/fast_emissive_blocker(atom/make_blocker)
var/mutable_appearance/blocker = new()
blocker.icon = make_blocker.icon
blocker.icon_state = make_blocker.icon_state
// blocker.layer = FLOAT_LAYER // Implied, FLOAT_LAYER is default for appearances
blocker.appearance_flags |= make_blocker.appearance_flags | EMISSIVE_APPEARANCE_FLAGS
blocker.dir = make_blocker.dir
if(make_blocker.alpha == 255)
blocker.color = GLOB.em_block_color
else
var/alpha_ratio = make_blocker.alpha/255
blocker.color = _EM_BLOCK_COLOR(alpha_ratio)
// Note, we are ok with null turfs, that's not an error condition we'll just default to 0, the error would be
// Not passing ANYTHING in, key difference
SET_PLANE_EXPLICIT(blocker, EMISSIVE_PLANE, make_blocker)
return blocker
/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EM_BLOCK_COLOR].
/proc/emissive_blocker(icon, icon_state = "", atom/offset_spokesman, layer = FLOAT_LAYER, alpha = 255, appearance_flags = NONE, offset_const)
var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, alpha, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
if(alpha == 255)
appearance.color = GLOB.em_block_color
else
var/alpha_ratio = alpha/255
appearance.color = _EM_BLOCK_COLOR(alpha_ratio)
return appearance
/// Takes a non area atom and a threshold
/// Makes it block emissive with any pixels with more alpha then that threshold, with the rest allowing the light to pass
/// Returns a list of objects, automatically added to your vis_contents, that apply this effect
/// QDEL them when appropriate
/proc/partially_block_emissives(atom/make_blocker, alpha_to_leave)
var/static/uid = 0
uid++
if(!make_blocker.render_target)
make_blocker.render_target = "partial_emissive_block_[uid]"
// First, we cut away a constant amount
var/cut_away = (alpha_to_leave - 1) / 255
var/atom/movable/render_step/color/alpha_threshold_down = new(null, make_blocker, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,-cut_away))
alpha_threshold_down.render_target = "*emissive_block_alpha_down_[uid]"
// Then we multiply what remains by the amount we took away
var/atom/movable/render_step/color/alpha_threshold_up = new(null, alpha_threshold_down, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,alpha_to_leave, 0,0,0,0))
alpha_threshold_up.render_target = "*emissive_block_alpha_up_[uid]"
// Now we just feed that into an emissive blocker
var/atom/movable/render_step/emissive_blocker/em_block = new(null, alpha_threshold_up)
var/list/hand_back = list()
hand_back += alpha_threshold_down
hand_back += alpha_threshold_up
hand_back += em_block
// Cast to movable so we can use vis_contents. will work for turfs, but not for areas
var/atom/movable/vis_cast = make_blocker
vis_cast.vis_contents += hand_back
return hand_back