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480 lines
17 KiB
Plaintext
480 lines
17 KiB
Plaintext
/*
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Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
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This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and
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ShadowDarke's respective lighting libraries. Credits, where due, to them.
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Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
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by using the var/tag variable and moving turfs into the contents list of the correct sub-area. This method is
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much less costly than using overlays or objects.
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Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
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(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
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update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
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means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
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over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
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setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
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turning it back on with lighting_controller.processing = 1.
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Unlike our old system there are hardcoded maximum luminositys (different for certain atoms).
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This is to cap the cost of creating lighting effects.
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(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
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Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
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have larger memory requirements than our previous system but it's easily worth the hassle for the greater control we
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gain. It also reduces cost of removing lighting effects by a lot!
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Known Issues/TODO:
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
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No directional lighting support. (prototype looked ugly)
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*/
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#define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects.
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects
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datum/light_source
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var/atom/owner
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var/changed = 1
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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var/l_color
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New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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l_color = owner.l_color
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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lighting_controller.lights += src
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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proc/check()
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if(!owner)
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remove_effect()
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return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
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// check to see if we've moved since last update
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if(owner.x != __x || owner.y != __y)
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__x = owner.x
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__y = owner.y
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changed = 1
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if (owner.l_color != l_color)
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changed = 1
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 0
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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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for(var/turf/T in effect) // negate the effect of this light source
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T.update_lumcount(-effect[T], l_color, 1)
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effect.Cut() // clear the effect list
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proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(owner.loc && owner.luminosity > 0)
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l_color = owner.l_color
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effect = list()
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for(var/turf/T in view(owner.get_light_range(),owner))
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var/delta_lumen = lum(T)
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if(delta_lumen > 0)
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effect[T] = delta_lumen
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T.update_lumcount(delta_lumen, l_color, 0)
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return 0
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else
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owner.light = null
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return 1 //cause the light to be removed from the lights list and garbage collected once it's no
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//longer referenced by the queue
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proc/lum(turf/A)
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if (owner.trueLuminosity < 1)
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return 0
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var/dist
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if(!A)
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dist = 0
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else
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#ifdef LIGHTING_CIRCULAR
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dist = cheap_hypotenuse(A.x, A.y, __x, __y)
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#else
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dist = max(abs(A.x - __x), abs(A.y - __y))
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#endif
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if (owner.trueLuminosity > 100) // This will never happen... right?
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return sqrt(owner.trueLuminosity) - dist
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else
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return sqrtTable[owner.trueLuminosity] - dist
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atom
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var/datum/light_source/light
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var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear.
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// We may read it, but NEVER set it directly.
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var/l_color
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
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turf/New()
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..()
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if(luminosity)
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if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
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trueLuminosity = luminosity * luminosity
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light = new(src)
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//Movable atoms with opacity when they are constructed will trigger nearby lights to update
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//Movable atoms with luminosity when they are constructed will create a light_source automatically
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atom/movable/New()
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..()
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if(opacity)
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if(isturf(loc))
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if(loc:lighting_lumcount > 1)
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UpdateAffectingLights()
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if(luminosity)
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if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
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trueLuminosity = luminosity * luminosity
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light = new(src)
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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atom/movable/Destroy()
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if(opacity)
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if(isturf(loc))
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if(loc:lighting_lumcount > 1)
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UpdateAffectingLights()
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..()
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//Sets our luminosity.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
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//queues are complete.
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//if we have a light already it is merely updated, rather than making a new one.
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atom/proc/SetLuminosity(new_luminosity, trueLum = FALSE)
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if(new_luminosity < 0)
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new_luminosity = 0
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if(!trueLum)
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new_luminosity *= new_luminosity
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if(light)
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if(trueLuminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect()
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light.changed = 1
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else
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if(new_luminosity)
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light = new(src)
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trueLuminosity = new_luminosity
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if (trueLuminosity < 1)
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luminosity = 0
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else if (trueLuminosity <= 100)
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luminosity = sqrtTable[trueLuminosity]
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else
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luminosity = sqrt(trueLuminosity)
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atom/proc/AddLuminosity(delta_luminosity)
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if(delta_luminosity > 0)
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SetLuminosity(trueLuminosity + delta_luminosity*delta_luminosity, TRUE)
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else if(delta_luminosity < 0)
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SetLuminosity(trueLuminosity - delta_luminosity*delta_luminosity, TRUE)
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area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
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luminosity = !!new_luminosity
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trueLuminosity = luminosity
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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atom/proc/SetOpacity(new_opacity)
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if(new_opacity == null)
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new_opacity = !opacity //default = toggle opacity
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else if(opacity == new_opacity)
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return 0 //opacity hasn't changed! don't bother doing anything
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opacity = new_opacity //update opacity, the below procs now call light updates.
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return 1
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turf/SetOpacity(new_opacity)
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if(..()==1) //only bother if opacity changed
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if(lighting_lumcount) //only bother with an update if our turf is currently affected by a light
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UpdateAffectingLights()
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/atom/movable/SetOpacity(new_opacity)
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if(..()==1) //only bother if opacity changed
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if(isturf(loc)) //only bother with an update if we're on a turf
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var/turf/T = loc
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if(T.lighting_lumcount) //only bother with an update if our turf is currently affected by a light
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UpdateAffectingLights()
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turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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var/color_lighting_lumcount = 0
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var/list/colors = list()
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turf/space
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lighting_lumcount = 4 //starlight
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turf/proc/update_lumcount(amount, _lcolor, removing = 0)
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lighting_lumcount += amount
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var/blended
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if (_lcolor)
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if (l_color && _lcolor && l_color != _lcolor && !removing) // Blend colors.
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var/redblend = min((GetRedPart(l_color)) + (GetRedPart(_lcolor)), 255)
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var/greenblend = min((GetGreenPart(l_color)) + (GetGreenPart(_lcolor)), 255)
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var/blueblend = min((GetBluePart(l_color)) + (GetBluePart(_lcolor)), 255)
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blended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend),2)][add_zero2(num2hex(blueblend),2)]"
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if (removing)
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colors.Remove(_lcolor) // Remove the color that's leaving us from our list.
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if (colors && !colors.len)
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l_color = null // All our color is gone, no color for us.
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else if (colors && colors.len > 1)
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var/maxdepth = 3 // Will blend 3 colors, anymore than that and it looks bad or we will get lag on every tile update.
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var/currentblended
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for (var/i = 0, ++i <= colors.len)
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if (i > maxdepth)
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//world << "Maxdepth reached, breaking loop."
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break
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if (!currentblended)
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//world << "First iteration, currentblended = [colors[i]]."
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currentblended = colors[i] // Start with the first of the remaining colors.
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continue
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var/redblend = min((GetRedPart(currentblended)) + (GetRedPart(colors[i])), 255)
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var/greenblend = min((GetGreenPart(currentblended)) + (GetGreenPart(colors[i])), 255)
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var/blueblend = min((GetBluePart(currentblended)) + (GetBluePart(colors[i])), 255)
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currentblended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend), 2)][add_zero2(num2hex(blueblend), 2)]"
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//world << "Finished [i] [currentblended]."
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if (currentblended)
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//world << "Ended up with [currentblended]"
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l_color = currentblended // blended the remaining colors so apply it.
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else
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l_color = null // Something went wrong, no color for you.
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else
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l_color = colors[colors.len]
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else // we added a color.
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colors.Add(_lcolor) // Add the base color to the list.
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if (blended)
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l_color = blended // If we had a blended color, this is what we get otherwise.
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else
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l_color = _lcolor // Basecolor is our color.
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// if ((l_color != LIGHT_WHITE && l_color != "#FFF") || removing)
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color_lighting_lumcount = max(color_lighting_lumcount + amount, 0) // Minimum of 0.
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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turf/proc/lighting_tag(const/level)
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var/area/A = loc
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return A.tagbase + "sd_L[level]"
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turf/proc/build_lighting_area(const/tag, const/level, const/color_light)
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var/area/Area = loc
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var/area/A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if ("contents","lighting_overlay", "color_overlay", "overlays")
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continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = tag
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A.lighting_subarea = 1
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A.lighting_space = 0 // in case it was copied from a space subarea
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if (l_color != A.l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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//world << "[color_light] [color_lighting_lumcount]"
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A.SetLightLevel(level, color_light)
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Area.related += A
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return A
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turf/proc/shift_to_subarea()
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lighting_changed = 0
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var/area/Area = loc
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/new_tag = lighting_tag(level)
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// pomf - If we have a lighting color that is not null, apply the new tag to seperate the areas.
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if (l_color)
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new_tag += "[l_color][color_lighting_lumcount]" // pomf - We append the color lighting lumcount so we can have colored lights.
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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var/color_light = min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)
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if (!A)
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A = build_lighting_area(new_tag, level, color_light)
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else if (l_color != A.l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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A.SetLightLevel(level, color_light)
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A.contents += src // move the turf into the area
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// Dedicated lighting sublevel for space turfs
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// helps us depower things in space, remove space fire alarms,
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// and evens out space lighting
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turf/space/lighting_tag(var/level)
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var/area/A = loc
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return A.tagbase + "sd_L_space"
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turf/space/build_lighting_area(var/tag,var/level)
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var/area/A = ..(tag,4)
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A.lighting_space = 1
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A.SetLightLevel(4)
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A.icon_state = null
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return A
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area
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var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
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var/image/lighting_overlay //tracks the darkness image of the area for easy removal
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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var/lighting_space = 0 // true for space-only lighting subareas
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var/tagbase
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var/image/color_overlay //Tracks the color image.
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proc/SetLightLevel(light, color_light = 0)
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if(!src) return
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if(light <= 0)
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light = 0
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luminosity = 0
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else
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if(light > lighting_controller.lighting_states)
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light = lighting_controller.lighting_states
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luminosity = 1
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if(lighting_overlay)
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overlays -= lighting_overlay
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lighting_overlay.icon_state = "[light]"
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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if (color_overlay)
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overlays.Remove(color_overlay)
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color_overlay.icon_state = "white"
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else
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if (l_color)
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color_overlay = image('icons/obj/weapons.dmi', ,"white", 10.1)
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if (istype(color_overlay))
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color_overlay.color = l_color
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/*
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if (light < 6)
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switch (level)
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if (6)
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color_overlay.alpha = 140
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if (5)
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color_overlay.alpha = 120
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if (4)
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color_overlay.alpha = 100
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if (3)
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color_overlay.alpha = 80
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if (2)
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color_overlay.alpha = 60
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if (1)
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color_overlay.alpha = 40
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if (-INFINITY to 0)
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//world << "Zero or below, [color_light]."
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color_overlay.alpha = 0
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else
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//world << "Setting the alpha to max... color_light [color_light]."
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color_overlay.alpha = 140
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color_overlay.blend_mode = BLEND_MULTIPLY
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*/
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if (1)
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switch (color_light)
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if (6)
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color_overlay.alpha = 180
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if (5)
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color_overlay.alpha = 140
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if (4)
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color_overlay.alpha = 120
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if (3)
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color_overlay.alpha = 80
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if (2)
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color_overlay.alpha = 60
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if (1)
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color_overlay.alpha = 20
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if (-INFINITY to 0)
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//world << "Zero or below, [color_light]."
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color_overlay.alpha = 0
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else
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//world << "Setting the alpha to max... color_light [color_light]."
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color_overlay.alpha = 180
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if (color_overlay.color)
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overlays.Add(color_overlay)
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if (isnull(color_overlay))
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overlays.Add(lighting_overlay)
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else if (light < 6)
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overlays.Add(lighting_overlay)
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proc/SetDynamicLighting()
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src.lighting_use_dynamic = 1
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for(var/turf/T in src.contents)
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T.update_lumcount(0)
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proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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tagbase = "[type]"
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if(!tag) tag = tagbase
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if(!lighting_use_dynamic)
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if(!lighting_subarea) // see if this is a lighting subarea already
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//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
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SetLightLevel(4)
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//#undef LIGHTING_LAYER
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#undef LIGHTING_CIRCULAR
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//#undef LIGHTING_ICON
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#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
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#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
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#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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//This proc can cause lots of lights to be updated. :(
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atom/proc/UpdateAffectingLights()
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for(var/atom/A in oview(LIGHTING_MAX_LUMINOSITY_STATIC-1,src))
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if(A.light)
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A.light.changed = 1 //force it to update at next process()
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//caps luminosity effects max-range based on what type the light's owner is.
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atom/proc/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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atom/movable/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE)
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obj/machinery/light/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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turf/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF)
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#undef LIGHTING_MAX_LUMINOSITY_STATIC
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#undef LIGHTING_MAX_LUMINOSITY_MOBILE
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#undef LIGHTING_MAX_LUMINOSITY_TURF |