More /vg/lighting tweaks (#884)

This commit is contained in:
CitadelStationBot
2017-05-10 18:11:22 -05:00
committed by kevinz000
parent 71a36f1606
commit 1e1e0f7f6e
7 changed files with 199 additions and 155 deletions
+12 -5
View File
@@ -16,10 +16,10 @@
#define LIGHTING_BASE_MATRIX \
list \
( \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
0, 0, 0, 1 \
) \
@@ -78,4 +78,11 @@
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
#define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power
#define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is.
#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
//code assumes higher numbers override lower numbers.
#define LIGHTING_NO_UPDATE 0
#define LIGHTING_VIS_UPDATE 1
#define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3
+2 -10
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@@ -36,18 +36,10 @@ SUBSYSTEM_DEF(lighting)
for (i in 1 to GLOB.lighting_update_lights.len)
var/datum/light_source/L = GLOB.lighting_update_lights[i]
if (L.check() || QDELETED(L) || L.force_update)
L.remove_lum()
if (!QDELETED(L))
L.apply_lum()
L.update_corners()
else if (L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
L.needs_update = LIGHTING_NO_UPDATE
L.vis_update = FALSE
L.force_update = FALSE
L.needs_update = FALSE
if(init_tick_checks)
CHECK_TICK
else if (MC_TICK_CHECK)
+3 -5
View File
@@ -6,8 +6,8 @@
GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
/datum/lighting_corner
var/list/turf/masters = list()
var/list/datum/light_source/affecting = list() // Light sources affecting us.
var/list/turf/masters
var/list/datum/light_source/affecting // Light sources affecting us.
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
var/x = 0
@@ -25,11 +25,9 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
var/cache_b = LIGHTING_SOFT_THRESHOLD
var/cache_mx = 0
var/update_gen = 0
/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
. = ..()
masters = list()
masters[new_turf] = turn(diagonal, 180)
z = new_turf.z
+15 -9
View File
@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
anchored = TRUE
icon = LIGHTING_ICON
icon_state = "transparent"
color = LIGHTING_BASE_MATRIX
plane = LIGHTING_PLANE
mouse_opacity = 0
@@ -16,7 +17,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
var/needs_update = FALSE
/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
/atom/movable/lighting_object/Initialize(mapload)
. = ..()
verbs.Cut()
GLOB.all_lighting_objects += src
@@ -28,10 +29,8 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
S.update_starlight()
if (no_update)
return
update()
needs_update = TRUE
GLOB.lighting_update_objects += src
/atom/movable/lighting_object/Destroy(var/force)
if (force)
@@ -69,10 +68,17 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
var/list/corners = T.corners
var/datum/lighting_corner/cr = dummy_lighting_corner
var/datum/lighting_corner/cg = dummy_lighting_corner
var/datum/lighting_corner/cb = dummy_lighting_corner
var/datum/lighting_corner/ca = dummy_lighting_corner
if (corners) //done this way for speed
cr = corners[3] || dummy_lighting_corner
cg = corners[2] || dummy_lighting_corner
cb = corners[4] || dummy_lighting_corner
ca = corners[1] || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
+1 -1
View File
@@ -8,6 +8,6 @@
if(!IS_DYNAMIC_LIGHTING(T))
continue
new/atom/movable/lighting_object(T, TRUE)
new/atom/movable/lighting_object(T)
CHECK_TICK
CHECK_TICK
+159 -124
View File
@@ -26,22 +26,15 @@
var/applied = FALSE // Whether we have applied our light yet or not.
var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
var/needs_update // Whether we are queued for an update.
var/force_update
var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
/datum/light_source/New(var/atom/owner, var/atom/top)
source_atom = owner // Set our new owner.
if (!source_atom.light_sources)
source_atom.light_sources = list()
source_atom.light_sources += src // Add us to the lights of our owner.
LAZYADD(source_atom.light_sources, src)
top_atom = top
if (top_atom != source_atom)
if (!top.light_sources)
top.light_sources = list()
top_atom.light_sources += src
LAZYADD(top_atom.light_sources, src)
source_turf = top_atom
pixel_turf = get_turf_pixel(top_atom) || source_turf
@@ -52,20 +45,18 @@
parse_light_color()
effect_str = list()
affecting_turfs = list()
update()
return ..()
/datum/light_source/Destroy(force)
force_update()
remove_lum()
if (source_atom)
source_atom.light_sources -= src
LAZYREMOVE(source_atom.light_sources, src)
if (top_atom)
top_atom.light_sources -= src
LAZYREMOVE(top_atom.light_sources, src)
. = ..()
if(!force)
return QDEL_HINT_IWILLGC
@@ -73,79 +64,34 @@
// Yes this doesn't align correctly on anything other than 4 width tabs.
// If you want it to go switch everybody to elastic tab stops.
// Actually that'd be great if you could!
#define EFFECT_UPDATE \
if (!needs_update) \
{ \
GLOB.lighting_update_lights += src; \
needs_update = TRUE; \
}
#define EFFECT_UPDATE(level) \
if (needs_update == LIGHTING_NO_UPDATE) \
GLOB.lighting_update_lights += src; \
if (needs_update < level) \
needs_update = level; \
// This proc will cause the light source to update the top atom, and add itself to the update queue.
/datum/light_source/proc/update(var/atom/new_top_atom)
// This top atom is different.
if (new_top_atom && new_top_atom != top_atom)
if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
top_atom.light_sources -= src
LAZYREMOVE(top_atom.light_sources, src)
top_atom = new_top_atom
if (top_atom != source_atom)
LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
EFFECT_UPDATE
EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
// Will force an update without checking if it's actually needed.
/datum/light_source/proc/force_update()
force_update = 1
EFFECT_UPDATE
EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
/datum/light_source/proc/vis_update()
vis_update = 1
EFFECT_UPDATE
// Will check if we actually need to update, and update any variables that may need to be updated.
/datum/light_source/proc/check()
if (!source_atom || !light_range || !light_power)
qdel(src)
return 1
if (!top_atom)
top_atom = source_atom
. = 1
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
pixel_turf = source_turf
. = 1
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
pixel_turf = get_turf_pixel(top_atom)
. = 1
else
var/P = get_turf_pixel(top_atom)
if (P != pixel_turf)
. = 1
pixel_turf = get_turf_pixel(top_atom)
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
. = 1
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
. = 1
if (light_range && light_power && !applied)
. = 1
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
. = 1
EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
// Decompile the hexadecimal colour into lumcounts of each perspective.
/datum/light_source/proc/parse_light_color()
@@ -164,48 +110,47 @@
// As such this all gets counted as a single line.
// The braces and semicolons are there to be able to do this on a single line.
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
\
. *= light_power; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
. *= light_power; \
var/OLD = effect_str[C]; \
\
effect_str[C] = .; \
\
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \
(. * lum_g) - (OLD * applied_lum_g), \
(. * lum_b) - (OLD * applied_lum_b) \
);
// I don't need to explain what this does, do I?
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
// This is the define used to calculate falloff.
/*
/datum/light_source/proc/apply_lum()
var/static/update_gen = 1
applied = 1
// Keep track of the last applied lum values so that the lighting can be reversed
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
var/thing
var/datum/lighting_corner/C
var/corners = list()
LAZYINITLIST(effect_str)
FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
var/list/turf_corners = T.get_corners()
for (thing in T.get_corners())
for (thing in turf_corners)
C = thing
if (C.update_gen == update_gen)
continue
@@ -220,9 +165,13 @@
APPLY_CORNER(C)
LAZYADD(T.affecting_lights, src)
affecting_turfs += T
LAZYADD(affecting_turfs, T)
FOR_DVIEW_END
update_gen++
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
*/
/datum/light_source/proc/remove_lum()
applied = FALSE
@@ -231,7 +180,7 @@
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs.Cut()
affecting_turfs = null
var/datum/lighting_corner/C
for (thing in effect_str)
@@ -240,30 +189,93 @@
LAZYREMOVE(C.affecting, src)
effect_str.Cut()
effect_str = null
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
if (effect_str.Find(C)) // Already have one.
LAZYINITLIST(effect_str)
if (effect_str[C]) // Already have one.
REMOVE_CORNER(C)
effect_str[C] = 0
APPLY_CORNER(C)
UNSETEMPTY(effect_str)
/datum/light_source/proc/update_corners()
var/update = FALSE
if (!source_atom || QDELETED(source_atom))
qdel(src)
return
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
update = TRUE
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
update = TRUE
if (!top_atom)
top_atom = source_atom
update = TRUE
if (!light_range || !light_power)
qdel(src)
return
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
pixel_turf = source_turf
update = TRUE
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
pixel_turf = get_turf_pixel(top_atom)
update = TRUE
else
var/P = get_turf_pixel(top_atom)
if (P != pixel_turf)
pixel_turf = P
update = TRUE
if (!isturf(source_turf))
if (applied)
remove_lum()
return
if (light_range && light_power && !applied)
update = TRUE
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
update = TRUE
else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
update = TRUE
if (update)
needs_update = LIGHTING_CHECK_UPDATE
applied = TRUE
else if (needs_update == LIGHTING_CHECK_UPDATE)
return //nothing's changed
/datum/light_source/proc/smart_vis_update()
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
var/thing
var/datum/lighting_corner/C
var/turf/T
if (source_turf)
var/oldlum = source_turf.luminosity
source_turf.luminosity = Ceiling(light_range)
for(T in view(Ceiling(light_range), source_turf))
for (thing in T.get_corners(source_turf))
C = thing
corners[C] = 0
turfs += T
source_turf.luminosity = oldlum
FOR_DVIEW(T, light_range+1, source_turf, 0)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (thing in T.get_corners(source_turf))
C = thing
corners[C] = 0
turfs += T
FOR_DVIEW_END
LAZYINITLIST(affecting_turfs)
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (thing in L)
@@ -276,22 +288,45 @@
T = thing
LAZYREMOVE(T.affecting_lights, src)
LAZYINITLIST(effect_str)
if (needs_update == LIGHTING_VIS_UPDATE)
for (thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
else
L = corners - effect_str
for (thing in L) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (thing in corners - L) // Existing corners
C = thing
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (thing in effect_str - corners) // Old, now gone, corners.
L = effect_str - corners
for (thing in L) // Old, now gone, corners.
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
effect_str -= C
effect_str -= L
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
UNSETEMPTY(effect_str)
UNSETEMPTY(affecting_turfs)
#undef EFFECT_UPDATE
#undef LUM_FALLOFF
+7 -1
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@@ -33,7 +33,7 @@
return
var/area/A = loc
if (!IS_DYNAMIC_LIGHTING(A))
if (!IS_DYNAMIC_LIGHTING(A) && !light_sources)
return
if (!lighting_corners_initialised)
@@ -113,12 +113,18 @@
lighting_clear_overlay()
/turf/proc/get_corners()
if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
return null
if (!lighting_corners_initialised)
generate_missing_corners()
if (has_opaque_atom)
return null // Since this proc gets used in a for loop, null won't be looped though.
return corners
/turf/proc/generate_missing_corners()
if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
return
lighting_corners_initialised = TRUE
if (!corners)
corners = list(null, null, null, null)