Porting "Speeds up /datum/light_source/proc/update_corners() by 16% or so" (#12496)
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@@ -88,3 +88,28 @@
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#define EMISSIVE_BLOCK_GENERIC 1
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/// 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.
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#define EMISSIVE_BLOCK_UNIQUE 2
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/// Returns the red part of a #RRGGBB hex sequence as number
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#define GETREDPART(hexa) hex2num(copytext(hexa, 2, 4))
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/// Returns the green part of a #RRGGBB hex sequence as number
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#define GETGREENPART(hexa) hex2num(copytext(hexa, 4, 6))
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/// Returns the blue part of a #RRGGBB hex sequence as number
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#define GETBLUEPART(hexa) hex2num(copytext(hexa, 6, 8))
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/// Parse the hexadecimal color into lumcounts of each perspective.
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#define PARSE_LIGHT_COLOR(source) \
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do { \
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if (source.light_color) { \
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var/__light_color = source.light_color; \
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source.lum_r = GETREDPART(__light_color) / 255; \
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source.lum_g = GETGREENPART(__light_color) / 255; \
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source.lum_b = GETBLUEPART(__light_color) / 255; \
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} else { \
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source.lum_r = 1; \
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source.lum_g = 1; \
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source.lum_b = 1; \
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}; \
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} while (FALSE)
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@@ -544,22 +544,6 @@
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var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
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announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
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/proc/GetHexColors(const/hexa)
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return list(
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GetRedPart(hexa)/ 255,
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GetGreenPart(hexa)/ 255,
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GetBluePart(hexa)/ 255
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)
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/proc/GetRedPart(const/hexa)
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return hex2num(copytext(hexa, 2, 4))
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/proc/GetGreenPart(const/hexa)
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return hex2num(copytext(hexa, 4, 6))
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/proc/GetBluePart(const/hexa)
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return hex2num(copytext(hexa, 6, 8))
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/proc/lavaland_equipment_pressure_check(turf/T)
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. = FALSE
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if(!istype(T))
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@@ -9,7 +9,7 @@
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var/turf/pixel_turf // The turf the top_atom appears to over.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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var/light_color // The colour of the light, string, decomposed by PARSE_LIGHT_COLOR()
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// Variables for keeping track of the colour.
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var/lum_r
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@@ -48,12 +48,10 @@
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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parse_light_color()
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PARSE_LIGHT_COLOR(src)
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update()
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return ..()
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/datum/light_source/Destroy(force)
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remove_lum()
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if (source_atom)
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@@ -99,17 +97,6 @@
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/datum/light_source/proc/vis_update()
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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lum_b = 1
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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@@ -224,7 +211,7 @@
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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PARSE_LIGHT_COLOR(src)
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update = TRUE
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else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
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@@ -241,17 +228,16 @@
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var/list/turf/turfs = list()
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var/thing
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var/turf/T
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if (source_turf)
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var/oldlum = source_turf.luminosity
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source_turf.luminosity = CEILING(light_range, 1)
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for(T in view(CEILING(light_range, 1), source_turf))
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turfs += T
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if(!IS_DYNAMIC_LIGHTING(T) && !T.light_sources)
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if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources) || T.has_opaque_atom )
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continue
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if(!T.lighting_corners_initialised)
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T.generate_missing_corners()
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if(T.has_opaque_atom)
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continue
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corners[T.lc_topright] = 0
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corners[T.lc_bottomright] = 0
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corners[T.lc_bottomleft] = 0
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