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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>code/__DEFINES/lighting.dm - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="code/__DEFINES/lighting.html#define">Define Details</a></header><main><h1>code/__DEFINES/lighting.dm <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm0"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm0"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="code/__DEFINES/lighting.html#define/EMISSIVE_BLOCK_GENERIC">EMISSIVE_BLOCK_GENERIC</a></th><td>Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.</td></tr><tr><th><a href="code/__DEFINES/lighting.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.html#define/EMISSIVE_COLOR">EMISSIVE_COLOR</a></th><td>The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with <a href="code/__DEFINES/lighting.html#define/EM_BLOCK_COLOR" title="EM_BLOCK_COLOR">EM_BLOCK_COLOR</a>.</td></tr><tr><th><a href="code/__DEFINES/lighting.html#define/EM_BLOCK_COLOR">EM_BLOCK_COLOR</a></th><td>The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with <a href="code/__DEFINES/lighting.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>.</td></tr><tr><th><a href="code/__DEFINES/lighting.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.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>, and be independant of the RGB value of <a href="code/__DEFINES/lighting.html#define/EM_BLOCK_COLOR" title="EM_BLOCK_COLOR">EM_BLOCK_COLOR</a>.</td></tr><tr><th><a href="code/__DEFINES/lighting.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.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.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.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_BLOCK_GENERIC"><aside class="declaration">#define </aside>EMISSIVE_BLOCK_GENERIC <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L64"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 64"></a></h3><p>Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.</p><h3 id="define/EMISSIVE_BLOCK_UNIQUE"><aside class="declaration">#define </aside>EMISSIVE_BLOCK_UNIQUE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L66"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 66"></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/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L69"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 69"></a></h3><p>The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with <a href="code/__DEFINES/lighting.html#define/EM_BLOCK_COLOR" title="EM_BLOCK_COLOR">EM_BLOCK_COLOR</a>.</p><h3 id="define/EM_BLOCK_COLOR"><aside class="declaration">#define </aside>EM_BLOCK_COLOR <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L73"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 73"></a></h3><p>The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with <a href="code/__DEFINES/lighting.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>.</p><h3 id="define/EM_MASK_MATRIX"><aside class="declaration">#define </aside>EM_MASK_MATRIX <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L77"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 77"></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.html#define/EMISSIVE_COLOR" title="EMISSIVE_COLOR">EMISSIVE_COLOR</a>, and be independant of the RGB value of <a href="code/__DEFINES/lighting.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/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L88"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 88"></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/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L85"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 85"></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/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L82"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 82"></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/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/lighting.dm#L91"><img src="git.png" width="16" height="16" title="code/__DEFINES/lighting.dm 91"></a></h3><p>Parse the hexadecimal color into lumcounts of each perspective.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html> |