* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
70 lines
4.0 KiB
Plaintext
70 lines
4.0 KiB
Plaintext
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
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#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
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#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
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#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
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#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_ICON 'icons/effects/lighting_object.png' // icon used for lighting shading effects
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// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
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// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
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#define LIGHTING_SOFT_THRESHOLD 0
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// If I were you I'd leave this alone.
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#define LIGHTING_BASE_MATRIX \
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list \
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( \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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0, 0, 0, 1 \
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) \
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// Helpers so we can (more easily) control the colour matrices.
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#define CL_MATRIX_RR 1
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#define CL_MATRIX_RG 2
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#define CL_MATRIX_RB 3
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#define CL_MATRIX_RA 4
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#define CL_MATRIX_GR 5
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#define CL_MATRIX_GG 6
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#define CL_MATRIX_GB 7
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#define CL_MATRIX_GA 8
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#define CL_MATRIX_BR 9
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#define CL_MATRIX_BG 10
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#define CL_MATRIX_BB 11
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#define CL_MATRIX_BA 12
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#define CL_MATRIX_AR 13
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#define CL_MATRIX_AG 14
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#define CL_MATRIX_AB 15
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#define CL_MATRIX_AA 16
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#define CL_MATRIX_CR 17
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#define CL_MATRIX_CG 18
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#define CL_MATRIX_CB 19
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#define CL_MATRIX_CA 20
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//Some defines to generalise colours used in lighting.
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
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#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
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#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
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#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
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#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
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#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
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#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
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#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
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#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
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#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
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#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
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//These ones aren't a direct colour like the ones above, because nothing would fit
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#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
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#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
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#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
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#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
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#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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