forked from tgstation/tgstation
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlighting.dm
111 lines (95 loc) · 5.29 KB
/
lighting.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
/// Object doesn't use any of the light systems. Should be changed to add a light source to the object.
#define NO_LIGHT_SUPPORT 0
/// Light made with the lighting datums, applying a matrix.
#define COMPLEX_LIGHT 1
/// Light made by masking the lighting darkness plane.
#define OVERLAY_LIGHT 2
/// Light made by masking the lighting darkness plane, and is directional.
#define OVERLAY_LIGHT_DIRECTIONAL 3
///Light made by masking the lighting darkness plane, and is a directionally focused beam.
#define OVERLAY_LIGHT_BEAM 4
/// Nonesensical value for light color, used for null checks.
#define NONSENSICAL_VALUE -99999
/// Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
#define LIGHT_ATTACHED (1<<0)
/// Freezes a light in its current state, blocking any attempts at modification
#define LIGHT_FROZEN (1<<1)
/// Does this light ignore inherent offsets? (Pixels, transforms, etc)
#define LIGHT_IGNORE_OFFSET (1<<2)
#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
/// light UNDER the floor. primarily used for starlight, shouldn't fuck with this
#define LIGHTING_HEIGHT_SPACE -0.5
/// light ON the floor
#define LIGHTING_HEIGHT_FLOOR 0
/// height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_HEIGHT 1
/// Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_ROUND_VALUE (1 / 64)
/// icon used for lighting shading effects
#define LIGHTING_ICON 'icons/effects/lighting_object.dmi'
/// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
/// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
#define LIGHTING_SOFT_THRESHOLD 0
///How many tiles standard fires glow.
#define LIGHT_RANGE_FIRE 3
#define LIGHT_FIRE_BLOSSOM 2.1
#define LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED 2.7
#define LIGHT_POWER_FIRE_BLOSSOM_HARVESTED 1.5
// Lighting cutoff defines
// These are a percentage of how much darkness to cut off (in rgb)
#define LIGHTING_CUTOFF_VISIBLE 0
#define LIGHTING_CUTOFF_REAL_LOW 4.5
#define LIGHTING_CUTOFF_LOW 10
#define LIGHTING_CUTOFF_MEDIUM 15
#define LIGHTING_CUTOFF_HIGH 30
#define LIGHTING_CUTOFF_FULLBRIGHT 100
/// What counts as being able to see in the dark
#define LIGHTING_NIGHTVISION_THRESHOLD 7
/// The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia)
#define LIGHTING_TILE_IS_DARK 0.2
//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
#define FLASH_LIGHT_DURATION 2
#define FLASH_LIGHT_POWER 2
#define FLASH_LIGHT_RANGE 3.8
// Emissive blocking.
/// 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.
#define EMISSIVE_BLOCK_GENERIC 0
/// 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.
#define EMISSIVE_BLOCK_UNIQUE 1
/// Don't block any emissives. Useful for things like, pieces of paper?
#define EMISSIVE_BLOCK_NONE 2
#define _EMISSIVE_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, val,val,val,0)
/// The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with [EM_BLOCK_COLOR].
#define EMISSIVE_COLOR _EMISSIVE_COLOR(1)
/// A globally cached version of [EMISSIVE_COLOR] for quick access.
GLOBAL_LIST_INIT(emissive_color, EMISSIVE_COLOR)
#define _EM_BLOCK_COLOR(val) list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,val, 0,0,0,0)
/// The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with [EMISSIVE_COLOR].
#define EM_BLOCK_COLOR _EM_BLOCK_COLOR(1)
/// A globally cached version of [EM_BLOCK_COLOR] for quick access.
GLOBAL_LIST_INIT(em_block_color, EM_BLOCK_COLOR)
/// A set of appearance flags applied to all emissive and emissive blocker overlays.
/// KEEP_APART to prevent parent hooking, KEEP_TOGETHER for children, and we reset the color and alpha of our parent so nothing gets overridden
#define EMISSIVE_APPEARANCE_FLAGS (KEEP_APART|KEEP_TOGETHER|RESET_COLOR|RESET_ALPHA)
/// 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 [EMISSIVE_COLOR], and be independent of the RGB value of [EM_BLOCK_COLOR].
#define EM_MASK_MATRIX list(0,0,0,1/3, 0,0,0,1/3, 0,0,0,1/3, 0,0,0,0, 1,1,1,0)
/// A globally cached version of [EM_MASK_MATRIX] for quick access.
GLOBAL_LIST_INIT(em_mask_matrix, EM_MASK_MATRIX)
/// Parse the hexadecimal color into lumcounts of each perspective.
#define PARSE_LIGHT_COLOR(source) \
do { \
if (source.light_color != COLOR_WHITE) { \
var/list/color_parts = rgb2num(source.light_color); \
source.lum_r = color_parts[1] / 255; \
source.lum_g = color_parts[2] / 255; \
source.lum_b = color_parts[3] / 255; \
} else { \
source.lum_r = 1; \
source.lum_g = 1; \
source.lum_b = 1; \
}; \
} while (FALSE)