code/__DEFINES/lighting.dm
NO_LIGHT_SUPPORT | Object doesn't use any of the light systems. Should be changed to add a light source to the object. |
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STATIC_LIGHT | Light made with the lighting datums, applying a matrix. |
MOVABLE_LIGHT | Light made by masking the lighting darkness plane. |
MOVABLE_LIGHT_DIRECTIONAL | Light made by masking the lighting darkness plane, and is directional. |
MOVABLE_LIGHT_BEAM | Light made by masking the lighting darkness plane, and is a directionally focused beam. |
LIGHT_ATTACHED | Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper. |
LIGHT_FROZEN | Freezes a light in its current state, blocking any attempts at modification |
LIGHT_IGNORE_OFFSET | Does this light ignore inherent offsets? (Pixels, transforms, etc) |
LIGHTING_INTERVAL | frequency, in 1/10ths of a second, of the lighting process |
LIGHTING_FALLOFF | type of falloff to use for lighting; 1 for circular, 2 for square |
LIGHTING_LAMBERTIAN | use lambertian shading for light sources |
LIGHTING_HEIGHT_SPACE | light UNDER the floor. primarily used for starlight, shouldn't fuck with this |
LIGHTING_HEIGHT_FLOOR | light ON the floor |
LIGHTING_HEIGHT | height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone |
LIGHTING_ROUND_VALUE | 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. |
LIGHTING_ICON | icon used for lighting shading effects |
LIGHTING_SOFT_THRESHOLD | 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. |
LIGHTING_TILE_IS_DARK | The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia) |
LIGHTING_BASE_MATRIX | If I were you I'd leave this alone. |
LIGHT_RANGE_FIRE | How many tiles standard fires glow. |
LIGHTING_NIGHTVISION_THRESHOLD | What counts as being able to see in the dark |
EMISSIVE_BLOCK_GENERIC | 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. |
EMISSIVE_BLOCK_UNIQUE | 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. |
EMISSIVE_BLOCK_NONE | Don't block any emissives. Useful for things like, pieces of paper? |
GETREDPART | Returns the red part of a #RRGGBB hex sequence as number |
GETGREENPART | Returns the green part of a #RRGGBB hex sequence as number |
GETBLUEPART | Returns the blue part of a #RRGGBB hex sequence as number |
PARSE_LIGHT_COLOR | Parse the hexadecimal color into lumcounts of each perspective. |
EMISSIVE_COLOR | The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR. |
EM_BLOCK_COLOR | The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR. |
EMISSIVE_APPEARANCE_FLAGS | 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 overriden |
EM_MASK_MATRIX | 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 independant of the RGB value of EM_BLOCK_COLOR. |
Define Details
EMISSIVE_APPEARANCE_FLAGS
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 overriden
EMISSIVE_BLOCK_GENERIC
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.
EMISSIVE_BLOCK_NONE
Don't block any emissives. Useful for things like, pieces of paper?
EMISSIVE_BLOCK_UNIQUE
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.
EMISSIVE_COLOR
The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.
EM_BLOCK_COLOR
The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR.
EM_MASK_MATRIX
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 independant of the RGB value of EM_BLOCK_COLOR.
GETBLUEPART
Returns the blue part of a #RRGGBB hex sequence as number
GETGREENPART
Returns the green part of a #RRGGBB hex sequence as number
GETREDPART
Returns the red part of a #RRGGBB hex sequence as number
LIGHTING_BASE_MATRIX
If I were you I'd leave this alone.
LIGHTING_FALLOFF
type of falloff to use for lighting; 1 for circular, 2 for square
LIGHTING_HEIGHT
height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
LIGHTING_HEIGHT_FLOOR
light ON the floor
LIGHTING_HEIGHT_SPACE
light UNDER the floor. primarily used for starlight, shouldn't fuck with this
LIGHTING_ICON
icon used for lighting shading effects
LIGHTING_INTERVAL
frequency, in 1/10ths of a second, of the lighting process
LIGHTING_LAMBERTIAN
use lambertian shading for light sources
LIGHTING_NIGHTVISION_THRESHOLD
What counts as being able to see in the dark
LIGHTING_ROUND_VALUE
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.
LIGHTING_SOFT_THRESHOLD
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.
LIGHTING_TILE_IS_DARK
The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia)
LIGHT_ATTACHED
Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
LIGHT_FROZEN
Freezes a light in its current state, blocking any attempts at modification
LIGHT_IGNORE_OFFSET
Does this light ignore inherent offsets? (Pixels, transforms, etc)
LIGHT_RANGE_FIRE
How many tiles standard fires glow.
MOVABLE_LIGHT
Light made by masking the lighting darkness plane.
MOVABLE_LIGHT_BEAM
Light made by masking the lighting darkness plane, and is a directionally focused beam.
MOVABLE_LIGHT_DIRECTIONAL
Light made by masking the lighting darkness plane, and is directional.
NO_LIGHT_SUPPORT
Object doesn't use any of the light systems. Should be changed to add a light source to the object.
PARSE_LIGHT_COLOR
Parse the hexadecimal color into lumcounts of each perspective.
STATIC_LIGHT
Light made with the lighting datums, applying a matrix.