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. |
HYBRID_LIGHT | A mix of the above, cheaper on moving items than dynamic, but heavier on rendering than movable |
DIRECTIONAL_LIGHT | Pointy light |
LIGHTING_ICON_BIG | icon used for lighting shading effects |
LIGHTING_PLANE_ALPHA_YAUTJA | The dim natural vision of Yautja |
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_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. |
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 independent of the RGB value of EM_BLOCK_COLOR. |
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. |
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. |
Define Details
DIRECTIONAL_LIGHT
Pointy light
EMISSIVE_APPEARANCE_FLAGS
A set of appearance flags applied to all emissive and emissive blocker overlays.
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_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 independent 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
HYBRID_LIGHT
A mix of the above, cheaper on moving items than dynamic, but heavier on rendering than movable
LIGHTING_ICON_BIG
icon used for lighting shading effects
LIGHTING_PLANE_ALPHA_YAUTJA
The dim natural vision of Yautja
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.
MOVABLE_LIGHT
Light made by masking the lighting darkness plane.
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.