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. |
LIGHT_ATTACHED | Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper. |
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 | 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_BASE_MATRIX | If I were you I'd leave this alone. |
LIGHT_RANGE_FIRE | How many tiles standard fires glow. |
LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE | For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell. |
DYNAMIC_LIGHTING_DISABLED | dynamic lighting disabled (area stays at full brightness) |
DYNAMIC_LIGHTING_ENABLED | dynamic lighting enabled |
DYNAMIC_LIGHTING_FORCED | dynamic lighting enabled even if the area doesn't require power |
DYNAMIC_LIGHTING_IFSTARLIGHT | dynamic lighting enabled only if starlight is. |
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 independant 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. |
Define Details
DYNAMIC_LIGHTING_DISABLED
dynamic lighting disabled (area stays at full brightness)
DYNAMIC_LIGHTING_ENABLED
dynamic lighting enabled
DYNAMIC_LIGHTING_FORCED
dynamic lighting enabled even if the area doesn't require power
DYNAMIC_LIGHTING_IFSTARLIGHT
dynamic lighting enabled only if starlight is.
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 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_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_PLANE_ALPHA_MOSTLY_INVISIBLE
For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
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.
LIGHT_ATTACHED
Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
LIGHT_RANGE_FIRE
How many tiles standard fires glow.
MOVABLE_LIGHT
Light made by masking the lighting darkness plane.
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.