code/__DEFINES/lighting.dm
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. |
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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. |
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
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
PARSE_LIGHT_COLOR
Parse the hexadecimal color into lumcounts of each perspective.