Add planet lighting (#32522)

* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
This commit is contained in:
metalgearsloth
2025-02-16 19:35:32 +11:00
committed by GitHub
parent 19dee8a029
commit b6ee183dc6
26 changed files with 819 additions and 16 deletions

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@@ -0,0 +1,56 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.Components;
/// <summary>
/// Cycles through colors AKA "Day / Night cycle" on <see cref="MapLightComponent"/>
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class LightCycleComponent : Component
{
[DataField, AutoNetworkedField]
public Color OriginalColor = Color.Transparent;
/// <summary>
/// How long an entire cycle lasts
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromMinutes(30);
[DataField, AutoNetworkedField]
public TimeSpan Offset;
[DataField, AutoNetworkedField]
public bool Enabled = true;
/// <summary>
/// Should the offset be randomised upon MapInit.
/// </summary>
[DataField, AutoNetworkedField]
public bool InitialOffset = true;
/// <summary>
/// Trench of the oscillation.
/// </summary>
[DataField, AutoNetworkedField]
public float MinLightLevel = 0f;
/// <summary>
/// Peak of the oscillation
/// </summary>
[DataField, AutoNetworkedField]
public float MaxLightLevel = 3f;
[DataField, AutoNetworkedField]
public float ClipLight = 1.25f;
[DataField, AutoNetworkedField]
public Color ClipLevel = new Color(1f, 1f, 1.25f);
[DataField, AutoNetworkedField]
public Color MinLevel = new Color(0.1f, 0.15f, 0.50f);
[DataField, AutoNetworkedField]
public Color MaxLevel = new Color(2f, 2f, 5f);
}

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@@ -0,0 +1,13 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Light.Components;
/// <summary>
/// Will draw shadows over tiles flagged as roof tiles on the attached map.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RoofComponent : Component
{
[DataField, AutoNetworkedField]
public Color Color = Color.Black;
}

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@@ -0,0 +1,16 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Light.Components;
/// <summary>
/// Will draw lighting in a range around the tile.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TileEmissionComponent : Component
{
[DataField, AutoNetworkedField]
public float Range = 0.25f;
[DataField(required: true), AutoNetworkedField]
public Color Color = Color.Transparent;
}

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@@ -0,0 +1,42 @@
using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.EntitySystems;
/// <summary>
/// Handles the roof flag for tiles that gets used for the RoofOverlay.
/// </summary>
public abstract class SharedRoofSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _maps = default!;
public void SetRoof(Entity<MapGridComponent?, RoofComponent?> grid, Vector2i index, bool value)
{
if (!Resolve(grid, ref grid.Comp1, ref grid.Comp2, false))
return;
if (!_maps.TryGetTile(grid.Comp1, index, out var tile))
return;
var mask = (tile.Flags & (byte)TileFlag.Roof);
var rooved = mask != 0x0;
if (rooved == value)
return;
Tile newTile;
if (value)
{
newTile = tile.WithFlag((byte)(tile.Flags | (ushort)TileFlag.Roof));
}
else
{
newTile = tile.WithFlag((byte)(tile.Flags & ~(ushort)TileFlag.Roof));
}
_maps.SetTile((grid.Owner, grid.Comp1), index, newTile);
}
}

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@@ -1,9 +1,11 @@
using Content.Shared.Atmos;
using Content.Shared.Light.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Tools;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
using Robust.Shared.Utility;
@@ -118,4 +120,11 @@ namespace Content.Shared.Maps
TileId = id;
}
}
[Flags]
public enum TileFlag : byte
{
None = 0,
Roof = 1 << 0,
}
}

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@@ -1,28 +1,36 @@
using Content.Shared.Maps;
using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Parallax.Biomes.Layers;
[Serializable, NetSerializable]
public sealed partial class BiomeTileLayer : IBiomeLayer
{
[DataField("noise")] public FastNoiseLite Noise { get; private set; } = new(0);
[DataField] public FastNoiseLite Noise { get; private set; } = new(0);
/// <inheritdoc/>
[DataField("threshold")]
[DataField]
public float Threshold { get; private set; } = 0.5f;
/// <inheritdoc/>
[DataField("invert")] public bool Invert { get; private set; } = false;
[DataField] public bool Invert { get; private set; } = false;
/// <summary>
/// Which tile variants to use for this layer. Uses all of the tile's variants if none specified
/// </summary>
[DataField("variants")]
[DataField]
public List<byte>? Variants = null;
[DataField("tile", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ContentTileDefinition>))]
public string Tile = string.Empty;
[DataField(required: true)]
public ProtoId<ContentTileDefinition> Tile = string.Empty;
// TODO: Need some good engine solution to this, see FlagSerializer for what needs changing.
/// <summary>
/// Flags to set on the tile when placed.
/// </summary>
[DataField]
public byte Flags = 0;
}

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@@ -129,7 +129,7 @@ public abstract class SharedBiomeSystem : EntitySystem
if (layer is not BiomeTileLayer tileLayer)
continue;
if (TryGetTile(indices, noiseCopy, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
if (TryGetTile(indices, noiseCopy, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index(tileLayer.Tile), tileLayer.Flags, tileLayer.Variants, out tile))
{
return true;
}
@@ -142,7 +142,7 @@ public abstract class SharedBiomeSystem : EntitySystem
/// <summary>
/// Gets the underlying biome tile, ignoring any existing tile that may be there.
/// </summary>
private bool TryGetTile(Vector2i indices, FastNoiseLite noise, bool invert, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
private bool TryGetTile(Vector2i indices, FastNoiseLite noise, bool invert, float threshold, ContentTileDefinition tileDef, byte tileFlags, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
{
var found = noise.GetNoise(indices.X, indices.Y);
found = invert ? found * -1 : found;
@@ -163,7 +163,7 @@ public abstract class SharedBiomeSystem : EntitySystem
variant = _tile.PickVariant(tileDef, (int) variantValue);
}
tile = new Tile(tileDef.TileId, 0, variant);
tile = new Tile(tileDef.TileId, flags: tileFlags, variant);
return true;
}

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@@ -0,0 +1,116 @@
using Content.Shared.Light.Components;
using Robust.Shared.Map.Components;
namespace Content.Shared;
public abstract class SharedLightCycleSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightCycleComponent, MapInitEvent>(OnCycleMapInit);
SubscribeLocalEvent<LightCycleComponent, ComponentShutdown>(OnCycleShutdown);
}
protected virtual void OnCycleMapInit(Entity<LightCycleComponent> ent, ref MapInitEvent args)
{
if (TryComp(ent.Owner, out MapLightComponent? mapLight))
{
ent.Comp.OriginalColor = mapLight.AmbientLightColor;
Dirty(ent);
}
}
private void OnCycleShutdown(Entity<LightCycleComponent> ent, ref ComponentShutdown args)
{
if (TryComp(ent.Owner, out MapLightComponent? mapLight))
{
mapLight.AmbientLightColor = ent.Comp.OriginalColor;
Dirty(ent.Owner, mapLight);
}
}
public static Color GetColor(Entity<LightCycleComponent> cycle, Color color, float time)
{
if (cycle.Comp.Enabled)
{
var lightLevel = CalculateLightLevel(cycle.Comp, time);
var colorLevel = CalculateColorLevel(cycle.Comp, time);
return new Color(
(byte)Math.Min(255, color.RByte * colorLevel.R * lightLevel),
(byte)Math.Min(255, color.GByte * colorLevel.G * lightLevel),
(byte)Math.Min(255, color.BByte * colorLevel.B * lightLevel)
);
}
return color;
}
/// <summary>
/// Calculates light intensity as a function of time.
/// </summary>
public static double CalculateLightLevel(LightCycleComponent comp, float time)
{
var waveLength = MathF.Max(1, (float) comp.Duration.TotalSeconds);
var crest = MathF.Max(0f, comp.MaxLightLevel);
var shift = MathF.Max(0f, comp.MinLightLevel);
return Math.Min(comp.ClipLight, CalculateCurve(time, waveLength, crest, shift, 6));
}
/// <summary>
/// It is important to note that each color must have a different exponent, to modify how early or late one color should stand out in relation to another.
/// This "simulates" what the atmosphere does and is what generates the effect of dawn and dusk.
/// The blue component must be a cosine function with half period, so that its minimum is at dawn and dusk, generating the "warm" color corresponding to these periods.
/// As you can see in the values, the maximums of the function serve more to define the curve behavior,
/// they must be "clipped" so as not to distort the original color of the lighting. In practice, the maximum values, in fact, are the clip thresholds.
/// </summary>
public static Color CalculateColorLevel(LightCycleComponent comp, float time)
{
var waveLength = MathF.Max(1f, (float) comp.Duration.TotalSeconds);
var red = MathF.Min(comp.ClipLevel.R,
CalculateCurve(time,
waveLength,
MathF.Max(0f, comp.MaxLevel.R),
MathF.Max(0f, comp.MinLevel.R),
4f));
var green = MathF.Min(comp.ClipLevel.G,
CalculateCurve(time,
waveLength,
MathF.Max(0f, comp.MaxLevel.G),
MathF.Max(0f, comp.MinLevel.G),
10f));
var blue = MathF.Min(comp.ClipLevel.B,
CalculateCurve(time,
waveLength / 2f,
MathF.Max(0f, comp.MaxLevel.B),
MathF.Max(0f, comp.MinLevel.B),
2,
waveLength / 4f));
return new Color(red, green, blue);
}
/// <summary>
/// Generates a sinusoidal curve as a function of x (time). The other parameters serve to adjust the behavior of the curve.
/// </summary>
/// <param name="x"> It corresponds to the independent variable of the function, which in the context of this algorithm is the current time. </param>
/// <param name="waveLength"> It's the wavelength of the function, it can be said to be the total duration of the light cycle. </param>
/// <param name="crest"> It's the maximum point of the function, where it will have its greatest value. </param>
/// <param name="shift"> It's the vertical displacement of the function, in practice it corresponds to the minimum value of the function. </param>
/// <param name="exponent"> It is the exponent of the sine, serves to "flatten" the function close to its minimum points and make it "steeper" close to its maximum. </param>
/// <param name="phase"> It changes the phase of the wave, like a "horizontal shift". It is important to transform the sinusoidal function into cosine, when necessary. </param>
/// <returns> The result of the function. </returns>
public static float CalculateCurve(float x,
float waveLength,
float crest,
float shift,
float exponent,
float phase = 0)
{
var sen = MathF.Pow(MathF.Sin((MathF.PI * (phase + x)) / waveLength), exponent);
return (crest - shift) * sen + shift;
}
}