Displacement map prototype (#26709)

Requires https://github.com/space-wizards/RobustToolbox/pull/5023

This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.

Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.

A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.

Basic Aseprite plugins to help with authoring displacement maps have also been made.
This commit is contained in:
Pieter-Jan Briers
2024-04-27 08:03:58 +02:00
committed by GitHub
parent b4212a08f4
commit 2f7d0dedbd
9 changed files with 303 additions and 1 deletions

View File

@@ -13,6 +13,16 @@ public sealed partial class InventoryComponent : Component
[DataField("speciesId")] public string? SpeciesId { get; set; }
[DataField] public string JumpsuitShader = "StencilDraw";
[DataField] public Dictionary<string, SlotDisplacementData> Displacements = [];
public SlotDefinition[] Slots = Array.Empty<SlotDefinition>();
public ContainerSlot[] Containers = Array.Empty<ContainerSlot>();
[DataDefinition]
public sealed partial class SlotDisplacementData
{
[DataField(required: true)]
public PrototypeLayerData Layer = default!;
}
}