Parallax refactors (#7654)

This commit is contained in:
20kdc
2022-05-04 17:55:21 +01:00
committed by GitHub
parent 9bc965409a
commit 3d606f4316
24 changed files with 857 additions and 179 deletions

View File

@@ -1,72 +1,95 @@
using System;
using Content.Client.Parallax.Managers;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Parallax
namespace Content.Client.Parallax;
public sealed class ParallaxOverlay : Overlay
{
public sealed class ParallaxOverlay : Overlay
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
private readonly ShaderInstance _shader;
public ParallaxOverlay()
{
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
}
private const float Slowness = 0.5f;
private Texture? _parallaxTexture;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
private readonly ShaderInstance _shader;
public ParallaxOverlay()
protected override void Draw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
return;
}
if (_parallaxManager.ParallaxTexture == null)
if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
{
return;
}
var screenHandle = args.WorldHandle;
screenHandle.UseShader(_shader);
foreach (var layer in _parallaxManager.ParallaxLayers)
{
var tex = layer.Texture;
// Size of the texture in world units.
var size = (tex.Size / (float) EyeManager.PixelsPerMeter) * layer.Config.Scale;
// The "home" position is the effective origin of this layer.
// Parallax shifting is relative to the home, and shifts away from the home and towards the Eye centre.
// The effects of this are such that a slowness of 1 anchors the layer to the centre of the screen, while a slowness of 0 anchors the layer to the world.
// (For values 0.0 to 1.0 this is in effect a lerp, but it's deliberately unclamped.)
// The ParallaxAnchor adapts the parallax for station positioning and possibly map-specific tweaks.
var home = layer.Config.WorldHomePosition + _parallaxManager.ParallaxAnchor;
// Origin - start with the parallax shift itself.
var originBL = (args.Viewport.Eye.Position.Position - home) * layer.Config.Slowness;
// Place at the home.
originBL += home;
// Adjust.
originBL += layer.Config.WorldAdjustPosition;
// Centre the image.
originBL -= size / 2;
if (layer.Config.Tiled)
{
_parallaxManager.OnTextureLoaded += texture => _parallaxTexture = texture;
// Remove offset so we can floor.
var flooredBL = args.WorldAABB.BottomLeft - originBL;
// Floor to background size.
flooredBL = (flooredBL / size).Floored() * size;
// Re-offset.
flooredBL += originBL;
for (var x = flooredBL.X; x < args.WorldAABB.Right; x += size.X)
{
for (var y = flooredBL.Y; y < args.WorldAABB.Top; y += size.Y)
{
screenHandle.DrawTextureRect(tex, Box2.FromDimensions((x, y), size));
}
}
}
else
{
_parallaxTexture = _parallaxManager.ParallaxTexture;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
if (_parallaxTexture == null || args.Viewport.Eye == null)
{
return;
}
var screenHandle = args.WorldHandle;
screenHandle.UseShader(_shader);
var (sizeX, sizeY) = _parallaxTexture.Size / (float) EyeManager.PixelsPerMeter;
var (posX, posY) = args.Viewport.Eye.Position;
var o = new Vector2(posX * Slowness, posY * Slowness);
// Remove offset so we can floor.
var (l, b) = args.WorldAABB.BottomLeft - o;
// Floor to background size.
l = sizeX * MathF.Floor(l / sizeX);
b = sizeY * MathF.Floor(b / sizeY);
// Re-offset.
l += o.X;
b += o.Y;
for (var x = l; x < args.WorldAABB.Right; x += sizeX)
{
for (var y = b; y < args.WorldAABB.Top; y += sizeY)
{
screenHandle.DrawTexture(_parallaxTexture, (x, y));
}
screenHandle.DrawTextureRect(tex, Box2.FromDimensions(originBL, size));
}
}
}
}