Parallax refactors (#7654)
This commit is contained in:
@@ -118,7 +118,6 @@ namespace Content.Client.Entry
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factory.GenerateNetIds();
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factory.GenerateNetIds();
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IoCManager.Resolve<IClientAdminManager>().Initialize();
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IoCManager.Resolve<IClientAdminManager>().Initialize();
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IoCManager.Resolve<IParallaxManager>().LoadParallax();
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IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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IoCManager.Resolve<IStylesheetManager>().Initialize();
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IoCManager.Resolve<IStylesheetManager>().Initialize();
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IoCManager.Resolve<IScreenshotHook>().Initialize();
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IoCManager.Resolve<IScreenshotHook>().Initialize();
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@@ -180,6 +179,7 @@ namespace Content.Client.Entry
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ContentContexts.SetupContexts(inputMan.Contexts);
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ContentContexts.SetupContexts(inputMan.Contexts);
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IoCManager.Resolve<IGameHud>().Initialize();
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IoCManager.Resolve<IGameHud>().Initialize();
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IoCManager.Resolve<IParallaxManager>().LoadParallax(); // Have to do this later because prototypes are needed.
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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overlayMgr.AddOverlay(new ParallaxOverlay());
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overlayMgr.AddOverlay(new ParallaxOverlay());
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@@ -35,6 +35,7 @@
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Text="{Loc 'ui-options-vp-integer-scaling'}"
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Text="{Loc 'ui-options-vp-integer-scaling'}"
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ToolTip="{Loc 'ui-options-vp-integer-scaling-tooltip'}" />
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ToolTip="{Loc 'ui-options-vp-integer-scaling-tooltip'}" />
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<CheckBox Name="ViewportLowResCheckBox" Text="{Loc 'ui-options-vp-low-res'}" />
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<CheckBox Name="ViewportLowResCheckBox" Text="{Loc 'ui-options-vp-low-res'}" />
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<CheckBox Name="ParallaxLowQualityCheckBox" Text="{Loc 'ui-options-parallax-low-quality'}" />
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<CheckBox Name="FpsCounterCheckBox" Text="{Loc 'ui-options-fps-counter'}" />
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<CheckBox Name="FpsCounterCheckBox" Text="{Loc 'ui-options-fps-counter'}" />
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</BoxContainer>
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</BoxContainer>
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<hudUi:StripeBack HasBottomEdge="False" HasMargins="False">
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<hudUi:StripeBack HasBottomEdge="False" HasMargins="False">
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@@ -76,6 +76,7 @@ namespace Content.Client.EscapeMenu.UI.Tabs
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ShowHeldItemCheckBox.OnToggled += OnCheckBoxToggled;
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ShowHeldItemCheckBox.OnToggled += OnCheckBoxToggled;
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IntegerScalingCheckBox.OnToggled += OnCheckBoxToggled;
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IntegerScalingCheckBox.OnToggled += OnCheckBoxToggled;
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ViewportLowResCheckBox.OnToggled += OnCheckBoxToggled;
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ViewportLowResCheckBox.OnToggled += OnCheckBoxToggled;
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ParallaxLowQualityCheckBox.OnToggled += OnCheckBoxToggled;
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FpsCounterCheckBox.OnToggled += OnCheckBoxToggled;
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FpsCounterCheckBox.OnToggled += OnCheckBoxToggled;
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ApplyButton.OnPressed += OnApplyButtonPressed;
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ApplyButton.OnPressed += OnApplyButtonPressed;
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VSyncCheckBox.Pressed = _cfg.GetCVar(CVars.DisplayVSync);
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VSyncCheckBox.Pressed = _cfg.GetCVar(CVars.DisplayVSync);
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@@ -87,6 +88,7 @@ namespace Content.Client.EscapeMenu.UI.Tabs
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ViewportStretchCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportStretch);
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ViewportStretchCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportStretch);
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IntegerScalingCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0;
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IntegerScalingCheckBox.Pressed = _cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0;
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ViewportLowResCheckBox.Pressed = !_cfg.GetCVar(CCVars.ViewportScaleRender);
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ViewportLowResCheckBox.Pressed = !_cfg.GetCVar(CCVars.ViewportScaleRender);
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ParallaxLowQualityCheckBox.Pressed = _cfg.GetCVar(CCVars.ParallaxLowQuality);
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FpsCounterCheckBox.Pressed = _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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FpsCounterCheckBox.Pressed = _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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ShowHeldItemCheckBox.Pressed = _cfg.GetCVar(CCVars.HudHeldItemShow);
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ShowHeldItemCheckBox.Pressed = _cfg.GetCVar(CCVars.HudHeldItemShow);
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@@ -123,6 +125,7 @@ namespace Content.Client.EscapeMenu.UI.Tabs
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_cfg.SetCVar(CCVars.ViewportSnapToleranceMargin,
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_cfg.SetCVar(CCVars.ViewportSnapToleranceMargin,
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IntegerScalingCheckBox.Pressed ? CCVars.ViewportSnapToleranceMargin.DefaultValue : 0);
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IntegerScalingCheckBox.Pressed ? CCVars.ViewportSnapToleranceMargin.DefaultValue : 0);
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_cfg.SetCVar(CCVars.ViewportScaleRender, !ViewportLowResCheckBox.Pressed);
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_cfg.SetCVar(CCVars.ViewportScaleRender, !ViewportLowResCheckBox.Pressed);
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_cfg.SetCVar(CCVars.ParallaxLowQuality, ParallaxLowQualityCheckBox.Pressed);
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_cfg.SetCVar(CCVars.HudHeldItemShow, ShowHeldItemCheckBox.Pressed);
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_cfg.SetCVar(CCVars.HudHeldItemShow, ShowHeldItemCheckBox.Pressed);
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_cfg.SetCVar(CCVars.HudFpsCounterVisible, FpsCounterCheckBox.Pressed);
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_cfg.SetCVar(CCVars.HudFpsCounterVisible, FpsCounterCheckBox.Pressed);
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_cfg.SaveToFile();
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_cfg.SaveToFile();
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@@ -151,6 +154,7 @@ namespace Content.Client.EscapeMenu.UI.Tabs
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var isVPScaleSame = (int) ViewportScaleSlider.Value == _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
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var isVPScaleSame = (int) ViewportScaleSlider.Value == _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
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var isIntegerScalingSame = IntegerScalingCheckBox.Pressed == (_cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0);
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var isIntegerScalingSame = IntegerScalingCheckBox.Pressed == (_cfg.GetCVar(CCVars.ViewportSnapToleranceMargin) != 0);
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var isVPResSame = ViewportLowResCheckBox.Pressed == !_cfg.GetCVar(CCVars.ViewportScaleRender);
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var isVPResSame = ViewportLowResCheckBox.Pressed == !_cfg.GetCVar(CCVars.ViewportScaleRender);
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var isPLQSame = ParallaxLowQualityCheckBox.Pressed == _cfg.GetCVar(CCVars.ParallaxLowQuality);
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var isShowHeldItemSame = ShowHeldItemCheckBox.Pressed == _cfg.GetCVar(CCVars.HudHeldItemShow);
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var isShowHeldItemSame = ShowHeldItemCheckBox.Pressed == _cfg.GetCVar(CCVars.HudHeldItemShow);
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var isFpsCounterVisibleSame = FpsCounterCheckBox.Pressed == _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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var isFpsCounterVisibleSame = FpsCounterCheckBox.Pressed == _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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@@ -162,6 +166,7 @@ namespace Content.Client.EscapeMenu.UI.Tabs
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isVPScaleSame &&
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isVPScaleSame &&
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isIntegerScalingSame &&
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isIntegerScalingSame &&
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isVPResSame &&
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isVPResSame &&
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isPLQSame &&
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isHudThemeSame &&
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isHudThemeSame &&
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isShowHeldItemSame &&
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isShowHeldItemSame &&
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isFpsCounterVisibleSame;
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isFpsCounterVisibleSame;
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148
Content.Client/Parallax/Data/GeneratedParallaxTextureSource.cs
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148
Content.Client/Parallax/Data/GeneratedParallaxTextureSource.cs
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@@ -0,0 +1,148 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Nett;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Client.Resources;
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using Content.Client.IoC;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Data;
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[UsedImplicitly]
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[DataDefinition]
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public sealed class GeneratedParallaxTextureSource : IParallaxTextureSource
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{
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/// <summary>
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/// Parallax config path (the TOML file).
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/// In client resources.
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/// </summary>
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[DataField("configPath")]
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public ResourcePath ParallaxConfigPath { get; } = new("/parallax_config.toml");
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/// <summary>
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/// ID for debugging, caching, and so forth.
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/// The empty string here is reserved for the original parallax.
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/// It is advisible to provide a roughly unique ID for any unique config contents.
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/// </summary>
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[DataField("id")]
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public string Identifier { get; } = "other";
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/// <summary>
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/// Cached path.
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/// In user directory.
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/// </summary>
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private ResourcePath ParallaxCachedImagePath => new($"/parallax_{Identifier}cache.png");
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/// <summary>
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/// Old parallax config path (for checking for parallax updates).
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/// In user directory.
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/// </summary>
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private ResourcePath PreviousParallaxConfigPath => new($"/parallax_{Identifier}config_old");
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async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel = default)
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{
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var parallaxConfig = GetParallaxConfig();
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if (parallaxConfig == null)
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{
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Logger.ErrorS("parallax", $"Parallax config not found or unreadable: {ParallaxConfigPath}");
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// The show must go on.
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return Texture.Transparent;
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}
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var debugParallax = IoCManager.Resolve<IConfigurationManager>().GetCVar(CCVars.ParallaxDebug);
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if (debugParallax
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|| !StaticIoC.ResC.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(table, debugParallax, cancel);
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//Update the previous config
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using var writer = StaticIoC.ResC.UserData.OpenWriteText(PreviousParallaxConfigPath);
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writer.Write(parallaxConfig);
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}
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try
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{
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return GetCachedTexture();
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}
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catch (Exception ex)
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{
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Logger.ErrorS("parallax", $"Couldn't retrieve parallax cached texture: {ex}");
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// The show must go on.
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try
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{
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// Also try to at least sort of fix this if we've been fooled by a config backup
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StaticIoC.ResC.UserData.Delete(PreviousParallaxConfigPath);
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}
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catch (Exception)
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{
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}
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return Texture.Transparent;
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}
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}
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private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers, CancellationToken cancel = default)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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var sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("parallax");
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages, cancel), cancel);
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// And load it in the main thread for safety reasons.
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// But before spending time saving it, make sure to exit out early if it's not wanted.
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cancel.ThrowIfCancellationRequested();
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// Store it and CRC so further game starts don't need to regenerate it.
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using var imageStream = StaticIoC.ResC.UserData.OpenWrite(ParallaxCachedImagePath);
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newParallexImage.SaveAsPng(imageStream);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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using var debugImageStream = StaticIoC.ResC.UserData.OpenWrite(new ResourcePath($"/parallax_{Identifier}debug_{i}.png"));
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debugImage.SaveAsPng(debugImageStream);
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}
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}
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}
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private Texture GetCachedTexture()
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{
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using var imageStream = StaticIoC.ResC.UserData.OpenRead(ParallaxCachedImagePath);
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return Texture.LoadFromPNGStream(imageStream, "Parallax");
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}
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private string? GetParallaxConfig()
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{
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if (!StaticIoC.ResC.TryContentFileRead(ParallaxConfigPath, out var configStream))
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{
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return null;
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}
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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}
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}
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19
Content.Client/Parallax/Data/IParallaxTextureSource.cs
Normal file
19
Content.Client/Parallax/Data/IParallaxTextureSource.cs
Normal file
@@ -0,0 +1,19 @@
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Client.Graphics;
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namespace Content.Client.Parallax.Data
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{
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[ImplicitDataDefinitionForInheritors]
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public interface IParallaxTextureSource
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{
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/// <summary>
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/// Generates or loads the texture.
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/// Note that this should be cached, but not necessarily *here*.
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/// </summary>
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Task<Texture> GenerateTexture(CancellationToken cancel = default);
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}
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}
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29
Content.Client/Parallax/Data/ImageParallaxTextureSource.cs
Normal file
29
Content.Client/Parallax/Data/ImageParallaxTextureSource.cs
Normal file
@@ -0,0 +1,29 @@
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Content.Client.Resources;
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using Content.Client.IoC;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Client.Parallax.Data;
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ImageParallaxTextureSource : IParallaxTextureSource
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{
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/// <summary>
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/// Texture path.
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/// </summary>
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[DataField("path", required: true)]
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public ResourcePath Path { get; } = default!;
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async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel = default)
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{
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return StaticIoC.ResC.GetTexture(Path);
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}
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}
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66
Content.Client/Parallax/Data/ParallaxLayerConfig.cs
Normal file
66
Content.Client/Parallax/Data/ParallaxLayerConfig.cs
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@@ -0,0 +1,66 @@
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using System;
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using Robust.Client.Graphics;
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using Content.Client.Parallax.Data;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Parallax.Data;
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/// <summary>
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/// The configuration for a parallax layer.
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/// </summary>
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[DataDefinition]
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public sealed class ParallaxLayerConfig
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{
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/// <summary>
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/// The texture source for this layer.
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/// </summary>
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[DataField("texture", required: true)]
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public IParallaxTextureSource Texture { get; set; } = default!;
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/// <summary>
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/// A scaling factor for the texture.
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/// In the interest of simplifying maths, this is rounded down to integer for ParallaxControl, so be careful.
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/// </summary>
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[DataField("scale")]
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public Vector2 Scale { get; set; } = Vector2.One;
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/// <summary>
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/// If true, this layer is tiled as the camera scrolls around.
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/// If false, this layer only shows up around it's home position.
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/// </summary>
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[DataField("tiled")]
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public bool Tiled { get; set; } = true;
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/// <summary>
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/// A position relative to the centre of a ParallaxControl that this parallax should be drawn at, in pixels.
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/// Used for menus.
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/// Note that this is ignored if the parallax layer is tiled - in that event a random pixel offset is used and slowness is applied.
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/// </summary>
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[DataField("controlHomePosition")]
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public Vector2 ControlHomePosition { get; set; }
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||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The "relative to ParallaxAnchor" starting world position for this layer.
|
||||||
|
/// Essentially, an unclamped lerp occurs between here and the eye position, with Slowness as the factor.
|
||||||
|
/// Used for in-game.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("worldHomePosition")]
|
||||||
|
public Vector2 WorldHomePosition { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// An adjustment performed to the world position of this layer after parallax shifting.
|
||||||
|
/// Used for in-game.
|
||||||
|
/// Useful for moving around Slowness = 1.0 objects (which can't otherwise be moved from screen centre).
|
||||||
|
/// </summary>
|
||||||
|
[DataField("worldAdjustPosition")]
|
||||||
|
public Vector2 WorldAdjustPosition { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplier of parallax shift.
|
||||||
|
/// A slowness of 0.0f anchors this layer to the world.
|
||||||
|
/// A slowness of 1.0f anchors this layer to the camera.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("slowness")]
|
||||||
|
public float Slowness { get; set; } = 0.5f;
|
||||||
|
}
|
||||||
|
|
||||||
37
Content.Client/Parallax/Data/ParallaxPrototype.cs
Normal file
37
Content.Client/Parallax/Data/ParallaxPrototype.cs
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
using Robust.Shared.Serialization.Manager.Attributes;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
|
||||||
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
|
namespace Content.Client.Parallax.Data;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Prototype data for a parallax.
|
||||||
|
/// </summary>
|
||||||
|
[Prototype("parallax")]
|
||||||
|
public sealed class ParallaxPrototype : IPrototype
|
||||||
|
{
|
||||||
|
/// <inheritdoc/>
|
||||||
|
[IdDataFieldAttribute]
|
||||||
|
public string ID { get; } = default!;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Parallax layers.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("layers")]
|
||||||
|
public List<ParallaxLayerConfig> Layers { get; } = new();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Parallax layers, low-quality.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("layersLQ")]
|
||||||
|
public List<ParallaxLayerConfig> LayersLQ { get; } = new();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// If low-quality layers don't exist for this parallax and high-quality should be used instead.
|
||||||
|
/// </summary>
|
||||||
|
[DataField("layersLQUseHQ")]
|
||||||
|
public bool LayersLQUseHQ { get; } = true;
|
||||||
|
}
|
||||||
@@ -1,12 +1,35 @@
|
|||||||
using System;
|
using System;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
|
using Content.Client.Parallax;
|
||||||
|
|
||||||
namespace Content.Client.Parallax.Managers
|
namespace Content.Client.Parallax.Managers;
|
||||||
|
|
||||||
|
public interface IParallaxManager
|
||||||
{
|
{
|
||||||
public interface IParallaxManager
|
/// <summary>
|
||||||
{
|
/// The current parallax.
|
||||||
event Action<Texture>? OnTextureLoaded;
|
/// Changing this causes a new parallax to be loaded (eventually).
|
||||||
Texture? ParallaxTexture { get; }
|
/// Do not alter until prototype manager is available.
|
||||||
|
/// Useful "csi" input for testing new parallaxes:
|
||||||
|
/// using Content.Client.Parallax.Managers; IoCManager.Resolve<IParallaxManager>().ParallaxName = "test";
|
||||||
|
/// </summary>
|
||||||
|
string ParallaxName { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// All WorldHomePosition values are offset by this.
|
||||||
|
/// </summary>
|
||||||
|
Vector2 ParallaxAnchor { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The layers of the currently loaded parallax.
|
||||||
|
/// This will change on a whim without notification.
|
||||||
|
/// </summary>
|
||||||
|
ParallaxLayerPrepared[] ParallaxLayers { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Used to initialize the manager.
|
||||||
|
/// Do not call until prototype manager is available.
|
||||||
|
/// </summary>
|
||||||
void LoadParallax();
|
void LoadParallax();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,12 +1,16 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Linq;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
using System.Threading;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
using Content.Client.Parallax.Data;
|
||||||
using Content.Shared;
|
using Content.Shared;
|
||||||
using Content.Shared.CCVar;
|
using Content.Shared.CCVar;
|
||||||
using Nett;
|
using Nett;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
using Robust.Client.ResourceManagement;
|
using Robust.Client.ResourceManagement;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
using Robust.Shared.Configuration;
|
using Robust.Shared.Configuration;
|
||||||
using Robust.Shared.ContentPack;
|
using Robust.Shared.ContentPack;
|
||||||
using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
@@ -15,91 +19,115 @@ using Robust.Shared.Utility;
|
|||||||
using SixLabors.ImageSharp;
|
using SixLabors.ImageSharp;
|
||||||
using SixLabors.ImageSharp.PixelFormats;
|
using SixLabors.ImageSharp.PixelFormats;
|
||||||
|
|
||||||
namespace Content.Client.Parallax.Managers
|
namespace Content.Client.Parallax.Managers;
|
||||||
|
|
||||||
|
internal sealed class ParallaxManager : IParallaxManager
|
||||||
{
|
{
|
||||||
internal sealed class ParallaxManager : IParallaxManager
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||||
{
|
|
||||||
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
|
||||||
[Dependency] private readonly ILogManager _logManager = default!;
|
|
||||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||||
|
|
||||||
private static readonly ResourcePath ParallaxConfigPath = new("/parallax_config.toml");
|
private string _parallaxName = "";
|
||||||
|
public string ParallaxName
|
||||||
|
{
|
||||||
|
get => _parallaxName;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
LoadParallaxByName(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Both of these below are in the user directory.
|
public Vector2 ParallaxAnchor { get; set; }
|
||||||
private static readonly ResourcePath ParallaxCachedImagePath = new("/parallax_cache.png");
|
|
||||||
private static readonly ResourcePath PreviousParallaxConfigPath = new("/parallax_config_old");
|
|
||||||
|
|
||||||
public event Action<Texture>? OnTextureLoaded;
|
private CancellationTokenSource? _presentParallaxLoadCancel;
|
||||||
public Texture? ParallaxTexture { get; private set; }
|
|
||||||
|
private ParallaxLayerPrepared[] _parallaxLayersHQ = {};
|
||||||
|
private ParallaxLayerPrepared[] _parallaxLayersLQ = {};
|
||||||
|
|
||||||
|
public ParallaxLayerPrepared[] ParallaxLayers => _configurationManager.GetCVar(CCVars.ParallaxLowQuality) ? _parallaxLayersLQ : _parallaxLayersHQ;
|
||||||
|
|
||||||
public async void LoadParallax()
|
public async void LoadParallax()
|
||||||
{
|
{
|
||||||
if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
|
await LoadParallaxByName("default");
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task LoadParallaxByName(string name)
|
||||||
|
{
|
||||||
|
// Update _parallaxName
|
||||||
|
if (_parallaxName == name)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
_parallaxName = name;
|
||||||
|
|
||||||
var parallaxConfig = GetParallaxConfig();
|
// Cancel any existing load and setup the new cancellation token
|
||||||
if (parallaxConfig == null)
|
_presentParallaxLoadCancel?.Cancel();
|
||||||
|
_presentParallaxLoadCancel = new CancellationTokenSource();
|
||||||
|
var cancel = _presentParallaxLoadCancel.Token;
|
||||||
|
|
||||||
|
// Empty parallax name = no layers (this is so that the initial "" parallax name is consistent)
|
||||||
|
if (_parallaxName == "")
|
||||||
|
{
|
||||||
|
_parallaxLayersHQ = _parallaxLayersLQ = new ParallaxLayerPrepared[] {};
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
var debugParallax = _configurationManager.GetCVar(CCVars.ParallaxDebug);
|
// Begin (for real)
|
||||||
|
Logger.InfoS("parallax", $"Loading parallax {name}");
|
||||||
|
|
||||||
if (debugParallax
|
try
|
||||||
|| !_resourceCache.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
|
|
||||||
|| previousParallaxConfig != parallaxConfig)
|
|
||||||
{
|
{
|
||||||
var table = Toml.ReadString(parallaxConfig);
|
var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
|
||||||
await UpdateCachedTexture(table, debugParallax);
|
|
||||||
|
|
||||||
//Update the previous config
|
ParallaxLayerPrepared[] hq;
|
||||||
using var writer = _resourceCache.UserData.OpenWriteText(PreviousParallaxConfigPath);
|
ParallaxLayerPrepared[] lq;
|
||||||
writer.Write(parallaxConfig);
|
|
||||||
}
|
|
||||||
|
|
||||||
ParallaxTexture = GetCachedTexture();
|
if (parallaxPrototype.LayersLQUseHQ)
|
||||||
OnTextureLoaded?.Invoke(ParallaxTexture);
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers)
|
|
||||||
{
|
{
|
||||||
var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
|
lq = hq = await LoadParallaxLayers(parallaxPrototype.Layers, cancel);
|
||||||
|
}
|
||||||
var sawmill = _logManager.GetSawmill("parallax");
|
else
|
||||||
// Generate the parallax in the thread pool.
|
|
||||||
using var newParallexImage = await Task.Run(() =>
|
|
||||||
ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages));
|
|
||||||
// And load it in the main thread for safety reasons.
|
|
||||||
|
|
||||||
// Store it and CRC so further game starts don't need to regenerate it.
|
|
||||||
using var imageStream = _resourceCache.UserData.OpenWrite(ParallaxCachedImagePath);
|
|
||||||
newParallexImage.SaveAsPng(imageStream);
|
|
||||||
|
|
||||||
if (saveDebugLayers)
|
|
||||||
{
|
{
|
||||||
for (var i = 0; i < debugImages!.Count; i++)
|
var results = await Task.WhenAll(
|
||||||
{
|
LoadParallaxLayers(parallaxPrototype.Layers, cancel),
|
||||||
var debugImage = debugImages[i];
|
LoadParallaxLayers(parallaxPrototype.LayersLQ, cancel)
|
||||||
using var debugImageStream = _resourceCache.UserData.OpenWrite(new ResourcePath($"/parallax_debug_{i}.png"));
|
);
|
||||||
debugImage.SaveAsPng(debugImageStream);
|
hq = results[0];
|
||||||
|
lq = results[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Still keeping this check just in case.
|
||||||
|
if (_parallaxName == name)
|
||||||
|
{
|
||||||
|
_parallaxLayersHQ = hq;
|
||||||
|
_parallaxLayersLQ = lq;
|
||||||
|
Logger.InfoS("parallax", $"Loaded parallax {name}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Logger.ErrorS("parallax", $"Failed to loaded parallax {name}: {ex}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private Texture GetCachedTexture()
|
private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(List<ParallaxLayerConfig> layersIn, CancellationToken cancel = default)
|
||||||
{
|
{
|
||||||
using var imageStream = _resourceCache.UserData.OpenRead(ParallaxCachedImagePath);
|
// Because this is async, make sure it doesn't change (prototype reloads could muck this up)
|
||||||
return Texture.LoadFromPNGStream(imageStream, "Parallax");
|
// Since the tasks aren't awaited until the end, this should be fine
|
||||||
|
var tasks = new Task<ParallaxLayerPrepared>[layersIn.Count];
|
||||||
|
for (var i = 0; i < layersIn.Count; i++)
|
||||||
|
{
|
||||||
|
tasks[i] = LoadParallaxLayer(layersIn[i], cancel);
|
||||||
|
}
|
||||||
|
return await Task.WhenAll(tasks);
|
||||||
}
|
}
|
||||||
|
|
||||||
private string? GetParallaxConfig()
|
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(ParallaxLayerConfig config, CancellationToken cancel = default)
|
||||||
{
|
{
|
||||||
if (!_resourceCache.TryContentFileRead(ParallaxConfigPath, out var configStream))
|
return new ParallaxLayerPrepared()
|
||||||
{
|
{
|
||||||
Logger.ErrorS("parallax", "Parallax config not found.");
|
Texture = await config.Texture.GenerateTexture(cancel),
|
||||||
return null;
|
Config = config
|
||||||
}
|
};
|
||||||
|
|
||||||
using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
|
|
||||||
return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,13 +6,13 @@ using Robust.Shared.Maths;
|
|||||||
using Robust.Shared.Random;
|
using Robust.Shared.Random;
|
||||||
using Robust.Shared.ViewVariables;
|
using Robust.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Client.Parallax
|
namespace Content.Client.Parallax;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Renders the parallax background as a UI control.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class ParallaxControl : Control
|
||||||
{
|
{
|
||||||
/// <summary>
|
|
||||||
/// Renders the parallax background as a UI control.
|
|
||||||
/// </summary>
|
|
||||||
public sealed class ParallaxControl : Control
|
|
||||||
{
|
|
||||||
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
|
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
|
||||||
[Dependency] private readonly IRobustRandom _random = default!;
|
[Dependency] private readonly IRobustRandom _random = default!;
|
||||||
|
|
||||||
@@ -28,20 +28,38 @@ namespace Content.Client.Parallax
|
|||||||
|
|
||||||
protected override void Draw(DrawingHandleScreen handle)
|
protected override void Draw(DrawingHandleScreen handle)
|
||||||
{
|
{
|
||||||
var tex = _parallaxManager.ParallaxTexture;
|
foreach (var layer in _parallaxManager.ParallaxLayers)
|
||||||
if (tex == null)
|
{
|
||||||
return;
|
var tex = layer.Texture;
|
||||||
|
var texSize = tex.Size * layer.Config.Scale.Floored();
|
||||||
var size = tex.Size;
|
|
||||||
var ourSize = PixelSize;
|
var ourSize = PixelSize;
|
||||||
|
|
||||||
for (var x = -size.X + Offset.X; x < ourSize.X; x += size.X)
|
if (layer.Config.Tiled)
|
||||||
{
|
{
|
||||||
for (var y = -size.Y + Offset.Y; y < ourSize.Y; y += size.Y)
|
// Multiply offset by slowness to match normal parallax
|
||||||
|
var scaledOffset = (Offset * layer.Config.Slowness).Floored();
|
||||||
|
|
||||||
|
// Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images.
|
||||||
|
scaledOffset.X %= texSize.X;
|
||||||
|
scaledOffset.Y %= texSize.Y;
|
||||||
|
|
||||||
|
// Note: scaledOffset must never be below 0 or there will be visual issues.
|
||||||
|
// It could be allowed to be >= texSize on a given axis but that would be wasteful.
|
||||||
|
|
||||||
|
for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X)
|
||||||
{
|
{
|
||||||
handle.DrawTexture(tex, (x, y));
|
for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y)
|
||||||
|
{
|
||||||
|
handle.DrawTextureRect(tex, UIBox2.FromDimensions((x, y), texSize));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition;
|
||||||
|
handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Threading;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
using System.Globalization;
|
using System.Globalization;
|
||||||
@@ -18,7 +19,7 @@ namespace Content.Client.Parallax
|
|||||||
{
|
{
|
||||||
private readonly List<Layer> Layers = new();
|
private readonly List<Layer> Layers = new();
|
||||||
|
|
||||||
public static Image<Rgba32> GenerateParallax(TomlTable config, Size size, ISawmill sawmill, List<Image<Rgba32>>? debugLayerDump)
|
public static Image<Rgba32> GenerateParallax(TomlTable config, Size size, ISawmill sawmill, List<Image<Rgba32>>? debugLayerDump, CancellationToken cancel = default)
|
||||||
{
|
{
|
||||||
sawmill.Debug("Generating parallax!");
|
sawmill.Debug("Generating parallax!");
|
||||||
var generator = new ParallaxGenerator();
|
var generator = new ParallaxGenerator();
|
||||||
@@ -27,10 +28,11 @@ namespace Content.Client.Parallax
|
|||||||
sawmill.Debug("Timing start!");
|
sawmill.Debug("Timing start!");
|
||||||
var sw = new Stopwatch();
|
var sw = new Stopwatch();
|
||||||
sw.Start();
|
sw.Start();
|
||||||
var image = new Image<Rgba32>(Configuration.Default, size.Width, size.Height, new Rgba32(0, 0, 0, 255));
|
var image = new Image<Rgba32>(Configuration.Default, size.Width, size.Height, new Rgba32(0, 0, 0, 0));
|
||||||
var count = 0;
|
var count = 0;
|
||||||
foreach (var layer in generator.Layers)
|
foreach (var layer in generator.Layers)
|
||||||
{
|
{
|
||||||
|
cancel.ThrowIfCancellationRequested();
|
||||||
layer.Apply(image);
|
layer.Apply(image);
|
||||||
debugLayerDump?.Add(image.Clone());
|
debugLayerDump?.Add(image.Clone());
|
||||||
sawmill.Debug("Layer {0} done!", count++);
|
sawmill.Debug("Layer {0} done!", count++);
|
||||||
@@ -48,6 +50,16 @@ namespace Content.Client.Parallax
|
|||||||
{
|
{
|
||||||
switch (((TomlValue<string>) layerArray.Get("type")).Value)
|
switch (((TomlValue<string>) layerArray.Get("type")).Value)
|
||||||
{
|
{
|
||||||
|
case "clear":
|
||||||
|
var layerClear = new LayerClear(layerArray);
|
||||||
|
Layers.Add(layerClear);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "toalpha":
|
||||||
|
var layerToAlpha = new LayerToAlpha(layerArray);
|
||||||
|
Layers.Add(layerToAlpha);
|
||||||
|
break;
|
||||||
|
|
||||||
case "noise":
|
case "noise":
|
||||||
var layerNoise = new LayerNoise(layerArray);
|
var layerNoise = new LayerNoise(layerArray);
|
||||||
Layers.Add(layerNoise);
|
Layers.Add(layerNoise);
|
||||||
@@ -69,6 +81,52 @@ namespace Content.Client.Parallax
|
|||||||
public abstract void Apply(Image<Rgba32> bitmap);
|
public abstract void Apply(Image<Rgba32> bitmap);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private abstract class LayerConversion : Layer
|
||||||
|
{
|
||||||
|
public abstract Color ConvertColor(Color input);
|
||||||
|
|
||||||
|
public override void Apply(Image<Rgba32> bitmap)
|
||||||
|
{
|
||||||
|
var span = bitmap.GetPixelSpan();
|
||||||
|
|
||||||
|
for (var y = 0; y < bitmap.Height; y++)
|
||||||
|
{
|
||||||
|
for (var x = 0; x < bitmap.Width; x++)
|
||||||
|
{
|
||||||
|
var i = y * bitmap.Width + x;
|
||||||
|
span[i] = ConvertColor(span[i].ConvertImgSharp()).ConvertImgSharp();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class LayerClear : LayerConversion
|
||||||
|
{
|
||||||
|
private readonly Color Color = Color.Black;
|
||||||
|
|
||||||
|
public LayerClear(TomlTable table)
|
||||||
|
{
|
||||||
|
if (table.TryGetValue("color", out var tomlObject))
|
||||||
|
{
|
||||||
|
Color = Color.FromHex(((TomlValue<string>) tomlObject).Value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Color ConvertColor(Color input) => Color;
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class LayerToAlpha : LayerConversion
|
||||||
|
{
|
||||||
|
public LayerToAlpha(TomlTable table)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Color ConvertColor(Color input)
|
||||||
|
{
|
||||||
|
return new Color(input.R, input.G, input.B, MathF.Min(input.R + input.G + input.B, 1.0f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private sealed class LayerNoise : Layer
|
private sealed class LayerNoise : Layer
|
||||||
{
|
{
|
||||||
private readonly Color InnerColor = Color.White;
|
private readonly Color InnerColor = Color.White;
|
||||||
|
|||||||
22
Content.Client/Parallax/ParallaxLayerPrepared.cs
Normal file
22
Content.Client/Parallax/ParallaxLayerPrepared.cs
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
using System;
|
||||||
|
using Robust.Client.Graphics;
|
||||||
|
using Content.Client.Parallax.Data;
|
||||||
|
|
||||||
|
namespace Content.Client.Parallax;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A 'prepared' (i.e. texture loaded and ready to use) parallax layer.
|
||||||
|
/// </summary>
|
||||||
|
public struct ParallaxLayerPrepared
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The loaded texture for this layer.
|
||||||
|
/// </summary>
|
||||||
|
public Texture Texture { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The configuration for this layer.
|
||||||
|
/// </summary>
|
||||||
|
public ParallaxLayerConfig Config { get; set; }
|
||||||
|
}
|
||||||
|
|
||||||
@@ -1,21 +1,20 @@
|
|||||||
using System;
|
using System;
|
||||||
using Content.Client.Parallax.Managers;
|
using Content.Client.Parallax.Managers;
|
||||||
|
using Content.Shared.CCVar;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
|
using Robust.Shared.Configuration;
|
||||||
using Robust.Shared.Enums;
|
using Robust.Shared.Enums;
|
||||||
using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
using Robust.Shared.Maths;
|
using Robust.Shared.Maths;
|
||||||
using Robust.Shared.Prototypes;
|
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 IParallaxManager _parallaxManager = default!;
|
||||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||||
|
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||||
private const float Slowness = 0.5f;
|
|
||||||
|
|
||||||
private Texture? _parallaxTexture;
|
|
||||||
|
|
||||||
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
|
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
|
||||||
private readonly ShaderInstance _shader;
|
private readonly ShaderInstance _shader;
|
||||||
@@ -24,20 +23,16 @@ namespace Content.Client.Parallax
|
|||||||
{
|
{
|
||||||
IoCManager.InjectDependencies(this);
|
IoCManager.InjectDependencies(this);
|
||||||
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
|
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
|
||||||
|
|
||||||
if (_parallaxManager.ParallaxTexture == null)
|
|
||||||
{
|
|
||||||
_parallaxManager.OnTextureLoaded += texture => _parallaxTexture = texture;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_parallaxTexture = _parallaxManager.ParallaxTexture;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Draw(in OverlayDrawArgs args)
|
protected override void Draw(in OverlayDrawArgs args)
|
||||||
{
|
{
|
||||||
if (_parallaxTexture == null || args.Viewport.Eye == null)
|
if (args.Viewport.Eye == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -45,28 +40,56 @@ namespace Content.Client.Parallax
|
|||||||
var screenHandle = args.WorldHandle;
|
var screenHandle = args.WorldHandle;
|
||||||
screenHandle.UseShader(_shader);
|
screenHandle.UseShader(_shader);
|
||||||
|
|
||||||
var (sizeX, sizeY) = _parallaxTexture.Size / (float) EyeManager.PixelsPerMeter;
|
foreach (var layer in _parallaxManager.ParallaxLayers)
|
||||||
var (posX, posY) = args.Viewport.Eye.Position;
|
{
|
||||||
var o = new Vector2(posX * Slowness, posY * Slowness);
|
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)
|
||||||
|
{
|
||||||
// Remove offset so we can floor.
|
// Remove offset so we can floor.
|
||||||
var (l, b) = args.WorldAABB.BottomLeft - o;
|
var flooredBL = args.WorldAABB.BottomLeft - originBL;
|
||||||
|
|
||||||
// Floor to background size.
|
// Floor to background size.
|
||||||
l = sizeX * MathF.Floor(l / sizeX);
|
flooredBL = (flooredBL / size).Floored() * size;
|
||||||
b = sizeY * MathF.Floor(b / sizeY);
|
|
||||||
|
|
||||||
// Re-offset.
|
// Re-offset.
|
||||||
l += o.X;
|
flooredBL += originBL;
|
||||||
b += o.Y;
|
|
||||||
|
|
||||||
for (var x = l; x < args.WorldAABB.Right; x += sizeX)
|
for (var x = flooredBL.X; x < args.WorldAABB.Right; x += size.X)
|
||||||
{
|
{
|
||||||
for (var y = b; y < args.WorldAABB.Top; y += sizeY)
|
for (var y = flooredBL.Y; y < args.WorldAABB.Top; y += size.Y)
|
||||||
{
|
{
|
||||||
screenHandle.DrawTexture(_parallaxTexture, (x, y));
|
screenHandle.DrawTextureRect(tex, Box2.FromDimensions((x, y), size));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
screenHandle.DrawTextureRect(tex, Box2.FromDimensions(originBL, size));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,25 +1,20 @@
|
|||||||
using System;
|
using System;
|
||||||
using Content.Client.Parallax.Managers;
|
using Content.Client.Parallax.Managers;
|
||||||
|
using Content.Client.Parallax;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
|
using Robust.Shared.Maths;
|
||||||
|
|
||||||
namespace Content.IntegrationTests
|
namespace Content.IntegrationTests
|
||||||
{
|
{
|
||||||
public sealed class DummyParallaxManager : IParallaxManager
|
public sealed class DummyParallaxManager : IParallaxManager
|
||||||
{
|
{
|
||||||
public event Action<Texture> OnTextureLoaded
|
public string ParallaxName { get; set; } = "";
|
||||||
{
|
public Vector2 ParallaxAnchor { get; set; }
|
||||||
add
|
public ParallaxLayerPrepared[] ParallaxLayers { get; } = {};
|
||||||
{
|
|
||||||
}
|
|
||||||
remove
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public Texture ParallaxTexture => null;
|
|
||||||
|
|
||||||
public void LoadParallax()
|
public void LoadParallax()
|
||||||
{
|
{
|
||||||
|
ParallaxName = "default";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ using Robust.Shared.ContentPack;
|
|||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
using Robust.Shared.Log;
|
using Robust.Shared.Log;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
using Robust.Shared.Timing;
|
using Robust.Shared.Timing;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
@@ -51,6 +52,7 @@ namespace Content.Server.Entry
|
|||||||
new[] { "Content.Client", "Content.Shared", "Content.Shared.Database" });
|
new[] { "Content.Client", "Content.Shared", "Content.Shared.Database" });
|
||||||
|
|
||||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||||
|
var prototypes = IoCManager.Resolve<IPrototypeManager>();
|
||||||
|
|
||||||
factory.DoAutoRegistrations();
|
factory.DoAutoRegistrations();
|
||||||
|
|
||||||
@@ -59,6 +61,8 @@ namespace Content.Server.Entry
|
|||||||
factory.RegisterIgnore(ignoreName);
|
factory.RegisterIgnore(ignoreName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
prototypes.RegisterIgnore("parallax");
|
||||||
|
|
||||||
ServerContentIoC.Register();
|
ServerContentIoC.Register();
|
||||||
|
|
||||||
foreach (var callback in TestingCallbacks)
|
foreach (var callback in TestingCallbacks)
|
||||||
|
|||||||
@@ -328,6 +328,9 @@ namespace Content.Shared.CCVar
|
|||||||
public static readonly CVarDef<bool> ParallaxDebug =
|
public static readonly CVarDef<bool> ParallaxDebug =
|
||||||
CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
|
CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
|
||||||
|
|
||||||
|
public static readonly CVarDef<bool> ParallaxLowQuality =
|
||||||
|
CVarDef.Create("parallax.low_quality", false, CVar.ARCHIVE | CVar.CLIENTONLY);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Physics
|
* Physics
|
||||||
*/
|
*/
|
||||||
|
|||||||
@@ -49,6 +49,7 @@ ui-options-vp-integer-scaling-tooltip = If this option is enabled, the viewport
|
|||||||
means that black bars appear at the top/bottom of the screen or that part
|
means that black bars appear at the top/bottom of the screen or that part
|
||||||
of the viewport is not visible.
|
of the viewport is not visible.
|
||||||
ui-options-vp-low-res = Low-resolution viewport
|
ui-options-vp-low-res = Low-resolution viewport
|
||||||
|
ui-options-parallax-low-quality = Low-quality Parallax (background)
|
||||||
ui-options-fps-counter = Show FPS counter
|
ui-options-fps-counter = Show FPS counter
|
||||||
|
|
||||||
## Controls menu
|
## Controls menu
|
||||||
|
|||||||
26
Resources/Prototypes/Parallaxes/default.yml
Normal file
26
Resources/Prototypes/Parallaxes/default.yml
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
- type: parallax
|
||||||
|
id: default
|
||||||
|
layers:
|
||||||
|
- texture:
|
||||||
|
!type:GeneratedParallaxTextureSource
|
||||||
|
id: "hq_wizard_clouds"
|
||||||
|
configPath: "/Prototypes/Parallaxes/parallax_config_clouds.toml"
|
||||||
|
slowness: 0.5
|
||||||
|
- texture:
|
||||||
|
!type:GeneratedParallaxTextureSource
|
||||||
|
id: "hq_wizard_stars_dim"
|
||||||
|
configPath: "/Prototypes/Parallaxes/parallax_config_stars_dim.toml"
|
||||||
|
slowness: 0.375
|
||||||
|
- texture:
|
||||||
|
!type:GeneratedParallaxTextureSource
|
||||||
|
id: "hq_wizard_stars"
|
||||||
|
configPath: "/Prototypes/Parallaxes/parallax_config_stars.toml"
|
||||||
|
slowness: 0.25
|
||||||
|
layersLQ:
|
||||||
|
- texture:
|
||||||
|
!type:GeneratedParallaxTextureSource
|
||||||
|
id: ""
|
||||||
|
configPath: "/Prototypes/Parallaxes/parallax_config.toml"
|
||||||
|
slowness: 0.5
|
||||||
|
layersLQUseHQ: false
|
||||||
|
|
||||||
@@ -1,3 +1,8 @@
|
|||||||
|
# Clear to black.
|
||||||
|
[[layers]]
|
||||||
|
type = "clear"
|
||||||
|
color = "#000000"
|
||||||
|
|
||||||
# Background nebula detail.
|
# Background nebula detail.
|
||||||
[[layers]]
|
[[layers]]
|
||||||
type = "noise"
|
type = "noise"
|
||||||
31
Resources/Prototypes/Parallaxes/parallax_config_clouds.toml
Normal file
31
Resources/Prototypes/Parallaxes/parallax_config_clouds.toml
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
# Clear to black.
|
||||||
|
[[layers]]
|
||||||
|
type = "clear"
|
||||||
|
color = "#000000"
|
||||||
|
|
||||||
|
# Background nebula detail.
|
||||||
|
[[layers]]
|
||||||
|
type = "noise"
|
||||||
|
seed = 7832
|
||||||
|
innercolor = "#5d1fe1"
|
||||||
|
outercolor = "#230070"
|
||||||
|
noise_type = "ridged"
|
||||||
|
frequency = "4"
|
||||||
|
octaves = 8
|
||||||
|
power = "0.25"
|
||||||
|
threshold = "0.40"
|
||||||
|
|
||||||
|
# Mask background nebula.
|
||||||
|
[[layers]]
|
||||||
|
type = "noise"
|
||||||
|
noise_type = "fbm"
|
||||||
|
innercolor = "#000000"
|
||||||
|
outercolor = "#000000"
|
||||||
|
destfactor = "SrcAlpha"
|
||||||
|
seed = 3551
|
||||||
|
octaves = 4
|
||||||
|
power = "0.35"
|
||||||
|
lacunarity = "1.5"
|
||||||
|
frequency = "3"
|
||||||
|
threshold = "0.0"
|
||||||
|
|
||||||
57
Resources/Prototypes/Parallaxes/parallax_config_stars.toml
Normal file
57
Resources/Prototypes/Parallaxes/parallax_config_stars.toml
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
# Clear to black.
|
||||||
|
[[layers]]
|
||||||
|
type = "clear"
|
||||||
|
color = "#000000"
|
||||||
|
|
||||||
|
# Bright background nebula stars.
|
||||||
|
[[layers]]
|
||||||
|
type = "points"
|
||||||
|
closecolor = "#7E86BF"
|
||||||
|
count = 1000
|
||||||
|
seed = 3472
|
||||||
|
mask = true
|
||||||
|
masknoise_type = "fbm"
|
||||||
|
maskoctaves = 4
|
||||||
|
maskpersistence = "0.5"
|
||||||
|
maskpower = "0.35"
|
||||||
|
masklacunarity = "1.5"
|
||||||
|
maskfrequency = "3"
|
||||||
|
maskthreshold = "0.37"
|
||||||
|
maskseed = 3551
|
||||||
|
|
||||||
|
# Bright background nebula stars, dim edge.
|
||||||
|
[[layers]]
|
||||||
|
type = "points"
|
||||||
|
closecolor = "#3D415C"
|
||||||
|
pointsize = 2
|
||||||
|
count = 1000
|
||||||
|
seed = 3472
|
||||||
|
mask = true
|
||||||
|
masknoise_type = "fbm"
|
||||||
|
maskoctaves = 4
|
||||||
|
maskpersistence = "0.5"
|
||||||
|
maskpower = "0.35"
|
||||||
|
masklacunarity = "1.5"
|
||||||
|
maskfrequency = "3"
|
||||||
|
maskthreshold = "0.37"
|
||||||
|
maskseed = 3551
|
||||||
|
|
||||||
|
# Couple of odd bright yellow-ish stars.
|
||||||
|
[[layers]]
|
||||||
|
type = "points"
|
||||||
|
closecolor = "#FFD363"
|
||||||
|
count = 30
|
||||||
|
seed = 6454
|
||||||
|
|
||||||
|
# And their dim edge.
|
||||||
|
[[layers]]
|
||||||
|
type = "points"
|
||||||
|
closecolor = "#43371A"
|
||||||
|
pointsize = 2
|
||||||
|
count = 30
|
||||||
|
seed = 6454
|
||||||
|
|
||||||
|
# Colour-to-alpha.
|
||||||
|
[[layers]]
|
||||||
|
type = "toalpha"
|
||||||
|
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
# Clear to black.
|
||||||
|
[[layers]]
|
||||||
|
type = "clear"
|
||||||
|
color = "#000000"
|
||||||
|
|
||||||
|
# Dim background nebula stars.
|
||||||
|
[[layers]]
|
||||||
|
type = "points"
|
||||||
|
seed = 3909
|
||||||
|
closecolor = "#4B5072"
|
||||||
|
count = 1500
|
||||||
|
mask = true
|
||||||
|
masknoise_type = "fbm"
|
||||||
|
maskoctaves = 4
|
||||||
|
maskpersistence = "0.5"
|
||||||
|
maskpower = "0.35"
|
||||||
|
masklacunarity = "1.5"
|
||||||
|
maskfrequency = "3"
|
||||||
|
maskthreshold = "0.0"
|
||||||
|
maskseed = 3551
|
||||||
|
|
||||||
|
# Colour-to-alpha.
|
||||||
|
[[layers]]
|
||||||
|
type = "toalpha"
|
||||||
|
|
||||||
54
Resources/Prototypes/Parallaxes/test.yml
Normal file
54
Resources/Prototypes/Parallaxes/test.yml
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
# looks like the AME became the universe again.
|
||||||
|
# someone call that guy who went and became the universe last time.
|
||||||
|
# using Content.Client.Parallax.Managers; IoCManager.Resolve<IParallaxManager>().ParallaxName = "test";
|
||||||
|
|
||||||
|
- type: parallax
|
||||||
|
id: test
|
||||||
|
layers:
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Decals/dirty.rsi/damaged.png"
|
||||||
|
slowness: 0.5
|
||||||
|
scale: "2, 2"
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Decals/dirty.rsi/rust.png"
|
||||||
|
slowness: 3.0
|
||||||
|
scale: "3, 3"
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Objects/Power/AME/ame_part.rsi/box.png"
|
||||||
|
slowness: 0.995
|
||||||
|
tiled: false
|
||||||
|
controlHomePosition: "-128, -128"
|
||||||
|
worldHomePosition: "0, 0"
|
||||||
|
worldAdjustPosition: "4, 4"
|
||||||
|
scale: "8, 8"
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Objects/Power/AME/ame_jar.rsi/jar.png"
|
||||||
|
slowness: 0.0
|
||||||
|
tiled: false
|
||||||
|
scale: "2, 2"
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Objects/Power/AME/ame_jar.rsi/jar.png"
|
||||||
|
slowness: 0.125
|
||||||
|
tiled: false
|
||||||
|
scale: "1, 1"
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Objects/Power/AME/ame_part.rsi/box.png"
|
||||||
|
slowness: 0.0
|
||||||
|
tiled: false
|
||||||
|
controlHomePosition: "0, 32"
|
||||||
|
worldHomePosition: "0, 1"
|
||||||
|
scale: "2, 2"
|
||||||
|
layersLQ:
|
||||||
|
- texture:
|
||||||
|
!type:ImageParallaxTextureSource
|
||||||
|
path: "/Textures/Decals/dirty.rsi/rust.png"
|
||||||
|
slowness: 3.0
|
||||||
|
scale: "3, 3"
|
||||||
|
layersLQUseHQ: false
|
||||||
|
|
||||||
Reference in New Issue
Block a user