Add wall-based ambient occlusion (#38276)

* Add wall ambient occlusion

* wawawewa

* Work

* cvars

* Comment to make slart happy
This commit is contained in:
metalgearsloth
2025-06-24 17:56:14 +10:00
committed by GitHub
parent 6a2afa5625
commit 60341cb245
8 changed files with 210 additions and 4 deletions

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@@ -0,0 +1,137 @@
using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Maps;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Light;
/// <summary>
/// Applies ambient-occlusion to the viewport.
/// </summary>
public sealed class AmbientOcclusionOverlay : Overlay
{
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities;
private IRenderTexture? _aoTarget;
// Couldn't figure out a way to avoid this so if you can then please do.
private IRenderTexture? _aoStencilTarget;
public AmbientOcclusionOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = AfterLightTargetOverlay.ContentZIndex + 1;
}
protected override void Draw(in OverlayDrawArgs args)
{
/*
* tl;dr
* - we draw a black square on each "ambient occlusion" entity.
* - we blur this.
* - We apply it to the viewport.
*
* We do this while ignoring lighting because it will wash out the actual effect.
* In 3D ambient occlusion is more complicated due top having to calculate normals but in 2D
* we don't have a concept of depth / corners necessarily.
*/
var viewport = args.Viewport;
var mapId = args.MapId;
var worldBounds = args.WorldBounds;
var worldHandle = args.WorldHandle;
var color = Color.FromHex(_cfgManager.GetCVar(CCVars.AmbientOcclusionColor));
var distance = _cfgManager.GetCVar(CCVars.AmbientOcclusionDistance);
//var color = Color.Red;
var target = viewport.RenderTarget;
var lightScale = target.Size / (Vector2) viewport.Size;
var scale = viewport.RenderScale / (Vector2.One / lightScale);
var maps = _entManager.System<SharedMapSystem>();
var lookups = _entManager.System<EntityLookupSystem>();
var query = _entManager.System<OccluderSystem>();
var xformSystem = _entManager.System<SharedTransformSystem>();
var invMatrix = args.Viewport.GetWorldToLocalMatrix();
if (_aoTarget?.Texture.Size != target.Size)
{
_aoTarget?.Dispose();
_aoTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-target");
}
if (_aoStencilTarget?.Texture.Size != target.Size)
{
_aoStencilTarget?.Dispose();
_aoStencilTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-stencil-target");
}
// Draw the texture data to the texture.
args.WorldHandle.RenderInRenderTarget(_aoTarget,
() =>
{
worldHandle.UseShader(_proto.Index<ShaderPrototype>("unshaded").Instance());
var invMatrix = _aoTarget.GetWorldToLocalMatrix(viewport.Eye!, scale);
foreach (var entry in query.QueryAabb(mapId, worldBounds))
{
DebugTools.Assert(entry.Component.Enabled);
var matrix = xformSystem.GetWorldMatrix(entry.Transform);
var localMatrix = Matrix3x2.Multiply(matrix, invMatrix);
worldHandle.SetTransform(localMatrix);
// 4 pixels
worldHandle.DrawRect(Box2.UnitCentered.Enlarged(distance / EyeManager.PixelsPerMeter), Color.White);
}
}, Color.Transparent);
_clyde.BlurRenderTarget(viewport, _aoTarget, _aoTarget, viewport.Eye!, 14f);
// Need to do stencilling after blur as it will nuke it.
// Draw stencil for the grid so we don't draw in space.
args.WorldHandle.RenderInRenderTarget(_aoStencilTarget,
() =>
{
// Don't want lighting affecting it.
worldHandle.UseShader(_proto.Index<ShaderPrototype>("unshaded").Instance());
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
var transform = xformSystem.GetWorldMatrix(grid.Owner);
var worldToTextureMatrix = Matrix3x2.Multiply(transform, invMatrix);
var tiles = maps.GetTilesEnumerator(grid.Owner, grid, worldBounds);
worldHandle.SetTransform(worldToTextureMatrix);
while (tiles.MoveNext(out var tileRef))
{
if (tileRef.IsSpace(_tileDefManager))
continue;
var bounds = lookups.GetLocalBounds(tileRef, grid.TileSize);
worldHandle.DrawRect(bounds, Color.White);
}
}
}, Color.Transparent);
// Draw the stencil texture to depth buffer.
worldHandle.UseShader(_proto.Index<ShaderPrototype>("StencilMask").Instance());
worldHandle.DrawTextureRect(_aoStencilTarget!.Texture, worldBounds);
// Draw the Blurred AO texture finally.
worldHandle.UseShader(_proto.Index<ShaderPrototype>("StencilEqualDraw").Instance());
worldHandle.DrawTextureRect(_aoTarget!.Texture, worldBounds, color);
args.WorldHandle.SetTransform(Matrix3x2.Identity);
args.WorldHandle.UseShader(null);
}
}

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@@ -1,17 +1,51 @@
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
namespace Content.Client.Light.EntitySystems;
public sealed class PlanetLightSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
/// <summary>
/// Enables / disables the ambient occlusion overlay.
/// </summary>
public bool AmbientOcclusion
{
get => _ambientOcclusion;
set
{
if (_ambientOcclusion == value)
return;
_ambientOcclusion = value;
if (value)
{
_overlayMan.AddOverlay(new AmbientOcclusionOverlay());
}
else
{
_overlayMan.RemoveOverlay<AmbientOcclusionOverlay>();
}
}
}
private bool _ambientOcclusion;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetClearColorEvent>(OnClearColor);
_cfgManager.OnValueChanged(CCVars.AmbientOcclusion, val =>
{
AmbientOcclusion = val;
}, true);
_overlayMan.AddOverlay(new BeforeLightTargetOverlay());
_overlayMan.AddOverlay(new RoofOverlay(EntityManager));
_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager));

View File

@@ -62,6 +62,8 @@ public sealed class RoofOverlay : Overlay
worldHandle.RenderInRenderTarget(target,
() =>
{
var invMatrix = target.GetWorldToLocalMatrix(eye, scale);
for (var i = 0; i < _grids.Count; i++)
{
var grid = _grids[i];
@@ -69,8 +71,6 @@ public sealed class RoofOverlay : Overlay
if (!_entManager.TryGetComponent(grid.Owner, out ImplicitRoofComponent? roof))
continue;
var invMatrix = target.GetWorldToLocalMatrix(eye, scale);
var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
@@ -94,13 +94,13 @@ public sealed class RoofOverlay : Overlay
worldHandle.RenderInRenderTarget(target,
() =>
{
var invMatrix = target.GetWorldToLocalMatrix(eye, scale);
foreach (var grid in _grids)
{
if (!_entManager.TryGetComponent(grid.Owner, out RoofComponent? roof))
continue;
var invMatrix = target.GetWorldToLocalMatrix(eye, scale);
var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);

View File

@@ -14,6 +14,7 @@
<ui:OptionDropDown Name="DropDownLightingQuality" Title="{Loc 'ui-options-lighting-label'}" />
<CheckBox Name="ViewportLowResCheckBox" Text="{Loc 'ui-options-vp-low-res'}" />
<CheckBox Name="ParallaxLowQualityCheckBox" Text="{Loc 'ui-options-parallax-low-quality'}" />
<CheckBox Name="AmbientOcclusionCheckBox" Text="{Loc 'ui-options-ambient-occlusion'}" />
<!-- Interface -->
<Label Text="{Loc 'ui-options-interface-label'}" StyleClasses="LabelKeyText"/>

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@@ -20,6 +20,7 @@ public sealed partial class GraphicsTab : Control
RobustXamlLoader.Load(this);
Control.AddOptionCheckBox(CVars.DisplayVSync, VSyncCheckBox);
Control.AddOptionCheckBox(CCVars.AmbientOcclusion, AmbientOcclusionCheckBox);
Control.AddOption(new OptionFullscreen(Control, _cfg, FullscreenCheckBox));
Control.AddOption(new OptionLightingQuality(Control, _cfg, DropDownLightingQuality));

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@@ -0,0 +1,21 @@
using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
public static readonly CVarDef<bool> AmbientOcclusion =
CVarDef.Create("light.ambient_occlusion", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// Distance in world-pixels of ambient occlusion.
/// </summary>
public static readonly CVarDef<string> AmbientOcclusionColor =
CVarDef.Create("light.ambient_occlusion_color", "#04080FAA", CVar.CLIENTONLY);
/// <summary>
/// Distance in world-pixels of ambient occlusion.
/// </summary>
public static readonly CVarDef<float> AmbientOcclusionDistance =
CVarDef.Create("light.ambient_occlusion_distance", 4f, CVar.CLIENTONLY);
}

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@@ -98,6 +98,7 @@ ui-options-vp-vertical-fit-tooltip = When enabled, the main viewport will ignore
will cause the viewport to be cut off on the horizontal axis.
ui-options-vp-low-res = Low-resolution viewport
ui-options-parallax-low-quality = Low-quality Parallax (background)
ui-options-ambient-occlusion = Show Ambient Occlusion
ui-options-fps-counter = Show FPS counter
ui-options-vp-width = Viewport width:
ui-options-hud-layout = HUD layout:

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@@ -7,6 +7,7 @@
op: Replace
func: Always
# Draws to the stencil buffer if the alpha is not set to 0.
- type: shader
id: StencilMask
kind: source
@@ -16,6 +17,7 @@
op: Replace
func: Always
# Draws if the texture in the stencil buffer is not equal to white.
- type: shader
id: StencilDraw
kind: canvas
@@ -23,3 +25,12 @@
ref: 1
op: Keep
func: NotEqual
# Draws if the texture in the stencil buffer is equal to white.
- type: shader
id: StencilEqualDraw
kind: canvas
stencil:
ref: 1
op: Keep
func: Equal