Add Overlay.BeforeDraw() (#8905)
This commit is contained in:
@@ -27,6 +27,46 @@ namespace Content.Client.Singularity
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{
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{
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
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_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
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_shader.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
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}
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private Vector2[] _positions = new Vector2[MaxCount];
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private float[] _intensities = new float[MaxCount];
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private float[] _falloffPowers = new float[MaxCount];
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private int _count = 0;
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return false;
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_count = 0;
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foreach (var (distortion, xform) in _entMan.EntityQuery<SingularityDistortionComponent, TransformComponent>())
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{
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if (xform.MapID != args.MapId)
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continue;
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var mapPos = xform.WorldPosition;
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// is the distortion in range?
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if ((mapPos - args.WorldAABB.ClosestPoint(mapPos)).LengthSquared > MaxDistance * MaxDistance)
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continue;
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = args.Viewport.WorldToLocal(mapPos);
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
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_positions[_count] = tempCoords;
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_intensities[_count] = distortion.Intensity;
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_falloffPowers[_count] = distortion.FalloffPower;
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_count++;
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if (_count == MaxCount)
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break;
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}
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return (_count > 0);
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}
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}
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protected override void Draw(in OverlayDrawArgs args)
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protected override void Draw(in OverlayDrawArgs args)
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@@ -34,48 +74,11 @@ namespace Content.Client.Singularity
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if (ScreenTexture == null || args.Viewport.Eye == null)
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if (ScreenTexture == null || args.Viewport.Eye == null)
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return;
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return;
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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_shader?.SetParameter("count", _count);
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var position = new Vector2[MaxCount];
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_shader?.SetParameter("position", _positions);
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var intensity = new float[MaxCount];
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_shader?.SetParameter("intensity", _intensities);
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var falloffPower = new float[MaxCount];
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_shader?.SetParameter("falloffPower", _falloffPowers);
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int count = 0;
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var mapId = args.Viewport.Eye.Position.MapId;
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foreach (var distortion in _entMan.EntityQuery<SingularityDistortionComponent>())
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{
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var mapPos = _entMan.GetComponent<TransformComponent>(distortion.Owner).MapPosition;
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if (mapPos.MapId != mapId)
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continue;
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// is the distortion in range?
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if ((mapPos.Position - args.WorldAABB.ClosestPoint(mapPos.Position)).LengthSquared > MaxDistance * MaxDistance)
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continue;
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = args.Viewport.WorldToLocal(mapPos.Position);
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
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position[count] = tempCoords;
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intensity[count] = distortion.Intensity;
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falloffPower[count] = distortion.FalloffPower;
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count++;
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if (count == MaxCount)
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break;
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}
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if (count == 0)
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return;
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_shader?.SetParameter("count", count);
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_shader?.SetParameter("position", position);
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_shader?.SetParameter("intensity", intensity);
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_shader?.SetParameter("falloffPower", falloffPower);
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_shader?.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
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_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var worldHandle = args.WorldHandle;
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var worldHandle = args.WorldHandle;
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@@ -34,13 +34,14 @@ namespace Content.Client.StationEvents
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_baseShader = _prototypeManager.Index<ShaderPrototype>("Radiation").Instance().Duplicate();
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_baseShader = _prototypeManager.Index<ShaderPrototype>("Radiation").Instance().Duplicate();
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}
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}
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protected override void Draw(in OverlayDrawArgs args)
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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{
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RadiationQuery(args.Viewport.Eye);
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RadiationQuery(args.Viewport.Eye);
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return _pulses.Count > 0;
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}
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if (_pulses.Count == 0)
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protected override void Draw(in OverlayDrawArgs args)
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return;
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{
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if (ScreenTexture == null)
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if (ScreenTexture == null)
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return;
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return;
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