Fix render target caching in overlays (#40181)
Many newer overlays use IRenderTextures that are sized to the rendered viewport. This was completely broken, because a single viewport can be rendered on multiple viewports in a single frame. The end result of this was that in the better case, constant render targets were allocated and freed, which is extremely inefficient. In the worse case, many of these overlays completely failed to Dispose() their render targets, leading to *extremely* swift VRAM OOMs. This fixes all the overlays to properly cache resources per viewport. This uses new engine functionality, so it requires engine master. This is still a pretty lousy way to do GPU resource management but, well, anything better needs a render graph, so...
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Content.Client/Graphics/OverlayResourceCache.cs
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90
Content.Client/Graphics/OverlayResourceCache.cs
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@@ -0,0 +1,90 @@
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using Robust.Client.Graphics;
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namespace Content.Client.Graphics;
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/// <summary>
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/// A cache for <see cref="Overlay"/>s to store per-viewport render resources, such as render targets.
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/// </summary>
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/// <typeparam name="T">The type of data stored in the cache.</typeparam>
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public sealed class OverlayResourceCache<T> : IDisposable where T : class, IDisposable
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{
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private readonly Dictionary<long, CacheEntry> _cache = new();
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/// <summary>
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/// Get the data for a specific viewport, creating a new entry if necessary.
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/// </summary>
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/// <remarks>
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/// The cached data may be cleared at any time if <see cref="IClydeViewport.ClearCachedResources"/> gets invoked.
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/// </remarks>
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/// <param name="viewport">The viewport for which to retrieve cached data.</param>
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/// <param name="factory">A delegate used to create the cached data, if necessary.</param>
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public T GetForViewport(IClydeViewport viewport, Func<IClydeViewport, T> factory)
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{
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return GetForViewport(viewport, out _, factory);
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}
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/// <summary>
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/// Get the data for a specific viewport, creating a new entry if necessary.
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/// </summary>
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/// <remarks>
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/// The cached data may be cleared at any time if <see cref="IClydeViewport.ClearCachedResources"/> gets invoked.
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/// </remarks>
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/// <param name="viewport">The viewport for which to retrieve cached data.</param>
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/// <param name="wasCached">True if the data was pulled from cache, false if it was created anew.</param>
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/// <param name="factory">A delegate used to create the cached data, if necessary.</param>
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public T GetForViewport(IClydeViewport viewport, out bool wasCached, Func<IClydeViewport, T> factory)
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{
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if (_cache.TryGetValue(viewport.Id, out var entry))
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{
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wasCached = true;
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return entry.Data;
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}
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wasCached = false;
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entry = new CacheEntry
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{
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Data = factory(viewport),
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Viewport = new WeakReference<IClydeViewport>(viewport),
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};
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_cache.Add(viewport.Id, entry);
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viewport.ClearCachedResources += ViewportOnClearCachedResources;
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return entry.Data;
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}
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private void ViewportOnClearCachedResources(ClearCachedViewportResourcesEvent ev)
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{
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if (!_cache.Remove(ev.ViewportId, out var entry))
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{
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// I think this could theoretically happen if you manually dispose the cache *after* a leaked viewport got
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// GC'd, but before its ClearCachedResources got invoked.
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return;
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}
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entry.Data.Dispose();
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if (ev.Viewport != null)
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ev.Viewport.ClearCachedResources -= ViewportOnClearCachedResources;
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}
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public void Dispose()
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{
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foreach (var entry in _cache)
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{
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if (entry.Value.Viewport.TryGetTarget(out var viewport))
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viewport.ClearCachedResources -= ViewportOnClearCachedResources;
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entry.Value.Data.Dispose();
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}
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_cache.Clear();
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}
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private struct CacheEntry
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{
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public T Data;
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public WeakReference<IClydeViewport> Viewport;
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}
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}
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@@ -30,6 +30,7 @@ public sealed class AfterLightTargetOverlay : Overlay
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return;
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var lightOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var lightRes = lightOverlay.GetCachedForViewport(args.Viewport);
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var bounds = args.WorldBounds;
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
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@@ -38,7 +39,7 @@ public sealed class AfterLightTargetOverlay : Overlay
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var localMatrix =
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viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
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var diff = (lightOverlay.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size);
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var diff = (lightRes.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size);
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var halfDiff = diff / 2;
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// Pixels -> Metres -> Half distance.
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@@ -53,7 +54,7 @@ public sealed class AfterLightTargetOverlay : Overlay
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viewport.LightRenderTarget.Size.Y + halfDiff.Y);
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worldHandle.SetTransform(localMatrix);
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worldHandle.DrawTextureRectRegion(lightOverlay.EnlargedLightTarget.Texture, bounds, subRegion: subRegion);
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worldHandle.DrawTextureRectRegion(lightRes.EnlargedLightTarget.Texture, bounds, subRegion: subRegion);
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}, Color.Transparent);
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}
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}
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Client.Graphics;
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using Content.Shared.CCVar;
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using Content.Shared.Maps;
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using Robust.Client.Graphics;
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@@ -27,11 +28,7 @@ public sealed class AmbientOcclusionOverlay : Overlay
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities;
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private IRenderTexture? _aoTarget;
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private IRenderTexture? _aoBlurBuffer;
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// Couldn't figure out a way to avoid this so if you can then please do.
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private IRenderTexture? _aoStencilTarget;
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private readonly OverlayResourceCache<CachedResources> _resources = new ();
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public AmbientOcclusionOverlay()
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{
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@@ -69,30 +66,32 @@ public sealed class AmbientOcclusionOverlay : Overlay
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var turfSystem = _entManager.System<TurfSystem>();
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var invMatrix = args.Viewport.GetWorldToLocalMatrix();
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if (_aoTarget?.Texture.Size != target.Size)
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var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
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if (res.AOTarget?.Texture.Size != target.Size)
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{
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_aoTarget?.Dispose();
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_aoTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-target");
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res.AOTarget?.Dispose();
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res.AOTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-target");
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}
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if (_aoBlurBuffer?.Texture.Size != target.Size)
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if (res.AOBlurBuffer?.Texture.Size != target.Size)
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{
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_aoBlurBuffer?.Dispose();
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_aoBlurBuffer = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-blur-target");
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res.AOBlurBuffer?.Dispose();
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res.AOBlurBuffer = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-blur-target");
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}
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if (_aoStencilTarget?.Texture.Size != target.Size)
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if (res.AOStencilTarget?.Texture.Size != target.Size)
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{
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_aoStencilTarget?.Dispose();
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_aoStencilTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-stencil-target");
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res.AOStencilTarget?.Dispose();
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res.AOStencilTarget = _clyde.CreateRenderTarget(target.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "ambient-occlusion-stencil-target");
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}
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// Draw the texture data to the texture.
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args.WorldHandle.RenderInRenderTarget(_aoTarget,
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args.WorldHandle.RenderInRenderTarget(res.AOTarget,
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() =>
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{
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worldHandle.UseShader(_proto.Index(UnshadedShader).Instance());
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var invMatrix = _aoTarget.GetWorldToLocalMatrix(viewport.Eye!, scale);
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var invMatrix = res.AOTarget.GetWorldToLocalMatrix(viewport.Eye!, scale);
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foreach (var entry in query.QueryAabb(mapId, worldBounds))
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{
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@@ -106,11 +105,11 @@ public sealed class AmbientOcclusionOverlay : Overlay
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}
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}, Color.Transparent);
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_clyde.BlurRenderTarget(viewport, _aoTarget, _aoBlurBuffer, viewport.Eye!, 14f);
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_clyde.BlurRenderTarget(viewport, res.AOTarget, res.AOBlurBuffer, viewport.Eye!, 14f);
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// Need to do stencilling after blur as it will nuke it.
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// Draw stencil for the grid so we don't draw in space.
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args.WorldHandle.RenderInRenderTarget(_aoStencilTarget,
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args.WorldHandle.RenderInRenderTarget(res.AOStencilTarget,
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() =>
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{
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// Don't want lighting affecting it.
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@@ -136,13 +135,36 @@ public sealed class AmbientOcclusionOverlay : Overlay
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// Draw the stencil texture to depth buffer.
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worldHandle.UseShader(_proto.Index(StencilMaskShader).Instance());
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worldHandle.DrawTextureRect(_aoStencilTarget!.Texture, worldBounds);
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worldHandle.DrawTextureRect(res.AOStencilTarget!.Texture, worldBounds);
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// Draw the Blurred AO texture finally.
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worldHandle.UseShader(_proto.Index(StencilEqualDrawShader).Instance());
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worldHandle.DrawTextureRect(_aoTarget!.Texture, worldBounds, color);
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worldHandle.DrawTextureRect(res.AOTarget!.Texture, worldBounds, color);
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args.WorldHandle.SetTransform(Matrix3x2.Identity);
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args.WorldHandle.UseShader(null);
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}
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protected override void DisposeBehavior()
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{
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_resources.Dispose();
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base.DisposeBehavior();
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}
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private sealed class CachedResources : IDisposable
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{
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public IRenderTexture? AOTarget;
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public IRenderTexture? AOBlurBuffer;
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// Couldn't figure out a way to avoid this so if you can then please do.
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public IRenderTexture? AOStencilTarget;
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public void Dispose()
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{
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AOTarget?.Dispose();
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AOBlurBuffer?.Dispose();
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AOStencilTarget?.Dispose();
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}
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}
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}
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@@ -1,4 +1,4 @@
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using System.Numerics;
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using Content.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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@@ -13,7 +13,8 @@ public sealed class BeforeLightTargetOverlay : Overlay
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[Dependency] private readonly IClyde _clyde = default!;
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public IRenderTexture EnlargedLightTarget = default!;
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private readonly OverlayResourceCache<CachedResources> _resources = new();
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public Box2Rotated EnlargedBounds;
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/// <summary>
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@@ -36,16 +37,42 @@ public sealed class BeforeLightTargetOverlay : Overlay
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var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
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EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
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var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
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// This just exists to copy the lightrendertarget and write back to it.
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if (EnlargedLightTarget?.Size != size)
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if (res.EnlargedLightTarget?.Size != size)
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{
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EnlargedLightTarget = _clyde
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res.EnlargedLightTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
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}
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args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
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args.WorldHandle.RenderInRenderTarget(res.EnlargedLightTarget,
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() =>
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{
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}, _clyde.GetClearColor(args.MapUid));
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}
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internal CachedResources GetCachedForViewport(IClydeViewport viewport)
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{
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return _resources.GetForViewport(viewport,
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static _ => throw new InvalidOperationException(
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"Expected BeforeLightTargetOverlay to have created its resources"));
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}
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protected override void DisposeBehavior()
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{
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_resources.Dispose();
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base.DisposeBehavior();
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}
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internal sealed class CachedResources : IDisposable
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{
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public IRenderTexture EnlargedLightTarget = default!;
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public void Dispose()
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{
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EnlargedLightTarget?.Dispose();
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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@@ -15,7 +16,7 @@ public sealed class LightBlurOverlay : Overlay
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public const int ContentZIndex = TileEmissionOverlay.ContentZIndex + 1;
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private IRenderTarget? _blurTarget;
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private readonly OverlayResourceCache<CachedResources> _resources = new();
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public LightBlurOverlay()
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{
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@@ -29,16 +30,36 @@ public sealed class LightBlurOverlay : Overlay
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return;
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var beforeOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var size = beforeOverlay.EnlargedLightTarget.Size;
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var beforeLightRes = beforeOverlay.GetCachedForViewport(args.Viewport);
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var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
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if (_blurTarget?.Size != size)
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var size = beforeLightRes.EnlargedLightTarget.Size;
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if (res.BlurTarget?.Size != size)
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{
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_blurTarget = _clyde
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res.BlurTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-blur");
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}
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var target = beforeOverlay.EnlargedLightTarget;
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var target = beforeLightRes.EnlargedLightTarget;
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// Yeah that's all this does keep walkin.
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_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 5f);
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_clyde.BlurRenderTarget(args.Viewport, target, res.BlurTarget, args.Viewport.Eye, 14f * 5f);
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}
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protected override void DisposeBehavior()
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{
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_resources.Dispose();
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base.DisposeBehavior();
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}
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private sealed class CachedResources : IDisposable
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{
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public IRenderTarget? BlurTarget;
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public void Dispose()
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{
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BlurTarget?.Dispose();
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}
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}
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}
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@@ -51,8 +51,9 @@ public sealed class RoofOverlay : Overlay
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var worldHandle = args.WorldHandle;
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var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var lightRes = lightoverlay.GetCachedForViewport(args.Viewport);
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var target = lightRes.EnlargedLightTarget;
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_grids.Clear();
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_mapManager.FindGridsIntersecting(args.MapId, bounds, ref _grids, approx: true, includeMap: true);
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Client.Graphics;
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using Content.Shared.Light.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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@@ -24,8 +25,7 @@ public sealed class SunShadowOverlay : Overlay
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private readonly HashSet<Entity<SunShadowCastComponent>> _shadows = new();
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private IRenderTexture? _blurTarget;
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private IRenderTexture? _target;
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private readonly OverlayResourceCache<CachedResources> _resources = new();
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public SunShadowOverlay()
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{
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@@ -55,16 +55,18 @@ public sealed class SunShadowOverlay : Overlay
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var worldBounds = args.WorldBounds;
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var targetSize = viewport.LightRenderTarget.Size;
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if (_target?.Size != targetSize)
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var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
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if (res.Target?.Size != targetSize)
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{
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_target = _clyde
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res.Target = _clyde
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.CreateRenderTarget(targetSize,
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new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
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name: "sun-shadow-target");
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if (_blurTarget?.Size != targetSize)
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if (res.BlurTarget?.Size != targetSize)
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{
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_blurTarget = _clyde
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res.BlurTarget = _clyde
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.CreateRenderTarget(targetSize, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "sun-shadow-blur");
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}
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}
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@@ -93,11 +95,11 @@ public sealed class SunShadowOverlay : Overlay
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_shadows.Clear();
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// Draw shadow polys to stencil
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args.WorldHandle.RenderInRenderTarget(_target,
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args.WorldHandle.RenderInRenderTarget(res.Target,
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() =>
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{
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var invMatrix =
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_target.GetWorldToLocalMatrix(eye, scale);
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res.Target.GetWorldToLocalMatrix(eye, scale);
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var indices = new Vector2[PhysicsConstants.MaxPolygonVertices * 2];
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// Go through shadows in range.
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@@ -142,7 +144,7 @@ public sealed class SunShadowOverlay : Overlay
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Color.Transparent);
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// Slightly blur it just to avoid aliasing issues on the later viewport-wide blur.
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_clyde.BlurRenderTarget(viewport, _target, _blurTarget!, eye, 1f);
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_clyde.BlurRenderTarget(viewport, res.Target, res.BlurTarget!, eye, 1f);
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// Draw stencil (see roofoverlay).
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args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget,
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@@ -155,8 +157,27 @@ public sealed class SunShadowOverlay : Overlay
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var maskShader = _protoManager.Index(MixShader).Instance();
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worldHandle.UseShader(maskShader);
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worldHandle.DrawTextureRect(_target.Texture, worldBounds, Color.Black.WithAlpha(alpha));
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worldHandle.DrawTextureRect(res.Target.Texture, worldBounds, Color.Black.WithAlpha(alpha));
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}, null);
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}
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}
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protected override void DisposeBehavior()
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{
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_resources.Dispose();
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||||
base.DisposeBehavior();
|
||||
}
|
||||
|
||||
private sealed class CachedResources : IDisposable
|
||||
{
|
||||
public IRenderTexture? BlurTarget;
|
||||
public IRenderTexture? Target;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
BlurTarget?.Dispose();
|
||||
Target?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,7 +47,7 @@ public sealed class TileEmissionOverlay : Overlay
|
||||
var worldHandle = args.WorldHandle;
|
||||
var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
|
||||
var bounds = lightoverlay.EnlargedBounds;
|
||||
var target = lightoverlay.EnlargedLightTarget;
|
||||
var target = lightoverlay.GetCachedForViewport(args.Viewport).EnlargedLightTarget;
|
||||
var viewport = args.Viewport;
|
||||
_grids.Clear();
|
||||
_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
|
||||
|
||||
@@ -7,7 +7,11 @@ namespace Content.Client.Overlays;
|
||||
|
||||
public sealed partial class StencilOverlay
|
||||
{
|
||||
private void DrawRestrictedRange(in OverlayDrawArgs args, RestrictedRangeComponent rangeComp, Matrix3x2 invMatrix)
|
||||
private void DrawRestrictedRange(
|
||||
in OverlayDrawArgs args,
|
||||
CachedResources res,
|
||||
RestrictedRangeComponent rangeComp,
|
||||
Matrix3x2 invMatrix)
|
||||
{
|
||||
var worldHandle = args.WorldHandle;
|
||||
var renderScale = args.Viewport.RenderScale.X;
|
||||
@@ -38,7 +42,7 @@ public sealed partial class StencilOverlay
|
||||
// Cut out the irrelevant bits via stencil
|
||||
// This is why we don't just use parallax; we might want specific tiles to get drawn over
|
||||
// particularly for planet maps or stations.
|
||||
worldHandle.RenderInRenderTarget(_blep!, () =>
|
||||
worldHandle.RenderInRenderTarget(res.Blep!, () =>
|
||||
{
|
||||
worldHandle.UseShader(_shader);
|
||||
worldHandle.DrawRect(localAABB, Color.White);
|
||||
@@ -46,7 +50,7 @@ public sealed partial class StencilOverlay
|
||||
|
||||
worldHandle.SetTransform(Matrix3x2.Identity);
|
||||
worldHandle.UseShader(_protoManager.Index(StencilMask).Instance());
|
||||
worldHandle.DrawTextureRect(_blep!.Texture, worldBounds);
|
||||
worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
|
||||
var curTime = _timing.RealTime;
|
||||
var sprite = _sprite.GetFrame(new SpriteSpecifier.Texture(new ResPath("/Textures/Parallaxes/noise.png")), curTime);
|
||||
|
||||
|
||||
@@ -11,7 +11,12 @@ public sealed partial class StencilOverlay
|
||||
{
|
||||
private List<Entity<MapGridComponent>> _grids = new();
|
||||
|
||||
private void DrawWeather(in OverlayDrawArgs args, WeatherPrototype weatherProto, float alpha, Matrix3x2 invMatrix)
|
||||
private void DrawWeather(
|
||||
in OverlayDrawArgs args,
|
||||
CachedResources res,
|
||||
WeatherPrototype weatherProto,
|
||||
float alpha,
|
||||
Matrix3x2 invMatrix)
|
||||
{
|
||||
var worldHandle = args.WorldHandle;
|
||||
var mapId = args.MapId;
|
||||
@@ -22,7 +27,7 @@ public sealed partial class StencilOverlay
|
||||
// Cut out the irrelevant bits via stencil
|
||||
// This is why we don't just use parallax; we might want specific tiles to get drawn over
|
||||
// particularly for planet maps or stations.
|
||||
worldHandle.RenderInRenderTarget(_blep!, () =>
|
||||
worldHandle.RenderInRenderTarget(res.Blep!, () =>
|
||||
{
|
||||
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
||||
_grids.Clear();
|
||||
@@ -56,7 +61,7 @@ public sealed partial class StencilOverlay
|
||||
|
||||
worldHandle.SetTransform(Matrix3x2.Identity);
|
||||
worldHandle.UseShader(_protoManager.Index(StencilMask).Instance());
|
||||
worldHandle.DrawTextureRect(_blep!.Texture, worldBounds);
|
||||
worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
|
||||
var curTime = _timing.RealTime;
|
||||
var sprite = _sprite.GetFrame(weatherProto.Sprite, curTime);
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Client.Graphics;
|
||||
using Content.Client.Parallax;
|
||||
using Content.Client.Weather;
|
||||
using Content.Shared.Salvage;
|
||||
@@ -34,7 +35,7 @@ public sealed partial class StencilOverlay : Overlay
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
|
||||
|
||||
private IRenderTexture? _blep;
|
||||
private readonly OverlayResourceCache<CachedResources> _resources = new();
|
||||
|
||||
private readonly ShaderInstance _shader;
|
||||
|
||||
@@ -55,10 +56,12 @@ public sealed partial class StencilOverlay : Overlay
|
||||
var mapUid = _map.GetMapOrInvalid(args.MapId);
|
||||
var invMatrix = args.Viewport.GetWorldToLocalMatrix();
|
||||
|
||||
if (_blep?.Texture.Size != args.Viewport.Size)
|
||||
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
|
||||
|
||||
if (res.Blep?.Texture.Size != args.Viewport.Size)
|
||||
{
|
||||
_blep?.Dispose();
|
||||
_blep = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "weather-stencil");
|
||||
res.Blep?.Dispose();
|
||||
res.Blep = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "weather-stencil");
|
||||
}
|
||||
|
||||
if (_entManager.TryGetComponent<WeatherComponent>(mapUid, out var comp))
|
||||
@@ -69,16 +72,33 @@ public sealed partial class StencilOverlay : Overlay
|
||||
continue;
|
||||
|
||||
var alpha = _weather.GetPercent(weather, mapUid);
|
||||
DrawWeather(args, weatherProto, alpha, invMatrix);
|
||||
DrawWeather(args, res, weatherProto, alpha, invMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
if (_entManager.TryGetComponent<RestrictedRangeComponent>(mapUid, out var restrictedRangeComponent))
|
||||
{
|
||||
DrawRestrictedRange(args, restrictedRangeComponent, invMatrix);
|
||||
DrawRestrictedRange(args, res, restrictedRangeComponent, invMatrix);
|
||||
}
|
||||
|
||||
args.WorldHandle.UseShader(null);
|
||||
args.WorldHandle.SetTransform(Matrix3x2.Identity);
|
||||
}
|
||||
|
||||
protected override void DisposeBehavior()
|
||||
{
|
||||
_resources.Dispose();
|
||||
|
||||
base.DisposeBehavior();
|
||||
}
|
||||
|
||||
private sealed class CachedResources : IDisposable
|
||||
{
|
||||
public IRenderTexture? Blep;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Blep?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Content.Client.Graphics;
|
||||
using Content.Shared.Silicons.StationAi;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Player;
|
||||
@@ -26,8 +27,7 @@ public sealed class StationAiOverlay : Overlay
|
||||
|
||||
private readonly HashSet<Vector2i> _visibleTiles = new();
|
||||
|
||||
private IRenderTexture? _staticTexture;
|
||||
private IRenderTexture? _stencilTexture;
|
||||
private readonly OverlayResourceCache<CachedResources> _resources = new();
|
||||
|
||||
private float _updateRate = 1f / 30f;
|
||||
private float _accumulator;
|
||||
@@ -39,12 +39,14 @@ public sealed class StationAiOverlay : Overlay
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (_stencilTexture?.Texture.Size != args.Viewport.Size)
|
||||
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
|
||||
|
||||
if (res.StencilTexture?.Texture.Size != args.Viewport.Size)
|
||||
{
|
||||
_staticTexture?.Dispose();
|
||||
_stencilTexture?.Dispose();
|
||||
_stencilTexture = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "station-ai-stencil");
|
||||
_staticTexture = _clyde.CreateRenderTarget(args.Viewport.Size,
|
||||
res.StaticTexture?.Dispose();
|
||||
res.StencilTexture?.Dispose();
|
||||
res.StencilTexture = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "station-ai-stencil");
|
||||
res.StaticTexture = _clyde.CreateRenderTarget(args.Viewport.Size,
|
||||
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
|
||||
name: "station-ai-static");
|
||||
}
|
||||
@@ -78,7 +80,7 @@ public sealed class StationAiOverlay : Overlay
|
||||
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
|
||||
|
||||
// Draw visible tiles to stencil
|
||||
worldHandle.RenderInRenderTarget(_stencilTexture!, () =>
|
||||
worldHandle.RenderInRenderTarget(res.StencilTexture!, () =>
|
||||
{
|
||||
worldHandle.SetTransform(matty);
|
||||
|
||||
@@ -91,7 +93,7 @@ public sealed class StationAiOverlay : Overlay
|
||||
Color.Transparent);
|
||||
|
||||
// Once this is gucci optimise rendering.
|
||||
worldHandle.RenderInRenderTarget(_staticTexture!,
|
||||
worldHandle.RenderInRenderTarget(res.StaticTexture!,
|
||||
() =>
|
||||
{
|
||||
worldHandle.SetTransform(invMatrix);
|
||||
@@ -104,12 +106,12 @@ public sealed class StationAiOverlay : Overlay
|
||||
// Not on a grid
|
||||
else
|
||||
{
|
||||
worldHandle.RenderInRenderTarget(_stencilTexture!, () =>
|
||||
worldHandle.RenderInRenderTarget(res.StencilTexture!, () =>
|
||||
{
|
||||
},
|
||||
Color.Transparent);
|
||||
|
||||
worldHandle.RenderInRenderTarget(_staticTexture!,
|
||||
worldHandle.RenderInRenderTarget(res.StaticTexture!,
|
||||
() =>
|
||||
{
|
||||
worldHandle.SetTransform(Matrix3x2.Identity);
|
||||
@@ -119,14 +121,33 @@ public sealed class StationAiOverlay : Overlay
|
||||
|
||||
// Use the lighting as a mask
|
||||
worldHandle.UseShader(_proto.Index(StencilMaskShader).Instance());
|
||||
worldHandle.DrawTextureRect(_stencilTexture!.Texture, worldBounds);
|
||||
worldHandle.DrawTextureRect(res.StencilTexture!.Texture, worldBounds);
|
||||
|
||||
// Draw the static
|
||||
worldHandle.UseShader(_proto.Index(StencilDrawShader).Instance());
|
||||
worldHandle.DrawTextureRect(_staticTexture!.Texture, worldBounds);
|
||||
worldHandle.DrawTextureRect(res.StaticTexture!.Texture, worldBounds);
|
||||
|
||||
worldHandle.SetTransform(Matrix3x2.Identity);
|
||||
worldHandle.UseShader(null);
|
||||
|
||||
}
|
||||
|
||||
protected override void DisposeBehavior()
|
||||
{
|
||||
_resources.Dispose();
|
||||
|
||||
base.DisposeBehavior();
|
||||
}
|
||||
|
||||
private sealed class CachedResources : IDisposable
|
||||
{
|
||||
public IRenderTexture? StaticTexture;
|
||||
public IRenderTexture? StencilTexture;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
StaticTexture?.Dispose();
|
||||
StencilTexture?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user