From 8fb48a09ef3ac34fc2b1f7008da4142e15ab8382 Mon Sep 17 00:00:00 2001
From: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Date: Fri, 29 Apr 2022 00:43:16 +1200
Subject: [PATCH] Improve singularity shader (#7647)
* Working example
* vector arrays
* simplify math
* max distance
* max distance
* PVS override
* rename count
---
.../Singularity/SingularityOverlay.cs | 143 ++++++------------
.../EntitySystems/SingularitySystem.cs | 13 +-
.../SingularityDistortionComponent.cs | 22 +--
.../Singularity/SharedSingularitySystem.cs | 26 ++--
.../Prototypes/Entities/Objects/Fun/toys.yml | 4 +-
Resources/Prototypes/Shaders/shaders.yml | 4 -
Resources/Textures/Shaders/singularity.swsl | 58 ++++---
7 files changed, 114 insertions(+), 156 deletions(-)
diff --git a/Content.Client/Singularity/SingularityOverlay.cs b/Content.Client/Singularity/SingularityOverlay.cs
index 401e9ee595..8bc96db6fd 100644
--- a/Content.Client/Singularity/SingularityOverlay.cs
+++ b/Content.Client/Singularity/SingularityOverlay.cs
@@ -1,28 +1,27 @@
-using System.Collections.Generic;
-using System.Linq;
using Content.Shared.Singularity.Components;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
-using Robust.Shared.GameObjects;
-using Robust.Shared.IoC;
-using Robust.Shared.Map;
-using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Singularity
{
public sealed class SingularityOverlay : Overlay
{
- [Dependency] private readonly IEntityManager _entityManager = default!;
+ [Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- private const float MaxDist = 15.0f;
+ ///
+ /// Maximum number of distortions that can be shown on screen at a time.
+ /// If this value is changed, the shader itself also needs to be updated.
+ ///
+ public const int MaxCount = 5;
+
+ private const float MaxDistance = 20f;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
- private readonly Dictionary _singularities = new();
public SingularityOverlay()
{
@@ -30,109 +29,59 @@ namespace Content.Client.Singularity
_shader = _prototypeManager.Index("Singularity").Instance().Duplicate();
}
- public override bool OverwriteTargetFrameBuffer()
- {
- return _singularities.Count > 0;
- }
-
protected override void Draw(in OverlayDrawArgs args)
{
- SingularityQuery(args.Viewport.Eye);
+ if (ScreenTexture == null || args.Viewport.Eye == null)
+ return;
- var viewportWB = args.WorldAABB;
// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
- foreach (var instance in _singularities.Values)
+
+ var position = new Vector2[MaxCount];
+ var intensity = new float[MaxCount];
+ var falloffPower = new float[MaxCount];
+ int count = 0;
+
+ var mapId = args.Viewport.Eye.Position.MapId;
+
+ foreach (var distortion in _entMan.EntityQuery())
{
+ var mapPos = _entMan.GetComponent(distortion.Owner).MapPosition;
+ if (mapPos.MapId != mapId)
+ continue;
+
+ // is the distortion in range?
+ if ((mapPos.Position - args.WorldAABB.ClosestPoint(mapPos.Position)).LengthSquared > MaxDistance * MaxDistance)
+ continue;
+
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
- var tempCoords = args.Viewport.WorldToLocal(instance.CurrentMapCoords);
+ var tempCoords = args.Viewport.WorldToLocal(mapPos.Position);
tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
- _shader?.SetParameter("positionInput", tempCoords);
- if (ScreenTexture != null)
- _shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
- _shader?.SetParameter("intensity", instance.Intensity);
- _shader?.SetParameter("falloff", instance.Falloff);
- var worldHandle = args.WorldHandle;
- worldHandle.UseShader(_shader);
- worldHandle.DrawRect(viewportWB, Color.White);
+ position[count] = tempCoords;
+ intensity[count] = distortion.Intensity;
+ falloffPower[count] = distortion.FalloffPower;
+ count++;
+
+ if (count == MaxCount)
+ break;
}
- }
-
- //Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
- private void SingularityQuery(IEye? currentEye)
- {
- if (currentEye == null)
- {
- _singularities.Clear();
+ if (count == 0)
return;
- }
- var currentEyeLoc = currentEye.Position;
+ _shader?.SetParameter("count", count);
+ _shader?.SetParameter("position", position);
+ _shader?.SetParameter("intensity", intensity);
+ _shader?.SetParameter("falloffPower", falloffPower);
+ _shader?.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
+ _shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
- var distortions = _entityManager.EntityQuery();
- foreach (var distortion in distortions) //Add all singulos that are not added yet but qualify
- {
- var singuloEntity = distortion.Owner;
-
- if (!_singularities.Keys.Contains(singuloEntity) && SinguloQualifies(singuloEntity, currentEyeLoc))
- {
- _singularities.Add(singuloEntity, new SingularityShaderInstance(_entityManager.GetComponent(singuloEntity).MapPosition.Position, distortion.Intensity, distortion.Falloff));
- }
- }
-
- var activeShaderIds = _singularities.Keys;
- foreach (var activeSingulo in activeShaderIds) //Remove all singulos that are added and no longer qualify
- {
- if (_entityManager.EntityExists(activeSingulo))
- {
- if (!SinguloQualifies(activeSingulo, currentEyeLoc))
- {
- _singularities.Remove(activeSingulo);
- }
- else
- {
- if (!_entityManager.TryGetComponent(activeSingulo, out var distortion))
- {
- _singularities.Remove(activeSingulo);
- }
- else
- {
- var shaderInstance = _singularities[activeSingulo];
- shaderInstance.CurrentMapCoords = _entityManager.GetComponent(activeSingulo).MapPosition.Position;
- shaderInstance.Intensity = distortion.Intensity;
- shaderInstance.Falloff = distortion.Falloff;
- }
- }
-
- }
- else
- {
- _singularities.Remove(activeSingulo);
- }
- }
-
- }
-
- private bool SinguloQualifies(EntityUid singuloEntity, MapCoordinates currentEyeLoc)
- {
- return _entityManager.GetComponent(singuloEntity).MapID == currentEyeLoc.MapId && _entityManager.GetComponent(singuloEntity).Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, _entityManager.GetComponent(singuloEntity).ParentUid, currentEyeLoc), MaxDist);
- }
-
- private sealed class SingularityShaderInstance
- {
- public Vector2 CurrentMapCoords;
- public float Intensity;
- public float Falloff;
-
- public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
- {
- CurrentMapCoords = mapCoords;
- Intensity = intensity;
- Falloff = falloff;
- }
+ var worldHandle = args.WorldHandle;
+ worldHandle.UseShader(_shader);
+ worldHandle.DrawRect(args.WorldAABB, Color.White);
+ worldHandle.UseShader(null);
}
}
}
diff --git a/Content.Server/Singularity/EntitySystems/SingularitySystem.cs b/Content.Server/Singularity/EntitySystems/SingularitySystem.cs
index 777be02a8c..55a1e7155b 100644
--- a/Content.Server/Singularity/EntitySystems/SingularitySystem.cs
+++ b/Content.Server/Singularity/EntitySystems/SingularitySystem.cs
@@ -4,11 +4,9 @@ using Content.Server.Singularity.Components;
using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
+using Robust.Server.GameStates;
using Robust.Shared.Containers;
-using Robust.Shared.GameObjects;
-using Robust.Shared.IoC;
using Robust.Shared.Map;
-using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
@@ -20,6 +18,7 @@ namespace Content.Server.Singularity.EntitySystems
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
+ [Dependency] private readonly PVSOverrideSystem _pvs = default!;
///
/// How much energy the singulo gains from destroying a tile.
@@ -36,6 +35,14 @@ namespace Content.Server.Singularity.EntitySystems
{
base.Initialize();
SubscribeLocalEvent(OnCollide);
+ SubscribeLocalEvent(OnDistortionStartup);
+ }
+
+ private void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent component, ComponentStartup args)
+ {
+ // to avoid distortion overlay pop-in, entities with distortion ignore PVS. Really this should probably be a
+ // PVS range-override, but this is good enough for now.
+ _pvs.AddGlobalOverride(uid);
}
protected override bool PreventCollide(EntityUid uid, SharedSingularityComponent component, PreventCollideEvent args)
diff --git a/Content.Shared/Singularity/Components/SingularityDistortionComponent.cs b/Content.Shared/Singularity/Components/SingularityDistortionComponent.cs
index f9dc1aa523..5d21cdad60 100644
--- a/Content.Shared/Singularity/Components/SingularityDistortionComponent.cs
+++ b/Content.Shared/Singularity/Components/SingularityDistortionComponent.cs
@@ -1,11 +1,5 @@
-using System;
-using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
-using Robust.Shared.Players;
using Robust.Shared.Serialization;
-using Robust.Shared.Serialization.Manager.Attributes;
-using Robust.Shared.ViewVariables;
-
namespace Content.Shared.Singularity.Components
{
[RegisterComponent]
@@ -13,10 +7,10 @@ namespace Content.Shared.Singularity.Components
public sealed class SingularityDistortionComponent : Component
{
[DataField("intensity")]
- private float _intensity = 0.25f;
+ private float _intensity = 31.25f;
- [DataField("falloff")]
- private float _falloff = 2;
+ [DataField("falloffPower")]
+ private float _falloffPower = MathF.Sqrt(2f);
[ViewVariables(VVAccess.ReadWrite)]
public float Intensity
@@ -26,15 +20,15 @@ namespace Content.Shared.Singularity.Components
}
[ViewVariables(VVAccess.ReadWrite)]
- public float Falloff
+ public float FalloffPower
{
- get => _falloff;
- set => this.SetAndDirtyIfChanged(ref _falloff, value);
+ get => _falloffPower;
+ set => this.SetAndDirtyIfChanged(ref _falloffPower, value);
}
public override ComponentState GetComponentState()
{
- return new SingularityDistortionComponentState(Intensity, Falloff);
+ return new SingularityDistortionComponentState(Intensity, FalloffPower);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
@@ -47,7 +41,7 @@ namespace Content.Shared.Singularity.Components
}
Intensity = state.Intensity;
- Falloff = state.Falloff;
+ FalloffPower = state.Falloff;
}
}
diff --git a/Content.Shared/Singularity/SharedSingularitySystem.cs b/Content.Shared/Singularity/SharedSingularitySystem.cs
index 7a40c6c42c..a318555ee5 100644
--- a/Content.Shared/Singularity/SharedSingularitySystem.cs
+++ b/Content.Shared/Singularity/SharedSingularitySystem.cs
@@ -22,12 +22,12 @@ namespace Content.Shared.Singularity
return level switch
{
0 => 9999f,
- 1 => 6.4f,
- 2 => 7.0f,
- 3 => 8.0f,
- 4 => 10.0f,
- 5 => 12.0f,
- 6 => 12.0f,
+ 1 => MathF.Sqrt(6.4f),
+ 2 => MathF.Sqrt(7.0f),
+ 3 => MathF.Sqrt(8.0f),
+ 4 => MathF.Sqrt(10.0f),
+ 5 => MathF.Sqrt(12.0f),
+ 6 => MathF.Sqrt(12.0f),
_ => -1.0f
};
}
@@ -37,12 +37,12 @@ namespace Content.Shared.Singularity
return level switch
{
0 => 0.0f,
- 1 => 2.7f,
- 2 => 14.4f,
- 3 => 47.2f,
- 4 => 180.0f,
- 5 => 600.0f,
- 6 => 800.0f,
+ 1 => 3645f,
+ 2 => 103680f,
+ 3 => 1113920f,
+ 4 => 16200000f,
+ 5 => 180000000f,
+ 6 => 180000000f,
_ => -1.0f
};
}
@@ -126,7 +126,7 @@ namespace Content.Shared.Singularity
if (EntityManager.TryGetComponent(singularity.Owner, out SingularityDistortionComponent? distortion))
{
- distortion.Falloff = GetFalloff(value);
+ distortion.FalloffPower = GetFalloff(value);
distortion.Intensity = GetIntensity(value);
}
diff --git a/Resources/Prototypes/Entities/Objects/Fun/toys.yml b/Resources/Prototypes/Entities/Objects/Fun/toys.yml
index b55ba3aad7..0f05eb99a7 100644
--- a/Resources/Prototypes/Entities/Objects/Fun/toys.yml
+++ b/Resources/Prototypes/Entities/Objects/Fun/toys.yml
@@ -618,8 +618,8 @@
sprite: Objects/Fun/toys.rsi
state: singularitytoy
- type: SingularityDistortion
- intensity: 2
- falloff: 7
+ intensity: 2000
+ falloffPower: 2.6
- type: Item
size: 12
sprite: Objects/Fun/toys.rsi
diff --git a/Resources/Prototypes/Shaders/shaders.yml b/Resources/Prototypes/Shaders/shaders.yml
index e6e12fd332..015459acb8 100644
--- a/Resources/Prototypes/Shaders/shaders.yml
+++ b/Resources/Prototypes/Shaders/shaders.yml
@@ -22,10 +22,6 @@
id: Singularity
kind: source
path: "/Textures/Shaders/singularity.swsl"
- params:
- positionInput: 0,0
- falloff: 5
- intensity: 5
- type: shader
id: Radiation
diff --git a/Resources/Textures/Shaders/singularity.swsl b/Resources/Textures/Shaders/singularity.swsl
index 2752412c3d..128e286b66 100644
--- a/Resources/Textures/Shaders/singularity.swsl
+++ b/Resources/Textures/Shaders/singularity.swsl
@@ -1,33 +1,45 @@
-//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
+//Gravitational lensing effect. Loosely inspired by https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
uniform sampler2D SCREEN_TEXTURE;
-uniform highp vec2 positionInput;
uniform highp vec2 renderScale;
-uniform highp float falloff;
-uniform highp float intensity;
-
+uniform highp float maxDistance;
+uniform int count;
+uniform highp float[5] falloffPower;
+uniform highp float[5] intensity;
+uniform highp vec2[5] position;
+// the `5`s in the array lengths correspond to the upper limit on the simultaneous distortion sources that can be present on screen at a time.
+// If you want to change this, make sure to change all of them here, in the for loop, and, in whatever overlay assigns the uniforms
+// (apparently #define is an unknown preprocessor directive)
void fragment() {
- highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
- highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
- highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));
- if(deformation > 0.8) //Edit this for inward effect
- deformation = pow(deformation, 0.3);
- if(deformation > 0.001){
- finalCoords *= 1.0-deformation; //Change this to 1+deformation for inward effect
- finalCoords += positionInput;
- //float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
- //float alph = (distanceToCenter-30)/(darkenCircleSize-30);
- //float darkening = 0.9-(alph*0.9);
+ highp vec2 finalCoords = FRAGCOORD.xy;
+ highp vec2 delta;
+ highp float distance;
+ highp float deformation;
+
+ for (int i = 0; i < 5 && i < count; i++) {
+
+ delta = FRAGCOORD.xy - position[i];
+ distance = length(delta / renderScale);
- //Darkening effect optional (Darker the closer you are to the center)
- //COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
- COLOR = zTextureSpec(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE);
- }
- else{
- COLOR = zTextureSpec(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
- }
+ deformation = intensity[i] / pow(distance, falloffPower[i]);
+
+ // ensure deformation goes to zero at max distance
+ // avoids long-range single-pixel shifts that are noticeable when leaving PVS.
+
+ if (distance >= maxDistance) {
+ deformation = 0;
+ } else {
+ deformation *= (1 - pow(distance/maxDistance, 4));
+ }
+
+ if(deformation > 0.8)
+ deformation = pow(deformation, 0.3);
+ finalCoords -= deformation * delta;
+ }
+
+ COLOR = zTextureSpec(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE );
}