Improve singularity shader (#7647)

* Working example

* vector arrays

* simplify math

* max distance

* max distance

* PVS override

* rename count
This commit is contained in:
Leon Friedrich
2022-04-29 00:43:16 +12:00
committed by GitHub
parent 4aa45dc695
commit 8fb48a09ef
7 changed files with 114 additions and 156 deletions

View File

@@ -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;
/// <summary>
/// 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.
/// </summary>
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<EntityUid, SingularityShaderInstance> _singularities = new();
public SingularityOverlay()
{
@@ -30,109 +29,59 @@ namespace Content.Client.Singularity
_shader = _prototypeManager.Index<ShaderPrototype>("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<SingularityDistortionComponent>())
{
var mapPos = _entMan.GetComponent<TransformComponent>(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<SingularityDistortionComponent>();
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<TransformComponent>(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<SingularityDistortionComponent?>(activeSingulo, out var distortion))
{
_singularities.Remove(activeSingulo);
}
else
{
var shaderInstance = _singularities[activeSingulo];
shaderInstance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(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<TransformComponent>(singuloEntity).MapID == currentEyeLoc.MapId && _entityManager.GetComponent<TransformComponent>(singuloEntity).Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, _entityManager.GetComponent<TransformComponent>(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);
}
}
}