Improve singularity shader (#7647)
* Working example * vector arrays * simplify math * max distance * max distance * PVS override * rename count
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user