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 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Singularity
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{
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public sealed class SingularityOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private const float MaxDist = 15.0f;
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/// <summary>
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/// Maximum number of distortions that can be shown on screen at a time.
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/// If this value is changed, the shader itself also needs to be updated.
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/// </summary>
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public const int MaxCount = 5;
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private const float MaxDistance = 20f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _shader;
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private readonly Dictionary<EntityUid, SingularityShaderInstance> _singularities = new();
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public SingularityOverlay()
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{
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@@ -30,109 +29,59 @@ namespace Content.Client.Singularity
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_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
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}
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public override bool OverwriteTargetFrameBuffer()
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{
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return _singularities.Count > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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SingularityQuery(args.Viewport.Eye);
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if (ScreenTexture == null || args.Viewport.Eye == null)
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return;
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var viewportWB = args.WorldAABB;
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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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foreach (var instance in _singularities.Values)
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var position = new Vector2[MaxCount];
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var intensity = new float[MaxCount];
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var falloffPower = new float[MaxCount];
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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(instance.CurrentMapCoords);
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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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_shader?.SetParameter("positionInput", tempCoords);
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if (ScreenTexture != null)
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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("intensity", instance.Intensity);
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_shader?.SetParameter("falloff", instance.Falloff);
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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worldHandle.DrawRect(viewportWB, Color.White);
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}
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}
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//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?)
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private void SingularityQuery(IEye? currentEye)
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{
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if (currentEye == null)
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{
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_singularities.Clear();
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return;
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}
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var currentEyeLoc = currentEye.Position;
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var distortions = _entityManager.EntityQuery<SingularityDistortionComponent>();
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foreach (var distortion in distortions) //Add all singulos that are not added yet but qualify
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{
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var singuloEntity = distortion.Owner;
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if (!_singularities.Keys.Contains(singuloEntity) && SinguloQualifies(singuloEntity, currentEyeLoc))
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{
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_singularities.Add(singuloEntity, new SingularityShaderInstance(_entityManager.GetComponent<TransformComponent>(singuloEntity).MapPosition.Position, distortion.Intensity, distortion.Falloff));
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}
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}
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var activeShaderIds = _singularities.Keys;
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foreach (var activeSingulo in activeShaderIds) //Remove all singulos that are added and no longer qualify
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{
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if (_entityManager.EntityExists(activeSingulo))
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{
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if (!SinguloQualifies(activeSingulo, currentEyeLoc))
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{
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_singularities.Remove(activeSingulo);
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}
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else
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{
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if (!_entityManager.TryGetComponent<SingularityDistortionComponent?>(activeSingulo, out var distortion))
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{
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_singularities.Remove(activeSingulo);
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}
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else
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{
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var shaderInstance = _singularities[activeSingulo];
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shaderInstance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(activeSingulo).MapPosition.Position;
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shaderInstance.Intensity = distortion.Intensity;
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shaderInstance.Falloff = distortion.Falloff;
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}
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}
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}
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else
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{
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_singularities.Remove(activeSingulo);
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}
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}
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}
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private bool SinguloQualifies(EntityUid singuloEntity, MapCoordinates currentEyeLoc)
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{
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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);
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}
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private sealed class SingularityShaderInstance
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{
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public Vector2 CurrentMapCoords;
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public float Intensity;
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public float Falloff;
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public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
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{
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CurrentMapCoords = mapCoords;
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Intensity = intensity;
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Falloff = falloff;
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}
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worldHandle.DrawRect(args.WorldAABB, Color.White);
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worldHandle.UseShader(null);
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}
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}
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}
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@@ -4,11 +4,9 @@ using Content.Server.Singularity.Components;
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using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using JetBrains.Annotations;
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using Robust.Server.GameStates;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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@@ -20,6 +18,7 @@ namespace Content.Server.Singularity.EntitySystems
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly PVSOverrideSystem _pvs = default!;
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/// <summary>
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/// How much energy the singulo gains from destroying a tile.
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@@ -36,6 +35,14 @@ namespace Content.Server.Singularity.EntitySystems
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{
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base.Initialize();
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SubscribeLocalEvent<ServerSingularityComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<SingularityDistortionComponent, ComponentStartup>(OnDistortionStartup);
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}
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private void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent component, ComponentStartup args)
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{
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// to avoid distortion overlay pop-in, entities with distortion ignore PVS. Really this should probably be a
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// PVS range-override, but this is good enough for now.
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_pvs.AddGlobalOverride(uid);
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}
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protected override bool PreventCollide(EntityUid uid, SharedSingularityComponent component, PreventCollideEvent args)
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@@ -1,11 +1,5 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Singularity.Components
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{
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[RegisterComponent]
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@@ -13,10 +7,10 @@ namespace Content.Shared.Singularity.Components
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public sealed class SingularityDistortionComponent : Component
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{
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[DataField("intensity")]
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private float _intensity = 0.25f;
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private float _intensity = 31.25f;
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[DataField("falloff")]
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private float _falloff = 2;
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[DataField("falloffPower")]
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private float _falloffPower = MathF.Sqrt(2f);
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[ViewVariables(VVAccess.ReadWrite)]
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public float Intensity
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@@ -26,15 +20,15 @@ namespace Content.Shared.Singularity.Components
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Falloff
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public float FalloffPower
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{
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get => _falloff;
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set => this.SetAndDirtyIfChanged(ref _falloff, value);
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get => _falloffPower;
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set => this.SetAndDirtyIfChanged(ref _falloffPower, value);
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}
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public override ComponentState GetComponentState()
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{
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return new SingularityDistortionComponentState(Intensity, Falloff);
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return new SingularityDistortionComponentState(Intensity, FalloffPower);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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@@ -47,7 +41,7 @@ namespace Content.Shared.Singularity.Components
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}
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Intensity = state.Intensity;
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Falloff = state.Falloff;
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FalloffPower = state.Falloff;
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}
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}
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@@ -22,12 +22,12 @@ namespace Content.Shared.Singularity
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return level switch
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{
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0 => 9999f,
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1 => 6.4f,
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2 => 7.0f,
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3 => 8.0f,
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4 => 10.0f,
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5 => 12.0f,
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6 => 12.0f,
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1 => MathF.Sqrt(6.4f),
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2 => MathF.Sqrt(7.0f),
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3 => MathF.Sqrt(8.0f),
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4 => MathF.Sqrt(10.0f),
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5 => MathF.Sqrt(12.0f),
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6 => MathF.Sqrt(12.0f),
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_ => -1.0f
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};
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}
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@@ -37,12 +37,12 @@ namespace Content.Shared.Singularity
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return level switch
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{
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0 => 0.0f,
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1 => 2.7f,
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2 => 14.4f,
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3 => 47.2f,
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4 => 180.0f,
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5 => 600.0f,
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6 => 800.0f,
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1 => 3645f,
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2 => 103680f,
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3 => 1113920f,
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4 => 16200000f,
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5 => 180000000f,
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6 => 180000000f,
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_ => -1.0f
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};
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}
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@@ -126,7 +126,7 @@ namespace Content.Shared.Singularity
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if (EntityManager.TryGetComponent(singularity.Owner, out SingularityDistortionComponent? distortion))
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{
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distortion.Falloff = GetFalloff(value);
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distortion.FalloffPower = GetFalloff(value);
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distortion.Intensity = GetIntensity(value);
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}
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@@ -618,8 +618,8 @@
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sprite: Objects/Fun/toys.rsi
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state: singularitytoy
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- type: SingularityDistortion
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intensity: 2
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falloff: 7
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intensity: 2000
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falloffPower: 2.6
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- type: Item
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size: 12
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sprite: Objects/Fun/toys.rsi
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@@ -22,10 +22,6 @@
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id: Singularity
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kind: source
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path: "/Textures/Shaders/singularity.swsl"
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params:
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positionInput: 0,0
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falloff: 5
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intensity: 5
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- type: shader
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id: Radiation
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@@ -1,33 +1,45 @@
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//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
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//Gravitational lensing effect. Loosely inspired by https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp vec2 positionInput;
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uniform highp vec2 renderScale;
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uniform highp float falloff;
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uniform highp float intensity;
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uniform highp float maxDistance;
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uniform int count;
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uniform highp float[5] falloffPower;
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uniform highp float[5] intensity;
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uniform highp vec2[5] position;
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// 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.
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// 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
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// (apparently #define is an unknown preprocessor directive)
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void fragment() {
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highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
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highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
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highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));
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if(deformation > 0.8) //Edit this for inward effect
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highp vec2 finalCoords = FRAGCOORD.xy;
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highp vec2 delta;
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highp float distance;
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highp float deformation;
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for (int i = 0; i < 5 && i < count; i++) {
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delta = FRAGCOORD.xy - position[i];
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distance = length(delta / renderScale);
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deformation = intensity[i] / pow(distance, falloffPower[i]);
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// ensure deformation goes to zero at max distance
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// avoids long-range single-pixel shifts that are noticeable when leaving PVS.
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if (distance >= maxDistance) {
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deformation = 0;
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} else {
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deformation *= (1 - pow(distance/maxDistance, 4));
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}
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if(deformation > 0.8)
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deformation = pow(deformation, 0.3);
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if(deformation > 0.001){
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finalCoords *= 1.0-deformation; //Change this to 1+deformation for inward effect
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finalCoords += positionInput;
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//float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
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//float alph = (distanceToCenter-30)/(darkenCircleSize-30);
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//float darkening = 0.9-(alph*0.9);
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//Darkening effect optional (Darker the closer you are to the center)
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//COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
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finalCoords -= deformation * delta;
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}
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COLOR = zTextureSpec(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE );
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}
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else{
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COLOR = zTextureSpec(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
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}
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}
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