Displacement maps big update (#30093)
* split logic into own system * add support for different size displacement maps * some clothes may not use displacement maps * displacement maps spport hand sprites * Update DisplacementMapSystem.cs * rename things * fuck stencilmask * fix bugs * no masks * Update jumpsuits.yml * fix species specific sprites * Update ClothingSystem.cs * shoes + ears displacement, some bugfix * Update DisplacementMapSystem.cs
This commit is contained in:
65
Content.Client/DisplacementMap/DisplacementMapSystem.cs
Normal file
65
Content.Client/DisplacementMap/DisplacementMapSystem.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using Content.Shared.DisplacementMap;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Serialization.Manager;
|
||||
|
||||
namespace Content.Client.DisplacementMap;
|
||||
|
||||
public sealed class DisplacementMapSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly ISerializationManager _serialization = default!;
|
||||
|
||||
public bool TryAddDisplacement(DisplacementData data, SpriteComponent sprite, int index, string key, HashSet<string> revealedLayers)
|
||||
{
|
||||
if (data.ShaderOverride != null)
|
||||
sprite.LayerSetShader(index, data.ShaderOverride);
|
||||
|
||||
var displacementKey = $"{key}-displacement";
|
||||
if (!revealedLayers.Add(displacementKey))
|
||||
{
|
||||
Log.Warning($"Duplicate key for DISPLACEMENT: {displacementKey}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
//allows you not to write it every time in the YML
|
||||
foreach (var pair in data.SizeMaps)
|
||||
{
|
||||
pair.Value.CopyToShaderParameters??= new()
|
||||
{
|
||||
LayerKey = "dummy",
|
||||
ParameterTexture = "displacementMap",
|
||||
ParameterUV = "displacementUV",
|
||||
};
|
||||
}
|
||||
|
||||
if (!data.SizeMaps.ContainsKey(32))
|
||||
{
|
||||
Log.Error($"DISPLACEMENT: {displacementKey} don't have 32x32 default displacement map");
|
||||
return false;
|
||||
}
|
||||
|
||||
// We choose a displacement map from the possible ones, matching the size with the original layer size.
|
||||
// If there is no such a map, we use a standard 32 by 32 one
|
||||
var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
|
||||
var actualRSI = sprite.LayerGetActualRSI(index);
|
||||
if (actualRSI is not null)
|
||||
{
|
||||
if (actualRSI.Size.X != actualRSI.Size.Y)
|
||||
Log.Warning($"DISPLACEMENT: {displacementKey} has a resolution that is not 1:1, things can look crooked");
|
||||
|
||||
var layerSize = actualRSI.Size.X;
|
||||
if (data.SizeMaps.ContainsKey(layerSize))
|
||||
displacementDataLayer = data.SizeMaps[layerSize];
|
||||
}
|
||||
|
||||
var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
|
||||
displacementLayer.CopyToShaderParameters!.LayerKey = key;
|
||||
|
||||
sprite.AddLayer(displacementLayer, index);
|
||||
sprite.LayerMapSet(displacementKey, index);
|
||||
|
||||
revealedLayers.Add(displacementKey);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user