Revert "Add heat distortion shader for hot gases" (#40352)
This commit is contained in:
@@ -19,7 +19,6 @@ namespace Content.Client.Atmos.EntitySystems
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[Dependency] private readonly SharedTransformSystem _xformSys = default!;
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private GasTileOverlay _overlay = default!;
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private GasTileHeatOverlay _heatOverlay = default!;
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public override void Initialize()
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{
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@@ -29,16 +28,12 @@ namespace Content.Client.Atmos.EntitySystems
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_overlay = new GasTileOverlay(this, EntityManager, _resourceCache, ProtoMan, _spriteSys, _xformSys);
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_overlayMan.AddOverlay(_overlay);
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_heatOverlay = new GasTileHeatOverlay();
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_overlayMan.AddOverlay(_heatOverlay);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayMan.RemoveOverlay<GasTileOverlay>();
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_overlayMan.RemoveOverlay<GasTileHeatOverlay>();
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}
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private void OnHandleState(EntityUid gridUid, GasTileOverlayComponent comp, ref ComponentHandleState args)
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@@ -1,210 +0,0 @@
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using System.Numerics;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Atmos.Overlays;
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public sealed class GasTileHeatOverlay : Overlay
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{
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public override bool RequestScreenTexture { get; set; } = true;
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private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
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private static readonly ProtoId<ShaderPrototype> HeatOverlayShader = "Heat";
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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// We can't resolve this immediately, because it's an entitysystem, but we will attempt to resolve and cache this
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// once we begin to draw.
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private GasTileOverlaySystem? _gasTileOverlay;
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private readonly SharedTransformSystem _xformSys;
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private IRenderTexture? _heatTarget;
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private IRenderTexture? _heatBlurTarget;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public GasTileHeatOverlay()
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{
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IoCManager.InjectDependencies(this);
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_xformSys = _entManager.System<SharedTransformSystem>();
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_shader = _proto.Index(HeatOverlayShader).InstanceUnique();
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_configManager.OnValueChanged(CCVars.ReducedMotion, SetReducedMotion, invokeImmediately: true);
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}
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private void SetReducedMotion(bool reducedMotion)
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{
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_shader.SetParameter("strength_scale", reducedMotion ? 0.5f : 1f);
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_shader.SetParameter("speed_scale", reducedMotion ? 0.25f : 1f);
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (args.MapId == MapId.Nullspace)
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return false;
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// If we haven't resolved this yet, give it a try or bail
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_gasTileOverlay ??= _entManager.System<GasTileOverlaySystem>();
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if (_gasTileOverlay == null)
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return false;
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var target = args.Viewport.RenderTarget;
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// Probably the resolution of the game window changed, remake the textures.
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if (_heatTarget?.Texture.Size != target.Size)
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{
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_heatTarget?.Dispose();
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_heatTarget = _clyde.CreateRenderTarget(
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target.Size,
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new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
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name: nameof(GasTileHeatOverlay));
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}
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if (_heatBlurTarget?.Texture.Size != target.Size)
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{
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_heatBlurTarget?.Dispose();
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_heatBlurTarget = _clyde.CreateRenderTarget(
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target.Size,
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new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
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name: $"{nameof(GasTileHeatOverlay)}-blur");
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}
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var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
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args.WorldHandle.UseShader(_proto.Index(UnshadedShader).Instance());
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var mapId = args.MapId;
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var worldAABB = args.WorldAABB;
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var worldBounds = args.WorldBounds;
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var worldHandle = args.WorldHandle;
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var worldToViewportLocal = args.Viewport.GetWorldToLocalMatrix();
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// If there is no distortion after checking all visible tiles, we can bail early
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var anyDistortion = false;
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// We're rendering in the context of the heat target texture, which will encode data as to where and how strong
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// the heat distortion will be
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args.WorldHandle.RenderInRenderTarget(_heatTarget,
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() =>
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{
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List<Entity<MapGridComponent>> grids = new();
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_mapManager.FindGridsIntersecting(mapId, worldAABB, ref grids);
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foreach (var grid in grids)
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{
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if (!overlayQuery.TryGetComponent(grid.Owner, out var comp))
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continue;
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var gridEntToWorld = _xformSys.GetWorldMatrix(grid.Owner);
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var gridEntToViewportLocal = gridEntToWorld * worldToViewportLocal;
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if (!Matrix3x2.Invert(gridEntToViewportLocal, out var viewportLocalToGridEnt))
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continue;
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var uvToUi = Matrix3Helpers.CreateScale(_heatTarget.Size.X, -_heatTarget.Size.Y);
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var uvToGridEnt = uvToUi * viewportLocalToGridEnt;
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// Because we want the actual distortion to be calculated based on the grid coordinates*, we need
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// to pass a matrix transformation to go from the viewport coordinates to grid coordinates.
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// * (why? because otherwise the effect would shimmer like crazy as you moved around, think
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// moving a piece of warped glass above a picture instead of placing the warped glass on the
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// paper and moving them together)
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_shader.SetParameter("grid_ent_from_viewport_local", uvToGridEnt);
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// Draw commands (like DrawRect) will be using grid coordinates from here
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worldHandle.SetTransform(gridEntToViewportLocal);
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// We only care about tiles that fit in these bounds
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var floatBounds = worldToViewportLocal.TransformBox(worldBounds).Enlarged(grid.Comp.TileSize);
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var localBounds = new Box2i(
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(int)MathF.Floor(floatBounds.Left),
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(int)MathF.Floor(floatBounds.Bottom),
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(int)MathF.Ceiling(floatBounds.Right),
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(int)MathF.Ceiling(floatBounds.Top));
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// for each tile and its gas --->
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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while (enumerator.MoveNext(out var tileGas))
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{
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// --->
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// Check and make sure the tile is within the viewport/screen
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var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
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if (!localBounds.Contains(tilePosition))
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continue;
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// Get the distortion strength from the temperature and bail if it's not hot enough
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var strength = _gasTileOverlay.GetHeatDistortionStrength(tileGas.Temperature);
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if (strength <= 0f)
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continue;
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anyDistortion = true;
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// Encode the strength in the red channel, then 1.0 alpha if it's an active tile.
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// BlurRenderTarget will then apply a blur around the edge, but we don't want it to bleed
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// past the tile.
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// So we use this alpha channel to chop the lower alpha values off in the shader to fit a
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// fit mask back into the tile.
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worldHandle.DrawRect(
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Box2.CenteredAround(tilePosition + new Vector2(0.5f, 0.5f), grid.Comp.TileSizeVector),
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new Color(strength,0f, 0f, strength > 0f ? 1.0f : 0f));
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}
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}
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}
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},
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// This clears the buffer to all zero first...
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new Color(0, 0, 0, 0));
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// no distortion, no need to render
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if (!anyDistortion)
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{
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// Return the draw handle to normal settings
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args.WorldHandle.UseShader(null);
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args.WorldHandle.SetTransform(Matrix3x2.Identity);
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return false;
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}
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// Clear to draw
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture is null || _heatTarget is null || _heatBlurTarget is null)
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return;
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// Blur to soften the edges of the distortion. the lower parts of the alpha channel need to get cut off in the
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// distortion shader to keep them in tile bounds.
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_clyde.BlurRenderTarget(args.Viewport, _heatTarget, _heatBlurTarget, args.Viewport.Eye!, 14f);
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// Set up and render the distortion
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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args.WorldHandle.UseShader(_shader);
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args.WorldHandle.DrawTextureRect(_heatTarget.Texture, args.WorldBounds);
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// Return the draw handle to normal settings
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args.WorldHandle.UseShader(null);
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args.WorldHandle.SetTransform(Matrix3x2.Identity);
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}
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protected override void DisposeBehavior()
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{
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_heatTarget = null;
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_heatBlurTarget = null;
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_configManager.UnsubValueChanged(CCVars.ReducedMotion, SetReducedMotion);
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base.DisposeBehavior();
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}
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}
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@@ -1,4 +1,6 @@
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Threading.Tasks;
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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@@ -11,6 +13,7 @@ using JetBrains.Annotations;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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@@ -29,6 +32,7 @@ namespace Content.Server.Atmos.EntitySystems
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _confMan = default!;
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[Robust.Shared.IoC.Dependency] private readonly IParallelManager _parMan = default!;
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[Robust.Shared.IoC.Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Robust.Shared.IoC.Dependency] private readonly ChunkingSystem _chunkingSys = default!;
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@@ -60,12 +64,6 @@ namespace Content.Server.Atmos.EntitySystems
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<GasTileOverlayComponent> _query;
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/// <summary>
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/// How much the distortion strength should change for the temperature of a tile to be dirtied.
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/// The strength goes from 0.0f to 1.0f, so 0.05f gives it essentially 20 "steps"
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/// </summary>
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private float _heatDistortionStrengthChangeTolerance;
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public override void Initialize()
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{
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base.Initialize();
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@@ -87,10 +85,9 @@ namespace Content.Server.Atmos.EntitySystems
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};
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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Subs.CVar(ConfMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
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Subs.CVar(ConfMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
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Subs.CVar(ConfMan, CVars.NetPVS, OnPvsToggle, true);
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Subs.CVar(ConfMan, CCVars.GasOverlayHeatThreshold, UpdateHeatThresholds, true);
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Subs.CVar(_confMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
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Subs.CVar(_confMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
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Subs.CVar(_confMan, CVars.NetPVS, OnPvsToggle, true);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<GasTileOverlayComponent, ComponentStartup>(OnStartup);
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@@ -140,7 +137,6 @@ namespace Content.Server.Atmos.EntitySystems
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private void UpdateTickRate(float value) => _updateInterval = value > 0.0f ? 1 / value : float.MaxValue;
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private void UpdateThresholds(int value) => _thresholds = value;
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private void UpdateHeatThresholds(float v) => _heatDistortionStrengthChangeTolerance = MathHelper.Clamp01(v);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Invalidate(Entity<GasTileOverlayComponent?> grid, Vector2i index)
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@@ -179,9 +175,7 @@ namespace Content.Server.Atmos.EntitySystems
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public GasOverlayData GetOverlayData(GasMixture? mixture)
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{
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var data = new GasOverlayData(0,
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new byte[VisibleGasId.Length],
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mixture?.Temperature ?? Atmospherics.TCMB);
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var data = new GasOverlayData(0, new byte[VisibleGasId.Length]);
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for (var i = 0; i < VisibleGasId.Length; i++)
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{
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@@ -221,17 +215,15 @@ namespace Content.Server.Atmos.EntitySystems
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}
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var changed = false;
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var temp = tile.Hotspot.Valid ? tile.Hotspot.Temperature : tile.Air?.Temperature ?? Atmospherics.TCMB;
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if (oldData.Equals(default))
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{
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changed = true;
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oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length], temp);
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oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length]);
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}
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else if (oldData.FireState != tile.Hotspot.State ||
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CheckTemperatureTolerance(oldData.Temperature, temp, _heatDistortionStrengthChangeTolerance))
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else if (oldData.FireState != tile.Hotspot.State)
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{
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changed = true;
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oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity, temp);
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oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity);
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}
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if (tile is {Air: not null, NoGridTile: false})
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@@ -279,20 +271,6 @@ namespace Content.Server.Atmos.EntitySystems
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return true;
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}
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/// <summary>
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/// This function determines whether the change in temperature is significant enough to warrant dirtying the tile data.
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/// </summary>
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private bool CheckTemperatureTolerance(float tempA, float tempB, float tolerance)
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{
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var (strengthA, strengthB) = (GetHeatDistortionStrength(tempA), GetHeatDistortionStrength(tempB));
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return (strengthA <= 0f && strengthB > 0f) || // change to or from 0
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(strengthB <= 0f && strengthA > 0f) ||
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(strengthA >= 1f && strengthB < 1f) || // change to or from 1
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(strengthB >= 1f && strengthA < 1f) ||
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Math.Abs(strengthA - strengthB) > tolerance; // other change within tolerance
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}
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private void UpdateOverlayData()
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{
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// TODO parallelize?
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@@ -1,7 +1,5 @@
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Prototypes;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -10,26 +8,11 @@ namespace Content.Shared.Atmos.EntitySystems
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{
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public abstract class SharedGasTileOverlaySystem : EntitySystem
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{
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/// <summary>
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/// The temperature at which the heat distortion effect starts to be applied.
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/// </summary>
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private float _tempAtMinHeatDistortion;
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/// <summary>
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/// The temperature at which the heat distortion effect is at maximum strength.
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/// </summary>
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private float _tempAtMaxHeatDistortion;
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/// <summary>
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/// Calculated linear slope and intercept to map temperature to a heat distortion strength from 0.0 to 1.0
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/// </summary>
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private float _heatDistortionSlope;
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private float _heatDistortionIntercept;
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public const byte ChunkSize = 8;
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protected float AccumulatedFrameTime;
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protected bool PvsEnabled;
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[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
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[Dependency] protected readonly IConfigurationManager ConfMan = default!;
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/// <summary>
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/// array of the ids of all visible gases.
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@@ -39,11 +22,6 @@ namespace Content.Shared.Atmos.EntitySystems
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public override void Initialize()
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{
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base.Initialize();
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// Make sure the heat distortion variables are updated if the CVars change
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Subs.CVar(ConfMan, CCVars.GasOverlayHeatMinimum, UpdateMinHeat, true);
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Subs.CVar(ConfMan, CCVars.GasOverlayHeatMaximum, UpdateMaxHeat, true);
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SubscribeLocalEvent<GasTileOverlayComponent, ComponentGetState>(OnGetState);
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List<int> visibleGases = new();
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@@ -58,29 +36,6 @@ namespace Content.Shared.Atmos.EntitySystems
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VisibleGasId = visibleGases.ToArray();
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}
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private void UpdateMaxHeat(float val)
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{
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_tempAtMaxHeatDistortion = val;
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UpdateHeatSlopeAndIntercept();
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}
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private void UpdateMinHeat(float val)
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{
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_tempAtMinHeatDistortion = val;
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UpdateHeatSlopeAndIntercept();
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}
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private void UpdateHeatSlopeAndIntercept()
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{
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// Make sure to avoid invalid settings (min == max or min > max)
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// I'm not sure if CVars can have constraints or if CVar subscribers can reject changes.
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var diff = _tempAtMinHeatDistortion < _tempAtMaxHeatDistortion
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? _tempAtMaxHeatDistortion - _tempAtMinHeatDistortion
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: 0.001f;
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_heatDistortionSlope = 1.0f / diff;
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_heatDistortionIntercept = -_tempAtMinHeatDistortion * _heatDistortionSlope;
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}
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private void OnGetState(EntityUid uid, GasTileOverlayComponent component, ref ComponentGetState args)
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{
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if (PvsEnabled && !args.ReplayState)
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@@ -117,26 +72,14 @@ namespace Content.Shared.Atmos.EntitySystems
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[ViewVariables]
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public readonly byte[] Opacity;
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/// <summary>
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/// This temperature is currently only used by the GasTileHeatOverlay.
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/// This value will only reflect the true temperature of the gas when the temperature is between
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/// <see cref="SharedGasTileOverlaySystem._tempAtMinHeatDistortion"/> and <see cref="SharedGasTileOverlaySystem._tempAtMaxHeatDistortion"/> as these are the only
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/// values at which the heat distortion varies.
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/// Additionally, it will only update when the heat distortion strength changes by
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/// <see cref="_heatDistortionStrengthChangeTolerance"/>. By default, this is 5%, which corresponds to
|
||||
/// 20 steps from <see cref="SharedGasTileOverlaySystem._tempAtMinHeatDistortion"/> to <see cref="SharedGasTileOverlaySystem._tempAtMaxHeatDistortion"/>.
|
||||
/// For 325K to 1000K with 5% tolerance, then this field will dirty only if it differs by 33.75K, or 20 steps.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public readonly float Temperature;
|
||||
|
||||
// TODO change fire color based on temps
|
||||
// But also: dont dirty on a 0.01 kelvin change in temperatures.
|
||||
// Either have a temp tolerance, or map temperature -> byte levels
|
||||
|
||||
public GasOverlayData(byte fireState, byte[] opacity, float temperature)
|
||||
public GasOverlayData(byte fireState, byte[] opacity)
|
||||
{
|
||||
FireState = fireState;
|
||||
Opacity = opacity;
|
||||
Temperature = temperature;
|
||||
}
|
||||
|
||||
public bool Equals(GasOverlayData other)
|
||||
@@ -156,26 +99,10 @@ namespace Content.Shared.Atmos.EntitySystems
|
||||
}
|
||||
}
|
||||
|
||||
// This is only checking if two datas are equal -- a different routine is used to check if the
|
||||
// temperature differs enough to dirty the chunk using a much wider tolerance.
|
||||
if (!MathHelper.CloseToPercent(Temperature, other.Temperature))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the heat distortion from a temperature.
|
||||
/// Returns 0.0f below TempAtMinHeatDistortion and 1.0f above TempAtMaxHeatDistortion.
|
||||
/// </summary>
|
||||
/// <param name="temp"></param>
|
||||
/// <returns></returns>
|
||||
public float GetHeatDistortionStrength(float temp)
|
||||
{
|
||||
return MathHelper.Clamp01(temp * _heatDistortionSlope + _heatDistortionIntercept);
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class GasOverlayUpdateEvent : EntityEventArgs
|
||||
{
|
||||
|
||||
@@ -12,23 +12,4 @@ public sealed partial class CCVars
|
||||
|
||||
public static readonly CVarDef<int> GasOverlayThresholds =
|
||||
CVarDef.Create("net.gasoverlaythresholds", 20);
|
||||
|
||||
public static readonly CVarDef<float> GasOverlayHeatThreshold =
|
||||
CVarDef.Create("net.gasoverlayheatthreshold",
|
||||
0.05f,
|
||||
CVar.SERVER | CVar.REPLICATED,
|
||||
"Threshold for sending tile temperature updates to client in percent of distortion strength," +
|
||||
"from 0.0 to 1.0. Example: 0.05 = 5%, which means heat distortion will appear in 20 'steps'.");
|
||||
|
||||
public static readonly CVarDef<float> GasOverlayHeatMinimum =
|
||||
CVarDef.Create("net.gasoverlayheatminimum",
|
||||
325f,
|
||||
CVar.SERVER | CVar.REPLICATED,
|
||||
"Temperature at which heat distortion effect will begin to apply.");
|
||||
|
||||
public static readonly CVarDef<float> GasOverlayHeatMaximum =
|
||||
CVarDef.Create("net.gasoverlayheatmaximum",
|
||||
1000f,
|
||||
CVar.SERVER | CVar.REPLICATED,
|
||||
"Temperature at which heat distortion effect will be at maximum strength.");
|
||||
}
|
||||
|
||||
@@ -115,13 +115,3 @@
|
||||
id: Hologram
|
||||
kind: source
|
||||
path: "/Textures/Shaders/hologram.swsl"
|
||||
|
||||
- type: shader
|
||||
id: Heat
|
||||
kind: source
|
||||
path: "/Textures/Shaders/heat.swsl"
|
||||
params:
|
||||
spatial_scale: 1.0
|
||||
strength_scale: 1.0
|
||||
speed_scale: 1.0
|
||||
grid_ent_from_viewport_local: 1,0,0,1,0,1
|
||||
|
||||
@@ -1,90 +0,0 @@
|
||||
uniform sampler2D SCREEN_TEXTURE;
|
||||
|
||||
// Number of frequencies to combine, can't be a parameter/uniform else it causes problems in compatibility mode
|
||||
// I have no idea why
|
||||
const highp int N = 32;
|
||||
|
||||
uniform highp float spatial_scale; // spatial scaling of modes, higher = fine turbulence, lower = coarse turbulence
|
||||
uniform highp float strength_scale; // distortion strength
|
||||
uniform highp float speed_scale; // scaling factor on the speed of the animation
|
||||
// Matrix to convert screen coordinates into grid coordinates
|
||||
// This is to "pin" the effect to the grid, so that it does not shimmer as you move
|
||||
uniform highp mat3 grid_ent_from_viewport_local;
|
||||
|
||||
const highp float TWO_PI = 6.28318530718;
|
||||
// This is just the default target values so that the external parameters can be normalized to 1
|
||||
const highp float strength_factor = 0.0005;
|
||||
const highp float spatial_factor = 22.0;
|
||||
|
||||
// 1D pseudo-random function
|
||||
highp float random_1d(highp float n) {
|
||||
return fract(sin(n * 12.9898) * 43758.5453);
|
||||
}
|
||||
|
||||
// Kolmogorov amplitude, power spectrum goes as k^(–11/6)
|
||||
highp float kolAmp(highp float k) {
|
||||
return pow(k, -11.0 / 6.0);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
|
||||
highp vec2 ps = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
|
||||
highp float aspectratio = ps.x / ps.y;
|
||||
|
||||
// scale the scale factor with the number of modes just cuz it works reasonably
|
||||
highp float s_scale = spatial_scale * spatial_factor / sqrt(float(N));
|
||||
|
||||
// Coordinates to use to calculate the effects, convert to grid coordinates
|
||||
highp vec2 uvW = (grid_ent_from_viewport_local * vec3(UV.x, UV.y, 1.0)).xy;
|
||||
// Scale the coordinates
|
||||
uvW *= s_scale;
|
||||
|
||||
// accumulate phase gradienta
|
||||
highp vec2 grad = vec2(0.0);
|
||||
|
||||
for (lowp int i = 0; i < N; i++) {
|
||||
// float cast of the index
|
||||
highp float fi = float(i);
|
||||
|
||||
// Pick a random direction
|
||||
highp float ang = random_1d(fi + 1.0) * TWO_PI;
|
||||
highp vec2 dir = vec2(cos(ang), sin(ang));
|
||||
|
||||
// Pick a random spatial frequency from 0.5 to 30
|
||||
highp float k = mix(0.5, 30.0, random_1d(fi + 17.0));
|
||||
|
||||
// Pick a random speed from 0.05 to 0.20
|
||||
highp float speed = mix(3., 8., random_1d(fi + 33.0));
|
||||
|
||||
// Pick a random phase offset
|
||||
highp float phi_0 = random_1d(fi + 49.0) * TWO_PI;
|
||||
|
||||
// phase argument
|
||||
highp float t = dot(dir, uvW) * k + TIME * speed * speed_scale + phi_0;
|
||||
|
||||
// analytical gradient: ∇[sin(t)] = cos(t) * ∇t
|
||||
// ∇t = k * dir * scale (scale is factored out)
|
||||
grad += kolAmp(k) * cos(t) * k * dir;
|
||||
}
|
||||
// Spatial scaling (coarse or fine turbulence)
|
||||
grad *= s_scale;
|
||||
|
||||
// The texture should have been blurred using a previous operation
|
||||
// We use the alpha channel to cut off the blur that bleeds outside the tile, then we rescale
|
||||
// the mask back up to 0.0 to 1.0
|
||||
highp float mask = clamp((zTexture(UV).a - 0.5)*2.0, 0.00, 1.0);
|
||||
|
||||
// Calculate warped UV using the turbulence gradient
|
||||
// The strength of the turbulence is encoded into the red channel of TEXTURE
|
||||
// Give it a little polynomial boost: https://www.wolframalpha.com/input?i=-x%5E2+%2B2x+from+0+to+1
|
||||
highp float heatStrength = zTexture(UV).r*1.0;
|
||||
heatStrength = clamp(-heatStrength*heatStrength + 2.0*heatStrength, 0.0, 1.0);
|
||||
highp vec2 uvDist = UV + (strength_scale * strength_factor * heatStrength * mask) * grad;
|
||||
|
||||
// Apply to the texture
|
||||
COLOR = texture2D(SCREEN_TEXTURE, uvDist);
|
||||
|
||||
// Uncomment the following two lines to view the strength buffer directly
|
||||
// COLOR.rgb = vec3(heatStrength * mask);
|
||||
// COLOR.a = mask;
|
||||
}
|
||||
Reference in New Issue
Block a user