Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
This commit is contained in:
324
Content.Client/Shuttles/UI/BaseShuttleControl.xaml.cs
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324
Content.Client/Shuttles/UI/BaseShuttleControl.xaml.cs
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Shuttles.Components;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Vector2 = System.Numerics.Vector2;
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namespace Content.Client.Shuttles.UI;
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/// <summary>
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/// Provides common functionality for radar-like displays on shuttle consoles.
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/// </summary>
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[GenerateTypedNameReferences]
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[Virtual]
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public partial class BaseShuttleControl : MapGridControl
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{
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[Dependency] private readonly IParallelManager _parallel = default!;
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protected readonly SharedMapSystem Maps;
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protected readonly Font Font;
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private GridDrawJob _drawJob;
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// Cache grid drawing data as it can be expensive to build
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public readonly Dictionary<EntityUid, GridDrawData> GridData = new();
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// Per-draw caching
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private readonly List<Vector2i> _gridTileList = new();
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private readonly HashSet<Vector2i> _gridNeighborSet = new();
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private readonly List<(Vector2 Start, Vector2 End)> _edges = new();
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private Vector2[] _allVertices = Array.Empty<Vector2>();
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private (DirectionFlag, Vector2i)[] _neighborDirections;
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public BaseShuttleControl() : this(32f, 32f, 32f)
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{
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}
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public BaseShuttleControl(float minRange, float maxRange, float range) : base(minRange, maxRange, range)
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{
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RobustXamlLoader.Load(this);
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Maps = EntManager.System<SharedMapSystem>();
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Font = new VectorFont(IoCManager.Resolve<IResourceCache>().GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 12);
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_drawJob = new GridDrawJob()
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{
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ScaledVertices = _allVertices,
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};
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_neighborDirections = new (DirectionFlag, Vector2i)[4];
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for (var i = 0; i < 4; i++)
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{
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var dir = (DirectionFlag) Math.Pow(2, i);
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var dirVec = dir.AsDir().ToIntVec();
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_neighborDirections[i] = (dir, dirVec);
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}
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}
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protected void DrawData(DrawingHandleScreen handle, string text)
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{
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var coordsDimensions = handle.GetDimensions(Font, text, UIScale);
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const float coordsMargins = 5f;
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handle.DrawString(Font,
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new Vector2(coordsMargins, Height) - new Vector2(0f, coordsDimensions.Y + coordsMargins),
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text,
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Color.FromSrgb(IFFComponent.SelfColor));
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}
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protected void DrawCircles(DrawingHandleScreen handle)
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{
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// Equatorial lines
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var gridLines = Color.LightGray.WithAlpha(0.01f);
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// Each circle is this x distance of the last one.
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const float EquatorialMultiplier = 2f;
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var minDistance = MathF.Pow(EquatorialMultiplier, EquatorialMultiplier * 1.5f);
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var maxDistance = MathF.Pow(2f, EquatorialMultiplier * 6f);
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var cornerDistance = MathF.Sqrt(WorldRange * WorldRange + WorldRange * WorldRange);
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var origin = ScalePosition(-new Vector2(Offset.X, -Offset.Y));
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var distOffset = -24f;
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for (var radius = minDistance; radius <= maxDistance; radius *= EquatorialMultiplier)
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{
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if (radius > cornerDistance)
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continue;
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var color = Color.ToSrgb(gridLines).WithAlpha(0.05f);
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var scaledRadius = MinimapScale * radius;
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var text = $"{radius:0}m";
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var textDimensions = handle.GetDimensions(Font, text, UIScale);
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handle.DrawCircle(origin, scaledRadius, color, false);
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handle.DrawString(Font, ScalePosition(new Vector2(0f, -radius)) - new Vector2(0f, textDimensions.Y), text, color);
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}
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const int gridLinesRadial = 8;
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for (var i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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// TODO: Handle distance properly.
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var aExtent = angle.ToVec() * ScaledMinimapRadius * 1.42f;
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var lineColor = Color.MediumSpringGreen.WithAlpha(0.02f);
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handle.DrawLine(origin - aExtent, origin + aExtent, lineColor);
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}
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}
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protected void DrawGrid(DrawingHandleScreen handle, Matrix3 matrix, Entity<MapGridComponent> grid, Color color, float alpha = 0.01f)
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{
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var rator = Maps.GetAllTilesEnumerator(grid.Owner, grid.Comp);
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var minimapScale = MinimapScale;
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var midpoint = new Vector2(MidPoint, MidPoint);
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var tileSize = grid.Comp.TileSize;
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// Check if we even have data
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// TODO: Need to prune old grid-data if we don't draw it.
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var gridData = GridData.GetOrNew(grid.Owner);
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if (gridData.LastBuild < grid.Comp.LastTileModifiedTick)
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{
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gridData.Vertices.Clear();
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_gridTileList.Clear();
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_gridNeighborSet.Clear();
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// Okay so there's 2 steps to this
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// 1. Is that get we get a set of all tiles. This is used to decompose into triangle-strips
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// 2. Is that we get a list of all tiles. This is used for edge data to decompose into line-strips.
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while (rator.MoveNext(out var tileRef))
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{
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var index = tileRef.Value.GridIndices;
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_gridNeighborSet.Add(index);
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_gridTileList.Add(index);
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var bl = Maps.TileToVector(grid, index);
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var br = bl + new Vector2(tileSize, 0f);
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var tr = bl + new Vector2(tileSize, tileSize);
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var tl = bl + new Vector2(0f, tileSize);
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gridData.Vertices.Add(bl);
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gridData.Vertices.Add(br);
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gridData.Vertices.Add(tl);
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gridData.Vertices.Add(br);
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gridData.Vertices.Add(tl);
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gridData.Vertices.Add(tr);
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}
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gridData.EdgeIndex = gridData.Vertices.Count;
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_edges.Clear();
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foreach (var index in _gridTileList)
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{
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// We get all of the raw lines up front
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// then we decompose them into longer lines in a separate step.
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foreach (var (dir, dirVec) in _neighborDirections)
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{
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var neighbor = index + dirVec;
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if (_gridNeighborSet.Contains(neighbor))
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continue;
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var bl = Maps.TileToVector(grid, index);
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var br = bl + new Vector2(tileSize, 0f);
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var tr = bl + new Vector2(tileSize, tileSize);
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var tl = bl + new Vector2(0f, tileSize);
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// Could probably rotate this but this might be faster?
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Vector2 actualStart;
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Vector2 actualEnd;
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switch (dir)
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{
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case DirectionFlag.South:
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actualStart = bl;
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actualEnd = br;
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break;
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case DirectionFlag.East:
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actualStart = br;
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actualEnd = tr;
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break;
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case DirectionFlag.North:
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actualStart = tr;
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actualEnd = tl;
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break;
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case DirectionFlag.West:
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actualStart = tl;
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actualEnd = bl;
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break;
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default:
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throw new NotImplementedException();
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}
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_edges.Add((actualStart, actualEnd));
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}
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}
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// Decompose the edges into longer lines to save data.
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// Now we decompose the lines into longer lines (less data to send to the GPU)
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var decomposed = true;
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while (decomposed)
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{
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decomposed = false;
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for (var i = 0; i < _edges.Count; i++)
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{
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var (start, end) = _edges[i];
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var neighborFound = false;
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var neighborIndex = 0;
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Vector2 neighborStart;
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Vector2 neighborEnd = Vector2.Zero;
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// Does our end correspond with another start?
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for (var j = i + 1; j < _edges.Count; j++)
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{
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(neighborStart, neighborEnd) = _edges[j];
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if (!end.Equals(neighborStart))
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continue;
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neighborFound = true;
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neighborIndex = j;
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break;
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}
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if (!neighborFound)
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continue;
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// Check if our start and the neighbor's end are collinear
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if (!CollinearSimplifier.IsCollinear(start, end, neighborEnd, 10f * float.Epsilon))
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continue;
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decomposed = true;
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_edges[i] = (start, neighborEnd);
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_edges.RemoveAt(neighborIndex);
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}
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}
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gridData.Vertices.EnsureCapacity(_edges.Count * 2);
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foreach (var edge in _edges)
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{
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gridData.Vertices.Add(edge.Start);
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gridData.Vertices.Add(edge.End);
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}
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gridData.LastBuild = grid.Comp.LastTileModifiedTick;
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}
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var totalData = gridData.Vertices.Count;
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var triCount = gridData.EdgeIndex;
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var edgeCount = totalData - gridData.EdgeIndex;
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Extensions.EnsureLength(ref _allVertices, totalData);
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_drawJob.MidPoint = midpoint;
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_drawJob.Matrix = matrix;
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_drawJob.MinimapScale = minimapScale;
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_drawJob.Vertices = gridData.Vertices;
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_drawJob.ScaledVertices = _allVertices;
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_parallel.ProcessNow(_drawJob, totalData);
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const float BatchSize = 3f * 4096;
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for (var i = 0; i < Math.Ceiling(triCount / BatchSize); i++)
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{
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var start = (int) (i * BatchSize);
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var end = (int) Math.Min(triCount, start + BatchSize);
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var count = end - start;
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, new Span<Vector2>(_allVertices, start, count), color.WithAlpha(alpha));
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.LineList, new Span<Vector2>(_allVertices, gridData.EdgeIndex, edgeCount), color);
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}
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private record struct GridDrawJob : IParallelRobustJob
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{
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public int BatchSize => 16;
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public float MinimapScale;
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public Vector2 MidPoint;
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public Matrix3 Matrix;
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public List<Vector2> Vertices;
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public Vector2[] ScaledVertices;
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public void Execute(int index)
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{
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var vert = Vertices[index];
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var adjustedVert = Matrix.Transform(vert);
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adjustedVert = adjustedVert with { Y = -adjustedVert.Y };
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var scaledVert = ScalePosition(adjustedVert, MinimapScale, MidPoint);
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ScaledVertices[index] = scaledVert;
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}
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}
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}
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public sealed class GridDrawData
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{
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/*
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* List of lists because we use LineStrip and TriangleStrip respectively (less data to pass to the GPU).
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*/
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public List<Vector2> Vertices = new();
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/// <summary>
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/// Vertices index from when edges start.
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/// </summary>
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public int EdgeIndex;
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public GameTick LastBuild;
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}
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