Apply RoofOverlay per-grid not per-map + fix lighting quality (#35207)
* Apply RoofOverlay per-grid not per-map * Fix light render scales
This commit is contained in:
@@ -33,7 +33,8 @@ public sealed class AfterLightTargetOverlay : Overlay
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var bounds = args.WorldBounds;
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var bounds = args.WorldBounds;
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
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var newScale = viewport.RenderScale / 2f;
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var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size;
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var newScale = viewport.RenderScale / (Vector2.One / lightScale);
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var localMatrix =
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var localMatrix =
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viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
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viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
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@@ -39,6 +39,6 @@ public sealed class LightBlurOverlay : Overlay
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var target = beforeOverlay.EnlargedLightTarget;
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var target = beforeOverlay.EnlargedLightTarget;
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// Yeah that's all this does keep walkin.
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// Yeah that's all this does keep walkin.
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_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f);
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//_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f);
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}
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}
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}
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}
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@@ -3,13 +3,16 @@ using Content.Shared.Light.Components;
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using Content.Shared.Maps;
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using Content.Shared.Maps;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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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.Map.Components;
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using Robust.Shared.Physics;
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namespace Content.Client.Light;
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namespace Content.Client.Light;
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public sealed class RoofOverlay : Overlay
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public sealed class RoofOverlay : Overlay
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{
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{
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private readonly IEntityManager _entManager;
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private readonly IEntityManager _entManager;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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private readonly EntityLookupSystem _lookup;
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private readonly EntityLookupSystem _lookup;
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@@ -17,6 +20,7 @@ public sealed class RoofOverlay : Overlay
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private readonly SharedTransformSystem _xformSystem;
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private readonly SharedTransformSystem _xformSystem;
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private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
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private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
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private List<Entity<MapGridComponent>> _grids = new();
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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@@ -39,14 +43,6 @@ public sealed class RoofOverlay : Overlay
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if (args.Viewport.Eye == null)
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if (args.Viewport.Eye == null)
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return;
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return;
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var mapEnt = _mapSystem.GetMap(args.MapId);
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if (!_entManager.TryGetComponent(mapEnt, out RoofComponent? roofComp) ||
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!_entManager.TryGetComponent(mapEnt, out MapGridComponent? grid))
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{
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return;
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}
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var viewport = args.Viewport;
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var viewport = args.Viewport;
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var eye = args.Viewport.Eye;
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var eye = args.Viewport.Eye;
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@@ -55,46 +51,72 @@ public sealed class RoofOverlay : Overlay
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var bounds = lightoverlay.EnlargedBounds;
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var target = lightoverlay.EnlargedLightTarget;
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_grids.Clear();
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_mapManager.FindGridsIntersecting(args.MapId, bounds, ref _grids);
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for (var i = _grids.Count - 1; i >= 0; i--)
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{
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var grid = _grids[i];
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if (_entManager.HasComponent<RoofComponent>(grid.Owner))
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continue;
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_grids.RemoveAt(i);
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}
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if (_grids.Count == 0)
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return;
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var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size;
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var scale = viewport.RenderScale / (Vector2.One / lightScale);
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worldHandle.RenderInRenderTarget(target,
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worldHandle.RenderInRenderTarget(target,
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() =>
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() =>
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{
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{
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var invMatrix = target.GetWorldToLocalMatrix(eye, viewport.RenderScale / 2f);
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foreach (var grid in _grids)
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var gridMatrix = _xformSystem.GetWorldMatrix(mapEnt);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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var tileEnumerator = _mapSystem.GetTilesEnumerator(mapEnt, grid, bounds);
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// Due to stencilling we essentially draw on unrooved tiles
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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{
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if ((tileRef.Tile.Flags & (byte) TileFlag.Roof) == 0x0)
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if (!_entManager.TryGetComponent(grid.Owner, out RoofComponent? roof))
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continue;
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var invMatrix = target.GetWorldToLocalMatrix(eye, scale);
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var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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var tileEnumerator = _mapSystem.GetTilesEnumerator(grid.Owner, grid, bounds);
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// Due to stencilling we essentially draw on unrooved tiles
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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{
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// Check if the tile is occluded in which case hide it anyway.
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if ((tileRef.Tile.Flags & (byte) TileFlag.Roof) == 0x0)
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// This is to avoid lit walls bleeding over to unlit tiles.
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_occluders.Clear();
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_lookup.GetLocalEntitiesIntersecting(mapEnt, tileRef.GridIndices, _occluders);
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var found = false;
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foreach (var occluder in _occluders)
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{
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{
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if (!occluder.Comp.Enabled)
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// Check if the tile is occluded in which case hide it anyway.
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continue;
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// This is to avoid lit walls bleeding over to unlit tiles.
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_occluders.Clear();
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_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileRef.GridIndices, _occluders);
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var found = false;
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found = true;
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foreach (var occluder in _occluders)
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break;
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{
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if (!occluder.Comp.Enabled)
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continue;
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found = true;
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break;
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}
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if (!found)
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continue;
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}
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}
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if (!found)
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var local = _lookup.GetLocalBounds(tileRef, grid.Comp.TileSize);
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continue;
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worldHandle.DrawRect(local, roof.Color);
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}
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}
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var local = _lookup.GetLocalBounds(tileRef, grid.TileSize);
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worldHandle.DrawRect(local, roofComp.Color);
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}
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}
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}, null);
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}, null);
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worldHandle.SetTransform(Matrix3x2.Identity);
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}
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}
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}
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}
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@@ -49,13 +49,19 @@ public sealed class TileEmissionOverlay : Overlay
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var bounds = lightoverlay.EnlargedBounds;
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var target = lightoverlay.EnlargedLightTarget;
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var viewport = args.Viewport;
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var viewport = args.Viewport;
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
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if (_grids.Count == 0)
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return;
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var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size;
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var scale = viewport.RenderScale / (Vector2.One / lightScale);
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args.WorldHandle.RenderInRenderTarget(target,
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args.WorldHandle.RenderInRenderTarget(target,
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() =>
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() =>
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{
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{
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var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, viewport.RenderScale / 2f);
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var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, scale);
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
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foreach (var grid in _grids)
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foreach (var grid in _grids)
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{
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{
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