using Content.Shared.Singularity.Components;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client.Singularity
{
public sealed class SingularityOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
///
/// Maximum number of distortions that can be shown on screen at a time.
/// If this value is changed, the shader itself also needs to be updated.
///
public const int MaxCount = 5;
private const float MaxDistance = 20f;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
public SingularityOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index("Singularity").Instance().Duplicate();
_shader.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
}
private Vector2[] _positions = new Vector2[MaxCount];
private float[] _intensities = new float[MaxCount];
private float[] _falloffPowers = new float[MaxCount];
private int _count = 0;
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return false;
_count = 0;
foreach (var (distortion, xform) in _entMan.EntityQuery())
{
if (xform.MapID != args.MapId)
continue;
var mapPos = xform.WorldPosition;
// is the distortion in range?
if ((mapPos - args.WorldAABB.ClosestPoint(mapPos)).LengthSquared > MaxDistance * MaxDistance)
continue;
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = args.Viewport.WorldToLocal(mapPos);
tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
_positions[_count] = tempCoords;
_intensities[_count] = distortion.Intensity;
_falloffPowers[_count] = distortion.FalloffPower;
_count++;
if (_count == MaxCount)
break;
}
return (_count > 0);
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null || args.Viewport.Eye == null)
return;
_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
_shader?.SetParameter("count", _count);
_shader?.SetParameter("position", _positions);
_shader?.SetParameter("intensity", _intensities);
_shader?.SetParameter("falloffPower", _falloffPowers);
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
worldHandle.DrawRect(args.WorldAABB, Color.White);
worldHandle.UseShader(null);
}
}
}