using Content.Shared.Singularity.Components;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using System.Numerics;
namespace Content.Client.Singularity
{
public sealed class SingularityOverlay : Overlay, IEntityEventSubscriber
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private SharedTransformSystem? _xformSystem = null;
///
/// 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);
_entMan.EventBus.SubscribeEvent(EventSource.Local, this, OnProjectFromScreenToMap);
ZIndex = 101; // Should be drawn after the placement overlay so admins placing items near the singularity can tell where they're going.
}
private readonly Vector2[] _positions = new Vector2[MaxCount];
private readonly float[] _intensities = new float[MaxCount];
private readonly float[] _falloffPowers = new float[MaxCount];
private int _count = 0;
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return false;
if (_xformSystem is null && !_entMan.TrySystem(out _xformSystem))
return false;
_count = 0;
var query = _entMan.EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var distortion, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var mapPos = _xformSystem.GetWorldPosition(uid);
// 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; // Local space to fragment space.
_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 * args.Viewport.Eye.Scale);
_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);
}
///
/// Repeats the transformation applied by the shader in
///
private void OnProjectFromScreenToMap(ref PixelToMapEvent args)
{ // Mostly copypasta from the singularity shader.
if (args.Viewport.Eye == null)
return;
var maxDistance = MaxDistance * EyeManager.PixelsPerMeter;
var finalCoords = args.VisiblePosition;
for (var i = 0; i < MaxCount && i < _count; i++)
{
// An explanation of pain:
// The shader used by the singularity to create the neat distortion effect occurs in _fragment space_
// All of these calculations are done in _local space_.
// The only difference between the two is that in fragment space 'Y' is measured in pixels from the bottom of the viewport...
// and in local space 'Y' is measured in pixels from the top of the viewport.
// As a minor optimization the locations of the singularities are transformed into fragment space in BeforeDraw so the shader doesn't need to.
// We need to undo that here or this will transform the cursor position as if the singularities were mirrored vertically relative to the center of the viewport.
var localPosition = _positions[i];
localPosition.Y = args.Viewport.Size.Y - localPosition.Y;
var delta = args.VisiblePosition - localPosition;
var distance = (delta / (args.Viewport.RenderScale * args.Viewport.Eye.Scale)).Length();
var deformation = _intensities[i] / MathF.Pow(distance, _falloffPowers[i]);
// ensure deformation goes to zero at max distance
// avoids long-range single-pixel shifts that are noticeable when leaving PVS.
if (distance >= maxDistance)
deformation = 0.0f;
else
deformation *= 1.0f - MathF.Pow(distance / maxDistance, 4.0f);
if (deformation > 0.8)
deformation = MathF.Pow(deformation, 0.3f);
finalCoords -= delta * deformation;
}
finalCoords.X -= MathF.Floor(finalCoords.X / (args.Viewport.Size.X * 2)) * args.Viewport.Size.X * 2; // Manually handle the wrapping reflection behaviour used by the viewport texture.
finalCoords.Y -= MathF.Floor(finalCoords.Y / (args.Viewport.Size.Y * 2)) * args.Viewport.Size.Y * 2;
finalCoords.X = (finalCoords.X >= args.Viewport.Size.X) ? ((args.Viewport.Size.X * 2) - finalCoords.X) : finalCoords.X;
finalCoords.Y = (finalCoords.Y >= args.Viewport.Size.Y) ? ((args.Viewport.Size.Y * 2) - finalCoords.Y) : finalCoords.Y;
args.VisiblePosition = finalCoords;
}
}
}