using Content.Client.Graphics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
///
/// Handles an enlarged lighting target so content can use large blur radii.
///
public sealed class BeforeLightTargetOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
private readonly OverlayResourceCache _resources = new();
public Box2Rotated EnlargedBounds;
///
/// In metres
///
private float _skirting = 2f;
public const int ContentZIndex = -10;
public BeforeLightTargetOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
// This just exists to copy the lightrendertarget and write back to it.
if (res.EnlargedLightTarget?.Size != size)
{
res.EnlargedLightTarget = _clyde
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
}
args.WorldHandle.RenderInRenderTarget(res.EnlargedLightTarget,
() =>
{
}, _clyde.GetClearColor(args.MapUid));
}
internal CachedResources GetCachedForViewport(IClydeViewport viewport)
{
return _resources.GetForViewport(viewport,
static _ => throw new InvalidOperationException(
"Expected BeforeLightTargetOverlay to have created its resources"));
}
protected override void DisposeBehavior()
{
_resources.Dispose();
base.DisposeBehavior();
}
internal sealed class CachedResources : IDisposable
{
public IRenderTexture EnlargedLightTarget = default!;
public void Dispose()
{
EnlargedLightTarget?.Dispose();
}
}
}