using Content.Shared.DisplacementMap;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Serialization.Manager;
namespace Content.Client.DisplacementMap;
public sealed class DisplacementMapSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
///
/// Attempting to apply a displacement map to a specific layer of SpriteComponent
///
/// Information package for applying the displacement map
/// Entity with SpriteComponent
/// Index of the layer where the new map layer will be added
/// Unique layer key, which will determine which layer to apply displacement map to
/// The key of the new displacement map layer added by this function.
///
public bool TryAddDisplacement(DisplacementData data,
Entity sprite,
int index,
object key,
out string displacementKey)
{
displacementKey = $"{key}-displacement";
if (key.ToString() is null)
return false;
if (data.ShaderOverride != null)
sprite.Comp.LayerSetShader(index, data.ShaderOverride);
_sprite.RemoveLayer(sprite.AsNullable(), displacementKey, false);
//allows you not to write it every time in the YML
foreach (var pair in data.SizeMaps)
{
pair.Value.CopyToShaderParameters ??= new()
{
LayerKey = "dummy",
ParameterTexture = "displacementMap",
ParameterUV = "displacementUV",
};
}
if (!data.SizeMaps.ContainsKey(32))
{
Log.Error($"DISPLACEMENT: {displacementKey} don't have 32x32 default displacement map");
return false;
}
// We choose a displacement map from the possible ones, matching the size with the original layer size.
// If there is no such a map, we use a standard 32 by 32 one
var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
var actualRSI = _sprite.LayerGetEffectiveRsi(sprite.AsNullable(), index);
if (actualRSI is not null)
{
if (actualRSI.Size.X != actualRSI.Size.Y)
{
Log.Warning(
$"DISPLACEMENT: {displacementKey} has a resolution that is not 1:1, things can look crooked");
}
var layerSize = actualRSI.Size.X;
if (data.SizeMaps.TryGetValue(layerSize, out var map))
displacementDataLayer = map;
}
var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString() ?? "this is impossible";
_sprite.AddLayer(sprite.AsNullable(), displacementLayer, index);
_sprite.LayerMapSet(sprite.AsNullable(), displacementKey, index);
return true;
}
///
[Obsolete("Use the Entity overload")]
public bool TryAddDisplacement(DisplacementData data,
SpriteComponent sprite,
int index,
object key,
out string displacementKey)
{
return TryAddDisplacement(data, (sprite.Owner, sprite), index, key, out displacementKey);
}
}