using Content.Shared.Decals; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Shared.Enums; using Robust.Shared.Prototypes; namespace Content.Client.Decals.Overlays { public sealed class DecalOverlay : Overlay { private readonly SpriteSystem _sprites; private readonly IEntityManager _entManager; private readonly IPrototypeManager _prototypeManager; public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities; private readonly Dictionary _cachedTextures = new(64); public DecalOverlay( SpriteSystem sprites, IEntityManager entManager, IPrototypeManager prototypeManager) { _sprites = sprites; _entManager = entManager; _prototypeManager = prototypeManager; } protected override void Draw(in OverlayDrawArgs args) { // Shouldn't need to clear cached textures unless the prototypes get reloaded. var handle = args.WorldHandle; var xformQuery = _entManager.GetEntityQuery(); var eyeAngle = args.Viewport.Eye?.Rotation ?? Angle.Zero; foreach (var (decalGrid, xform) in _entManager.EntityQuery(true)) { var gridId = decalGrid.Owner; var zIndexDictionary = decalGrid.DecalRenderIndex; if (zIndexDictionary.Count == 0) continue; if (xform.MapID != args.MapId) continue; var (_, worldRot, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformQuery); handle.SetTransform(worldMatrix); foreach (var decals in zIndexDictionary.Values) { foreach (var decal in decals.Values) { if (!_cachedTextures.TryGetValue(decal.Id, out var cache) && _prototypeManager.TryIndex(decal.Id, out var decalProto)) { cache = (_sprites.Frame0(decalProto.Sprite), decalProto.SnapCardinals); _cachedTextures[decal.Id] = cache; } var cardinal = Angle.Zero; if (cache.SnapCardinals) { var worldAngle = eyeAngle + worldRot; cardinal = worldAngle.GetCardinalDir().ToAngle(); } var angle = decal.Angle - cardinal; if (angle.Equals(Angle.Zero)) handle.DrawTexture(cache.Texture, decal.Coordinates, decal.Color); else handle.DrawTexture(cache.Texture, decal.Coordinates, angle, decal.Color); } } } handle.SetTransform(Matrix3.Identity); } } }