using System.Diagnostics.CodeAnalysis;
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!;
private static string? BuildDisplacementLayerKey(object key)
{
return key.ToString() is null ? null : $"{key}-displacement";
}
///
/// Attempting to apply a displacement map to a specific layer of SpriteComponent
///
/// Information package for applying the displacement map
/// Entity with SpriteComponent
/// Index of the layer where the new map layer will be added
/// Unique layer key, which will determine which layer to apply displacement map to
/// The key of the new displacement map layer added by this function.
///
public bool TryAddDisplacement(
DisplacementData data,
Entity sprite,
int index,
object key,
[NotNullWhen(true)] out string? displacementKey
)
{
displacementKey = BuildDisplacementLayerKey(key);
if (displacementKey is null)
return false;
EnsureDisplacementIsNotOnSprite(sprite, key);
if (data.ShaderOverride is not null)
sprite.Comp.LayerSetShader(index, data.ShaderOverride);
//allows you not to write it every time in the YML
foreach (var pair in data.SizeMaps)
{
pair.Value.CopyToShaderParameters ??= new()
{
LayerKey = "dummy",
ParameterTexture = "displacementMap",
ParameterUV = "displacementUV",
};
}
if (!data.SizeMaps.ContainsKey(32))
{
Log.Error($"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);
// This previously assigned a string reading "this is impossible" if key.ToString eval'd to false.
// However, for the sake of sanity, we've changed this to assert non-null - !.
// If this throws an error, we're not sorry. Nanotrasen thanks you for your service fixing this bug.
displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString()!;
_sprite.AddLayer(sprite.AsNullable(), displacementLayer, index);
_sprite.LayerMapSet(sprite.AsNullable(), displacementKey, index);
return true;
}
///
/// Ensures that the displacement map associated with the given layer key is not in the Sprite's LayerMap.
///
/// The sprite to remove the displacement layer from.
/// The key of the layer that is referenced by the displacement layer we want to remove.
/// Whether to report an error if the displacement map isn't on the sprite.
public void EnsureDisplacementIsNotOnSprite(Entity sprite, object key)
{
var displacementLayerKey = BuildDisplacementLayerKey(key);
if (displacementLayerKey is null)
return;
_sprite.RemoveLayer(sprite.AsNullable(), displacementLayerKey, false);
}
}