Files
tbd-station-14/Content.Client/Graphics/Overlays/SingularityOverlay.cs
2021-04-19 09:52:40 +02:00

176 lines
6.5 KiB
C#

#nullable enable
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using System.Collections.Generic;
using Robust.Client.Graphics;
using System.Linq;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Content.Client.GameObjects.Components.Singularity;
using Robust.Shared.Map;
namespace Content.Client.Graphics.Overlays
{
public class SingularityOverlay : Overlay
{
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
Dictionary<EntityUid, SingularityShaderInstance> _singularities = new Dictionary<EntityUid, SingularityShaderInstance>();
public SingularityOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
}
public override bool OverwriteTargetFrameBuffer()
{
return _singularities.Count() > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
SingularityQuery();
foreach (SingularityShaderInstance instance in _singularities.Values)
{
var tempCoords = _eyeManager.WorldToScreen(instance.CurrentMapCoords);
tempCoords.Y = _displayManager.ScreenSize.Y - tempCoords.Y;
_shader?.SetParameter("positionInput", tempCoords);
if (ScreenTexture != null)
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader?.SetParameter("intensity", LevelToIntensity(instance.Level));
_shader?.SetParameter("falloff", LevelToFalloff(instance.Level));
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var viewport = _eyeManager.GetWorldViewport();
worldHandle.DrawRect(viewport, Color.White);
}
}
//Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
private float _maxDist = 15.0f;
private void SingularityQuery()
{
var currentEyeLoc = _eyeManager.CurrentEye.Position;
var currentMap = _eyeManager.CurrentMap; //TODO: support multiple viewports once it is added
var singuloComponents = _componentManager.EntityQuery<IClientSingularityInstance>();
foreach (var singuloInterface in singuloComponents) //Add all singulos that are not added yet but qualify
{
var singuloComponent = (Component)singuloInterface;
var singuloEntity = singuloComponent.Owner;
if (!_singularities.Keys.Contains(singuloEntity.Uid) && singuloEntity.Transform.MapID == currentMap && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist))
{
_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, singuloInterface.Level));
}
}
var activeShaderUids = _singularities.Keys;
foreach (var activeSinguloUid in activeShaderUids) //Remove all singulos that are added and no longer qualify
{
if (_entityManager.TryGetEntity(activeSinguloUid, out IEntity? singuloEntity))
{
if (singuloEntity.Transform.MapID != currentMap || !singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist))
{
_singularities.Remove(activeSinguloUid);
}
else
{
if (!singuloEntity.TryGetComponent<IClientSingularityInstance>(out var singuloInterface))
{
_singularities.Remove(activeSinguloUid);
}
else
{
var shaderInstance = _singularities[activeSinguloUid];
shaderInstance.CurrentMapCoords = singuloEntity.Transform.MapPosition.Position;
shaderInstance.Level = singuloInterface.Level;
}
}
}
else
{
_singularities.Remove(activeSinguloUid);
}
}
}
//I am lazy
private float LevelToIntensity(int level)
{
switch (level)
{
case 0:
return 0.0f;
case 1:
return 2.7f;
case 2:
return 14.4f;
case 3:
return 47.2f;
case 4:
return 180.0f;
case 5:
return 600.0f;
case 6:
return 800.0f;
}
return -1.0f;
}
private float LevelToFalloff(int level)
{
switch (level)
{
case 0:
return 9999f;
case 1:
return 6.4f;
case 2:
return 7.0f;
case 3:
return 8.0f;
case 4:
return 10.0f;
case 5:
return 12.0f;
case 6:
return 12.0f;
}
return -1.0f;
}
private sealed class SingularityShaderInstance
{
public Vector2 CurrentMapCoords;
public int Level;
public SingularityShaderInstance(Vector2 mapCoords, int level)
{
CurrentMapCoords = mapCoords;
Level = level;
}
}
}
}