Files
tbd-station-14/Content.Client/Decals/Overlays/DecalOverlay.cs
metalgearsloth 9ce847a840 Fix decal draw-order (#22953)
* Fix decal draw-order

Using the new overlayspace ensures they don't draw above grids above them.

* a
2023-12-31 03:12:39 +11:00

89 lines
3.0 KiB
C#

using Content.Shared.Decals;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Client.Decals.Overlays
{
public sealed class DecalOverlay : GridOverlay
{
private readonly SpriteSystem _sprites;
private readonly IEntityManager _entManager;
private readonly IPrototypeManager _prototypeManager;
private readonly Dictionary<string, (Texture Texture, bool SnapCardinals)> _cachedTextures = new(64);
public DecalOverlay(
SpriteSystem sprites,
IEntityManager entManager,
IPrototypeManager prototypeManager)
{
_sprites = sprites;
_entManager = entManager;
_prototypeManager = prototypeManager;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
var grid = Grid;
if (!_entManager.TryGetComponent(grid, out DecalGridComponent? decalGrid) ||
!_entManager.TryGetComponent(grid, out TransformComponent? xform))
{
return;
}
if (xform.MapID != args.MapId)
return;
// Shouldn't need to clear cached textures unless the prototypes get reloaded.
var handle = args.WorldHandle;
var xformSystem = _entManager.System<TransformSystem>();
var eyeAngle = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var zIndexDictionary = decalGrid.DecalRenderIndex;
if (zIndexDictionary.Count == 0)
return;
var (_, worldRot, worldMatrix) = xformSystem.GetWorldPositionRotationMatrix(xform);
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<DecalPrototype>(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);
}
}
}