* Fix decal draw-order Using the new overlayspace ensures they don't draw above grids above them. * a
89 lines
3.0 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|