* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Apply RoofOverlay per-grid not per-map * Fix light render scales * sangas * Juice it a bit * Better angle * Fixes * Add color support * Rounding bandaid * Wehs * Better * Remember I forgot to do this when writing docs --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
93 lines
3.4 KiB
C#
93 lines
3.4 KiB
C#
using System.Diagnostics.Contracts;
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using System.Numerics;
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using Content.Client.GameTicking.Managers;
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using Content.Shared.Light.Components;
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using Content.Shared.Light.EntitySystems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Light.EntitySystems;
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public sealed class SunShadowSystem : SharedSunShadowSystem
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{
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[Dependency] private readonly ClientGameTicker _ticker = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var mapQuery = AllEntityQuery<SunShadowCycleComponent, SunShadowComponent>();
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while (mapQuery.MoveNext(out var uid, out var cycle, out var shadow))
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{
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if (!cycle.Running || cycle.Directions.Count == 0)
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continue;
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var pausedTime = _metadata.GetPauseTime(uid);
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var time = (float)(_timing.CurTime
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.Add(cycle.Offset)
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.Subtract(_ticker.RoundStartTimeSpan)
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.Subtract(pausedTime)
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.TotalSeconds % cycle.Duration.TotalSeconds);
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var (direction, alpha) = GetShadow((uid, cycle), time);
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shadow.Direction = direction;
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shadow.Alpha = alpha;
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}
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}
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[Pure]
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public (Vector2 Direction, float Alpha) GetShadow(Entity<SunShadowCycleComponent> entity, float time)
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{
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// So essentially the values are stored as the percentages of the total duration just so it adjusts the speed
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// dynamically and we don't have to manually handle it.
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// It will lerp from each value to the next one with angle and length handled separately
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var ratio = (float) (time / entity.Comp.Duration.TotalSeconds);
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for (var i = entity.Comp.Directions.Count - 1; i >= 0; i--)
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{
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var dir = entity.Comp.Directions[i];
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if (ratio > dir.Ratio)
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{
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var next = entity.Comp.Directions[(i + 1) % entity.Comp.Directions.Count];
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float nextRatio;
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// Last entry
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if (i == entity.Comp.Directions.Count - 1)
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{
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nextRatio = next.Ratio + 1f;
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}
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else
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{
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nextRatio = next.Ratio;
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}
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var range = nextRatio - dir.Ratio;
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var diff = (ratio - dir.Ratio) / range;
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DebugTools.Assert(diff is >= 0f and <= 1f);
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// We lerp angle + length separately as we don't want a straight-line lerp and want the rotation to be consistent.
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var currentAngle = dir.Direction.ToAngle();
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var nextAngle = next.Direction.ToAngle();
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var angle = Angle.Lerp(currentAngle, nextAngle, diff);
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// This is to avoid getting weird issues where the angle gets pretty close but length still noticeably catches up.
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var lengthDiff = MathF.Pow(diff, 1f / 2f);
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var length = float.Lerp(dir.Direction.Length(), next.Direction.Length(), lengthDiff);
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var vector = angle.ToVec() * length;
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var alpha = float.Lerp(dir.Alpha, next.Alpha, diff);
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return (vector, alpha);
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}
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}
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throw new InvalidOperationException();
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}
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}
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