* 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>
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using Robust.Client.Graphics;
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namespace Content.Client.Light.EntitySystems;
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public sealed class PlanetLightSystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GetClearColorEvent>(OnClearColor);
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_overlayMan.AddOverlay(new BeforeLightTargetOverlay());
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_overlayMan.AddOverlay(new RoofOverlay(EntityManager));
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_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager));
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_overlayMan.AddOverlay(new LightBlurOverlay());
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_overlayMan.AddOverlay(new SunShadowOverlay());
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_overlayMan.AddOverlay(new AfterLightTargetOverlay());
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}
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private void OnClearColor(ref GetClearColorEvent ev)
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{
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ev.Color = Color.Transparent;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayMan.RemoveOverlay<BeforeLightTargetOverlay>();
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_overlayMan.RemoveOverlay<RoofOverlay>();
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_overlayMan.RemoveOverlay<TileEmissionOverlay>();
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_overlayMan.RemoveOverlay<LightBlurOverlay>();
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_overlayMan.RemoveOverlay<SunShadowOverlay>();
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_overlayMan.RemoveOverlay<AfterLightTargetOverlay>();
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}
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}
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