141 lines
6.1 KiB
C#
141 lines
6.1 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Singularity
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{
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public class SingularityOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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private const float MaxDist = 15.0f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _shader;
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private readonly Dictionary<EntityUid, SingularityShaderInstance> _singularities = new();
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public SingularityOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
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}
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public override bool OverwriteTargetFrameBuffer()
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{
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return _singularities.Count > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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SingularityQuery(args.Viewport.Eye);
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var viewportWB = _eyeManager.GetWorldViewport();
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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foreach (SingularityShaderInstance instance in _singularities.Values)
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{
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = args.Viewport.WorldToLocal(instance.CurrentMapCoords);
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
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_shader?.SetParameter("positionInput", tempCoords);
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if (ScreenTexture != null)
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_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_shader?.SetParameter("intensity", instance.Intensity);
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_shader?.SetParameter("falloff", instance.Falloff);
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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worldHandle.DrawRect(viewportWB, Color.White);
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}
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}
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//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?)
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private void SingularityQuery(IEye? currentEye)
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{
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if (currentEye == null)
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{
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_singularities.Clear();
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return;
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}
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var currentEyeLoc = currentEye.Position;
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var distortions = _entityManager.EntityQuery<SingularityDistortionComponent>();
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foreach (var distortion in distortions) //Add all singulos that are not added yet but qualify
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{
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var singuloEntity = distortion.Owner;
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if (!_singularities.Keys.Contains(singuloEntity.Uid) && SinguloQualifies(singuloEntity, currentEyeLoc))
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{
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_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(singuloEntity.Uid).MapPosition.Position, distortion.Intensity, distortion.Falloff));
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}
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}
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var activeShaderIds = _singularities.Keys;
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foreach (var activeSinguloUid in activeShaderIds) //Remove all singulos that are added and no longer qualify
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{
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if (_entityManager.TryGetEntity(activeSinguloUid, out var singuloEntity))
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{
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if (!SinguloQualifies(singuloEntity, currentEyeLoc))
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{
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_singularities.Remove(activeSinguloUid);
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}
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else
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<SingularityDistortionComponent?>(singuloEntity.Uid, out var distortion))
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{
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_singularities.Remove(activeSinguloUid);
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}
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else
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{
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var shaderInstance = _singularities[activeSinguloUid];
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shaderInstance.CurrentMapCoords = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(singuloEntity.Uid).MapPosition.Position;
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shaderInstance.Intensity = distortion.Intensity;
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shaderInstance.Falloff = distortion.Falloff;
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}
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}
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}
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else
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{
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_singularities.Remove(activeSinguloUid);
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}
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}
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}
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private bool SinguloQualifies(IEntity singuloEntity, MapCoordinates currentEyeLoc)
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{
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return IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(singuloEntity.Uid).MapID == currentEyeLoc.MapId && IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(singuloEntity.Uid).Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(singuloEntity.Uid).ParentUid, currentEyeLoc), MaxDist);
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}
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private sealed class SingularityShaderInstance
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{
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public Vector2 CurrentMapCoords;
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public float Intensity;
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public float Falloff;
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public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
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{
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CurrentMapCoords = mapCoords;
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Intensity = intensity;
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Falloff = falloff;
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}
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}
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}
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}
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