Files
tbd-station-14/Content.Client/Light/BeforeLightTargetOverlay.cs
metalgearsloth b6ee183dc6 Add planet lighting (#32522)
* 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

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-02-16 19:35:32 +11:00

52 lines
1.7 KiB
C#

using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
/// <summary>
/// Handles an enlarged lighting target so content can use large blur radii.
/// </summary>
public sealed class BeforeLightTargetOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
public IRenderTexture EnlargedLightTarget = default!;
public Box2Rotated EnlargedBounds;
/// <summary>
/// In metres
/// </summary>
private float _skirting = 1.5f;
public const int ContentZIndex = -10;
public BeforeLightTargetOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
// This just exists to copy the lightrendertarget and write back to it.
if (EnlargedLightTarget?.Size != size)
{
EnlargedLightTarget = _clyde
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
}
args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
() =>
{
}, _clyde.GetClearColor(args.MapUid));
}
}