* 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>
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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namespace Content.Client.Light;
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/// <summary>
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/// Essentially handles blurring for content-side light overlays.
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/// </summary>
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public sealed class LightBlurOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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public const int ContentZIndex = TileEmissionOverlay.ContentZIndex + 1;
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private IRenderTarget? _blurTarget;
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public LightBlurOverlay()
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{
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IoCManager.InjectDependencies(this);
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return;
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var beforeOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var size = beforeOverlay.EnlargedLightTarget.Size;
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if (_blurTarget?.Size != size)
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{
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_blurTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-blur");
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}
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var target = beforeOverlay.EnlargedLightTarget;
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// Yeah that's all this does keep walkin.
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_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f);
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}
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}
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