Files
tbd-station-14/Content.Client/Light/LightBlurOverlay.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

45 lines
1.4 KiB
C#

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