* 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>
91 lines
3.3 KiB
C#
91 lines
3.3 KiB
C#
using System.Numerics;
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using Content.Shared.Light.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Client.Light;
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public sealed class TileEmissionOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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private SharedMapSystem _mapSystem;
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private SharedTransformSystem _xformSystem;
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private readonly EntityLookupSystem _lookup;
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private readonly EntityQuery<TransformComponent> _xformQuery;
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private readonly HashSet<Entity<TileEmissionComponent>> _entities = new();
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private List<Entity<MapGridComponent>> _grids = new();
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public const int ContentZIndex = RoofOverlay.ContentZIndex + 1;
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public TileEmissionOverlay(IEntityManager entManager)
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{
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IoCManager.InjectDependencies(this);
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_lookup = entManager.System<EntityLookupSystem>();
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_mapSystem = entManager.System<SharedMapSystem>();
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_xformSystem = entManager.System<SharedTransformSystem>();
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_xformQuery = entManager.GetEntityQuery<TransformComponent>();
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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 mapId = args.MapId;
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var worldHandle = args.WorldHandle;
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var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var viewport = args.Viewport;
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args.WorldHandle.RenderInRenderTarget(target,
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() =>
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{
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var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, viewport.RenderScale / 2f);
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
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foreach (var grid in _grids)
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{
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var gridInvMatrix = _xformSystem.GetInvWorldMatrix(grid);
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var localBounds = gridInvMatrix.TransformBox(bounds);
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_entities.Clear();
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_lookup.GetLocalEntitiesIntersecting(grid.Owner, localBounds, _entities);
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if (_entities.Count == 0)
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continue;
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var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
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foreach (var ent in _entities)
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{
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var xform = _xformQuery.Comp(ent);
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var tile = _mapSystem.LocalToTile(grid.Owner, grid, xform.Coordinates);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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// Yes I am fully aware this leads to overlap. If you really want to have alpha then you'll need
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// to turn the squares into polys.
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// Additionally no shadows so if you make it too big it's going to go through a 1x wall.
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var local = _lookup.GetLocalBounds(tile, grid.Comp.TileSize).Enlarged(ent.Comp.Range);
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worldHandle.DrawRect(local, ent.Comp.Color);
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}
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}
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}, null);
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}
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}
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