60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using System.Numerics;
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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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/// This exists just to copy <see cref="BeforeLightTargetOverlay"/> to the light render target
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/// </summary>
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public sealed class AfterLightTargetOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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public const int ContentZIndex = LightBlurOverlay.ContentZIndex + 1;
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public AfterLightTargetOverlay()
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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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var viewport = args.Viewport;
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var worldHandle = args.WorldHandle;
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if (viewport.Eye == null)
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return;
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var lightOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = args.WorldBounds;
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
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var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size;
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var newScale = viewport.RenderScale / (Vector2.One / lightScale);
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var localMatrix =
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viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
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var diff = (lightOverlay.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size);
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var halfDiff = diff / 2;
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// Pixels -> Metres -> Half distance.
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// If we're zoomed in need to enlarge the bounds further.
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args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget,
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() =>
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{
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// We essentially need to draw the cropped version onto the lightrendertarget.
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var subRegion = new UIBox2i(halfDiff.X,
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halfDiff.Y,
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viewport.LightRenderTarget.Size.X + halfDiff.X,
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viewport.LightRenderTarget.Size.Y + halfDiff.Y);
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worldHandle.SetTransform(localMatrix);
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worldHandle.DrawTextureRectRegion(lightOverlay.EnlargedLightTarget.Texture, bounds, subRegion: subRegion);
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}, null);
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}
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}
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