* Per-map parallax support * Comments for future sloth * c * bet * Fix exception * VV support * Fix parallax * mem * weightless sounds * Gravity stuff * placeholder coz im too lazy to stash don't @ me son * decent clouds * sky * Fast parallax * Imagine spelling * Loicense * perish * Fix weightless status Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
107 lines
3.8 KiB
C#
107 lines
3.8 KiB
C#
using Content.Client.Parallax.Managers;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Parallax;
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public sealed class ParallaxOverlay : Overlay
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IParallaxManager _manager = default!;
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private readonly ParallaxSystem _parallax;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
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public ParallaxOverlay()
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{
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IoCManager.InjectDependencies(this);
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_parallax = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ParallaxSystem>();
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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.MapId == MapId.Nullspace)
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return;
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if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
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return;
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var position = args.Viewport.Eye?.Position.Position ?? Vector2.Zero;
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var screenHandle = args.WorldHandle;
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var layers = _parallax.GetParallaxLayers(args.MapId);
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var realTime = (float) _timing.RealTime.TotalSeconds;
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foreach (var layer in layers)
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{
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ShaderInstance? shader;
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if (!string.IsNullOrEmpty(layer.Config.Shader))
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shader = _prototypeManager.Index<ShaderPrototype>(layer.Config.Shader).Instance();
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else
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shader = null;
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screenHandle.UseShader(shader);
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var tex = layer.Texture;
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// Size of the texture in world units.
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var size = (tex.Size / (float) EyeManager.PixelsPerMeter) * layer.Config.Scale;
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// The "home" position is the effective origin of this layer.
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// Parallax shifting is relative to the home, and shifts away from the home and towards the Eye centre.
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// The effects of this are such that a slowness of 1 anchors the layer to the centre of the screen, while a slowness of 0 anchors the layer to the world.
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// (For values 0.0 to 1.0 this is in effect a lerp, but it's deliberately unclamped.)
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// The ParallaxAnchor adapts the parallax for station positioning and possibly map-specific tweaks.
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var home = layer.Config.WorldHomePosition + _manager.ParallaxAnchor;
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var scrolled = layer.Config.Scrolling * realTime;
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// Origin - start with the parallax shift itself.
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var originBL = (position - home) * layer.Config.Slowness + scrolled;
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// Place at the home.
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originBL += home;
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// Adjust.
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originBL += layer.Config.WorldAdjustPosition;
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// Centre the image.
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originBL -= size / 2;
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if (layer.Config.Tiled)
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{
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// Remove offset so we can floor.
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var flooredBL = args.WorldAABB.BottomLeft - originBL;
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// Floor to background size.
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flooredBL = (flooredBL / size).Floored() * size;
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// Re-offset.
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flooredBL += originBL;
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for (var x = flooredBL.X; x < args.WorldAABB.Right; x += size.X)
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{
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for (var y = flooredBL.Y; y < args.WorldAABB.Top; y += size.Y)
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{
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screenHandle.DrawTextureRect(tex, Box2.FromDimensions((x, y), size));
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}
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}
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}
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else
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{
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screenHandle.DrawTextureRect(tex, Box2.FromDimensions(originBL, size));
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}
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}
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screenHandle.UseShader(null);
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}
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}
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