Files
tbd-station-14/Content.Client/Singularity/SingularityOverlay.cs

141 lines
5.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Singularity.Components;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Singularity
{
public class SingularityOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
private const float MaxDist = 15.0f;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
private readonly Dictionary<EntityUid, SingularityShaderInstance> _singularities = new();
public SingularityOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
}
public override bool OverwriteTargetFrameBuffer()
{
return _singularities.Count > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
SingularityQuery(args.Viewport.Eye);
var viewportWB = _eyeManager.GetWorldViewport();
// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
foreach (SingularityShaderInstance instance in _singularities.Values)
{
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = args.Viewport.WorldToLocal(instance.CurrentMapCoords);
tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
_shader?.SetParameter("positionInput", tempCoords);
if (ScreenTexture != null)
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader?.SetParameter("intensity", instance.Intensity);
_shader?.SetParameter("falloff", instance.Falloff);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
worldHandle.DrawRect(viewportWB, Color.White);
}
}
//Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
private void SingularityQuery(IEye? currentEye)
{
if (currentEye == null)
{
_singularities.Clear();
return;
}
var currentEyeLoc = currentEye.Position;
var distortions = _entityManager.EntityQuery<SingularityDistortionComponent>();
foreach (var distortion in distortions) //Add all singulos that are not added yet but qualify
{
var singuloEntity = distortion.Owner;
if (!_singularities.Keys.Contains(singuloEntity.Uid) && SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, distortion.Intensity, distortion.Falloff));
}
}
var activeShaderIds = _singularities.Keys;
foreach (var activeSinguloUid in activeShaderIds) //Remove all singulos that are added and no longer qualify
{
if (_entityManager.TryGetEntity(activeSinguloUid, out var singuloEntity))
{
if (!SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Remove(activeSinguloUid);
}
else
{
if (!singuloEntity.TryGetComponent<SingularityDistortionComponent>(out var distortion))
{
_singularities.Remove(activeSinguloUid);
}
else
{
var shaderInstance = _singularities[activeSinguloUid];
shaderInstance.CurrentMapCoords = singuloEntity.Transform.MapPosition.Position;
shaderInstance.Intensity = distortion.Intensity;
shaderInstance.Falloff = distortion.Falloff;
}
}
}
else
{
_singularities.Remove(activeSinguloUid);
}
}
}
private bool SinguloQualifies(IEntity singuloEntity, MapCoordinates currentEyeLoc)
{
return singuloEntity.Transform.MapID == currentEyeLoc.MapId && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), MaxDist);
}
private sealed class SingularityShaderInstance
{
public Vector2 CurrentMapCoords;
public float Intensity;
public float Falloff;
public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
{
CurrentMapCoords = mapCoords;
Intensity = intensity;
Falloff = falloff;
}
}
}
}