Files
tbd-station-14/Content.Client/Parallax/ParallaxOverlay.cs
metalgearsloth 37f432ca58 Procgen biomes (#13487)
* Planetmap tiles

Biomes etc etc

* a

* oop

* Chunk-based rendering

* funny

* Less allocations

* Fix overdraw

* Content tile edge support

Also updated grass to use it as a POC.

* Kindly revert

* Update for variant edges

* fixes

* Use fastnoise

* Remove redundant group

* a

* refactor a fair bit

* Prototype data instead

* tweaks

* a

* fix maths

* working

* a

* Slightly better empty support

* a

* flowers

* sounds

* lewd

* Networking

* more fixes

* better

* colours

* Some chunk loading

* Proper loading and unloading

* Better loading

* Fix parallax and movement sounds

* Anchoring support + decal setup

* Most of the way to load and unload

* Decal loading kinda werkin

* large trees

* started diffing

* a

* Variant support and deserts

* a

* snow

* agony, even

* working again

* todo

* a

* laba tiles

* aeiou

* a

# Conflicts:
#	Resources/Prototypes/Entities/Tiles/planet.yml
#	Resources/Prototypes/Tiles/planet.yml
#	Resources/Textures/Tiles/Planet/Lava/lava.rsi/meta.json

* laba

* Add lava

* Initial ignition

* triggers

* a

* a

* y

* Add basalt tiles

Did some unconventional things for the animation + rocks.

* fixies

* mergies

* promotion

* lava biome

* Lava planet start

* cleanup and more lava

* laba

* maccas

* biome stuf

* weh

* bongflicts

* aeaeae

* More fixes

* a

* these too
2023-02-12 02:15:09 +00:00

118 lines
4.2 KiB
C#

using Content.Client.Parallax.Managers;
using Content.Shared.CCVar;
using Content.Shared.Parallax.Biomes;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Parallax;
public sealed class ParallaxOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IParallaxManager _manager = default!;
private readonly ParallaxSystem _parallax;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
public ParallaxOverlay()
{
ZIndex = ParallaxSystem.ParallaxZIndex;
IoCManager.InjectDependencies(this);
_parallax = _entManager.System<ParallaxSystem>();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace || _entManager.HasComponent<BiomeComponent>(_mapManager.GetMapEntityId(args.MapId)))
return false;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
if (!_configurationManager.GetCVar(CCVars.ParallaxEnabled))
return;
var position = args.Viewport.Eye?.Position.Position ?? Vector2.Zero;
var screenHandle = args.WorldHandle;
var layers = _parallax.GetParallaxLayers(args.MapId);
var realTime = (float) _timing.RealTime.TotalSeconds;
foreach (var layer in layers)
{
ShaderInstance? shader;
if (!string.IsNullOrEmpty(layer.Config.Shader))
shader = _prototypeManager.Index<ShaderPrototype>(layer.Config.Shader).Instance();
else
shader = null;
screenHandle.UseShader(shader);
var tex = layer.Texture;
// Size of the texture in world units.
var size = (tex.Size / (float) EyeManager.PixelsPerMeter) * layer.Config.Scale;
// The "home" position is the effective origin of this layer.
// Parallax shifting is relative to the home, and shifts away from the home and towards the Eye centre.
// 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.
// (For values 0.0 to 1.0 this is in effect a lerp, but it's deliberately unclamped.)
// The ParallaxAnchor adapts the parallax for station positioning and possibly map-specific tweaks.
var home = layer.Config.WorldHomePosition + _manager.ParallaxAnchor;
var scrolled = layer.Config.Scrolling * realTime;
// Origin - start with the parallax shift itself.
var originBL = (position - home) * layer.Config.Slowness + scrolled;
// Place at the home.
originBL += home;
// Adjust.
originBL += layer.Config.WorldAdjustPosition;
// Centre the image.
originBL -= size / 2;
if (layer.Config.Tiled)
{
// Remove offset so we can floor.
var flooredBL = args.WorldAABB.BottomLeft - originBL;
// Floor to background size.
flooredBL = (flooredBL / size).Floored() * size;
// Re-offset.
flooredBL += originBL;
for (var x = flooredBL.X; x < args.WorldAABB.Right; x += size.X)
{
for (var y = flooredBL.Y; y < args.WorldAABB.Top; y += size.Y)
{
screenHandle.DrawTextureRect(tex, Box2.FromDimensions((x, y), size));
}
}
}
else
{
screenHandle.DrawTextureRect(tex, Box2.FromDimensions(originBL, size));
}
}
screenHandle.UseShader(null);
}
}