* Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later
149 lines
6.1 KiB
C#
149 lines
6.1 KiB
C#
using System.Numerics;
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using Content.Shared.Radiation.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Graphics;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Radiation.Overlays
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{
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public sealed class RadiationPulseOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> RadiationShader = "Radiation";
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private TransformSystem? _transform;
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private const float MaxDist = 15.0f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _baseShader;
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private readonly Dictionary<EntityUid, (ShaderInstance shd, RadiationShaderInstance instance)> _pulses = new();
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public RadiationPulseOverlay()
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{
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IoCManager.InjectDependencies(this);
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_baseShader = _prototypeManager.Index(RadiationShader).Instance().Duplicate();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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RadiationQuery(args.Viewport.Eye);
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return _pulses.Count > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var worldHandle = args.WorldHandle;
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var viewport = args.Viewport;
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foreach ((var shd, var instance) in _pulses.Values)
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{
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if (instance.CurrentMapCoords.MapId != args.MapId)
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continue;
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords.Position);
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tempCoords.Y = viewport.Size.Y - tempCoords.Y;
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shd?.SetParameter("renderScale", viewport.RenderScale);
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shd?.SetParameter("positionInput", tempCoords);
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shd?.SetParameter("range", instance.Range);
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var life = (_gameTiming.RealTime - instance.Start).TotalSeconds / instance.Duration;
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shd?.SetParameter("life", (float)life);
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// There's probably a very good reason not to do this.
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// Oh well!
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shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture);
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worldHandle.UseShader(shd);
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worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords.Position, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
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}
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worldHandle.UseShader(null);
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}
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//Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?)
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private void RadiationQuery(IEye? currentEye)
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{
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_transform ??= _entityManager.System<TransformSystem>();
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if (currentEye == null)
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{
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_pulses.Clear();
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return;
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}
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var currentEyeLoc = currentEye.Position;
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var pulses = _entityManager.EntityQueryEnumerator<RadiationPulseComponent>();
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//Add all pulses that are not added yet but qualify
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while (pulses.MoveNext(out var pulseEntity, out var pulse))
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{
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if (!_pulses.ContainsKey(pulseEntity) && PulseQualifies(pulseEntity, currentEyeLoc))
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{
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_pulses.Add(
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pulseEntity,
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(
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_baseShader.Duplicate(),
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new RadiationShaderInstance(
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_transform.GetMapCoordinates(pulseEntity),
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pulse.VisualRange,
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pulse.StartTime,
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pulse.VisualDuration
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)
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)
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);
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}
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}
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var activeShaderIds = _pulses.Keys;
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foreach (var pulseEntity in activeShaderIds) //Remove all pulses that are added and no longer qualify
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{
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if (_entityManager.EntityExists(pulseEntity) &&
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PulseQualifies(pulseEntity, currentEyeLoc) &&
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_entityManager.TryGetComponent(pulseEntity, out RadiationPulseComponent? pulse))
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{
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var shaderInstance = _pulses[pulseEntity];
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shaderInstance.instance.CurrentMapCoords = _transform.GetMapCoordinates(pulseEntity);
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shaderInstance.instance.Range = pulse.VisualRange;
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}
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else
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{
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_pulses[pulseEntity].shd.Dispose();
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_pulses.Remove(pulseEntity);
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}
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}
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}
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private bool PulseQualifies(EntityUid pulseEntity, MapCoordinates currentEyeLoc)
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{
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var transformComponent = _entityManager.GetComponent<TransformComponent>(pulseEntity);
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var transformSystem = _entityManager.System<SharedTransformSystem>();
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return transformComponent.MapID == currentEyeLoc.MapId
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&& transformSystem.InRange(transformComponent.Coordinates, transformSystem.ToCoordinates(transformComponent.ParentUid, currentEyeLoc), MaxDist);
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}
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private sealed record RadiationShaderInstance(MapCoordinates CurrentMapCoords, float Range, TimeSpan Start, float Duration)
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{
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public MapCoordinates CurrentMapCoords = CurrentMapCoords;
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public float Range = Range;
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public TimeSpan Start = Start;
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public float Duration = Duration;
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};
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}
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}
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