Files
tbd-station-14/Content.Client/Parallax/ParallaxOverlay.cs
metalgearsloth bfac53e7bc Per-map parallax support (#9786)
* 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>
2022-07-25 00:10:23 -05:00

107 lines
3.8 KiB
C#

using Content.Client.Parallax.Managers;
using Content.Shared.CCVar;
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 IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IParallaxManager _manager = default!;
private readonly ParallaxSystem _parallax;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
public ParallaxOverlay()
{
IoCManager.InjectDependencies(this);
_parallax = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ParallaxSystem>();
}
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);
}
}