Files
tbd-station-14/Content.Client/Overlays/StencilOverlay.Weather.cs
Pieter-Jan Briers 8c16b4580b Fix render target caching in overlays (#40181)
Many newer overlays use IRenderTextures that are sized to the rendered viewport. This was completely broken, because a single viewport can be rendered on multiple viewports in a single frame.

The end result of this was that in the better case, constant render targets were allocated and freed, which is  extremely inefficient. In the worse case, many of these overlays completely failed to Dispose() their render targets, leading to *extremely* swift VRAM OOMs.

This fixes all the overlays to properly cache resources per viewport. This uses new engine functionality, so it requires engine master.

This is still a pretty lousy way to do GPU resource management but, well, anything better needs a render graph, so...
2025-09-21 17:16:17 +12:00

76 lines
2.9 KiB
C#

using System.Numerics;
using Content.Shared.Light.Components;
using Content.Shared.Weather;
using Robust.Client.Graphics;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
namespace Content.Client.Overlays;
public sealed partial class StencilOverlay
{
private List<Entity<MapGridComponent>> _grids = new();
private void DrawWeather(
in OverlayDrawArgs args,
CachedResources res,
WeatherPrototype weatherProto,
float alpha,
Matrix3x2 invMatrix)
{
var worldHandle = args.WorldHandle;
var mapId = args.MapId;
var worldAABB = args.WorldAABB;
var worldBounds = args.WorldBounds;
var position = args.Viewport.Eye?.Position.Position ?? Vector2.Zero;
// Cut out the irrelevant bits via stencil
// This is why we don't just use parallax; we might want specific tiles to get drawn over
// particularly for planet maps or stations.
worldHandle.RenderInRenderTarget(res.Blep!, () =>
{
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
_grids.Clear();
// idk if this is safe to cache in a field and clear sloth help
_mapManager.FindGridsIntersecting(mapId, worldAABB, ref _grids);
foreach (var grid in _grids)
{
var matrix = _transform.GetWorldMatrix(grid, xformQuery);
var matty = Matrix3x2.Multiply(matrix, invMatrix);
worldHandle.SetTransform(matty);
_entManager.TryGetComponent(grid.Owner, out RoofComponent? roofComp);
foreach (var tile in _map.GetTilesIntersecting(grid.Owner, grid, worldAABB))
{
// Ignored tiles for stencil
if (_weather.CanWeatherAffect(grid.Owner, grid, tile, roofComp))
{
continue;
}
var gridTile = new Box2(tile.GridIndices * grid.Comp.TileSize,
(tile.GridIndices + Vector2i.One) * grid.Comp.TileSize);
worldHandle.DrawRect(gridTile, Color.White);
}
}
}, Color.Transparent);
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_protoManager.Index(StencilMask).Instance());
worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
var curTime = _timing.RealTime;
var sprite = _sprite.GetFrame(weatherProto.Sprite, curTime);
// Draw the rain
worldHandle.UseShader(_protoManager.Index(StencilDraw).Instance());
_parallax.DrawParallax(worldHandle, worldAABB, sprite, curTime, position, Vector2.Zero, modulate: (weatherProto.Color ?? Color.White).WithAlpha(alpha));
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(null);
}
}