* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Remove v2 work * Finalise --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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namespace Content.Client.Light;
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/// <summary>
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/// Handles an enlarged lighting target so content can use large blur radii.
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/// </summary>
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public sealed class BeforeLightTargetOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IClyde _clyde = default!;
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public IRenderTexture EnlargedLightTarget = default!;
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public Box2Rotated EnlargedBounds;
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/// <summary>
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/// In metres
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/// </summary>
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private float _skirting = 1.5f;
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public const int ContentZIndex = -10;
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public BeforeLightTargetOverlay()
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{
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IoCManager.InjectDependencies(this);
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
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// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
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var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
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EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
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// This just exists to copy the lightrendertarget and write back to it.
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if (EnlargedLightTarget?.Size != size)
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{
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EnlargedLightTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
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}
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args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
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() =>
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{
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}, _clyde.GetClearColor(args.MapUid));
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}
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}
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