97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
using System.Numerics;
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using Content.Shared.Light.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Client.Light;
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public sealed class TileEmissionOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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private SharedMapSystem _mapSystem;
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private SharedTransformSystem _xformSystem;
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private readonly EntityLookupSystem _lookup;
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private readonly EntityQuery<TransformComponent> _xformQuery;
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private readonly HashSet<Entity<TileEmissionComponent>> _entities = new();
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private List<Entity<MapGridComponent>> _grids = new();
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public const int ContentZIndex = RoofOverlay.ContentZIndex + 1;
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public TileEmissionOverlay(IEntityManager entManager)
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{
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IoCManager.InjectDependencies(this);
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_lookup = entManager.System<EntityLookupSystem>();
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_mapSystem = entManager.System<SharedMapSystem>();
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_xformSystem = entManager.System<SharedTransformSystem>();
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_xformQuery = entManager.GetEntityQuery<TransformComponent>();
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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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if (args.Viewport.Eye == null)
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return;
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var mapId = args.MapId;
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var worldHandle = args.WorldHandle;
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var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var viewport = args.Viewport;
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
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if (_grids.Count == 0)
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return;
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var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size;
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var scale = viewport.RenderScale / (Vector2.One / lightScale);
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args.WorldHandle.RenderInRenderTarget(target,
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() =>
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{
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var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, scale);
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foreach (var grid in _grids)
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{
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var gridInvMatrix = _xformSystem.GetInvWorldMatrix(grid);
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var localBounds = gridInvMatrix.TransformBox(bounds);
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_entities.Clear();
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_lookup.GetLocalEntitiesIntersecting(grid.Owner, localBounds, _entities);
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if (_entities.Count == 0)
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continue;
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var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
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foreach (var ent in _entities)
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{
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var xform = _xformQuery.Comp(ent);
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var tile = _mapSystem.LocalToTile(grid.Owner, grid, xform.Coordinates);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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// Yes I am fully aware this leads to overlap. If you really want to have alpha then you'll need
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// to turn the squares into polys.
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// Additionally no shadows so if you make it too big it's going to go through a 1x wall.
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var local = _lookup.GetLocalBounds(tile, grid.Comp.TileSize).Enlarged(ent.Comp.Range);
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worldHandle.DrawRect(local, ent.Comp.Color);
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}
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}
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}, null);
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}
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}
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