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 = 2f;
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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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