Files
tbd-station-14/Content.Shared/Light/Components/SunShadowCycleComponent.cs
metalgearsloth f51b9bc86e Add sun shadows (planet lighting stage 2) (#35145)
* 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

* Apply RoofOverlay per-grid not per-map

* Fix light render scales

* sangas

* Juice it a bit

* Better angle

* Fixes

* Add color support

* Rounding bandaid

* Wehs

* Better

* Remember I forgot to do this when writing docs

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-03-08 16:07:42 +11:00

36 lines
1.2 KiB
C#

using System.Linq;
using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared.Light.Components;
/// <summary>
/// Applies <see cref="SunShadowComponent"/> direction vectors based on a time-offset. Will track <see cref="LightCycleComponent"/> on on MapInit
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SunShadowCycleComponent : Component
{
/// <summary>
/// How long an entire cycle lasts
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromMinutes(30);
[DataField, AutoNetworkedField]
public TimeSpan Offset;
// Originally had this as ratios but it was slightly annoying to use.
/// <summary>
/// Time to have each direction applied. Will lerp from the current value to the next one.
/// </summary>
[DataField, AutoNetworkedField]
public List<(float Ratio, Vector2 Direction, float Alpha)> Directions = new()
{
(0f, new Vector2(0f, 3f), 0f),
(0.25f, new Vector2(-3f, -0.1f), 0.5f),
(0.5f, new Vector2(0f, -3f), 0.8f),
(0.75f, new Vector2(3f, -0.1f), 0.5f),
};
}