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crystall-punk-14/Content.Client/Light/SunShadowOverlay.cs

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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
using System.Numerics;
using Content.Shared.Light.Components;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
namespace Content.Client.Light;
public sealed class SunShadowOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
private readonly EntityLookupSystem _lookup;
private readonly SharedTransformSystem _xformSys;
private readonly HashSet<Entity<SunShadowCastComponent>> _shadows = new();
private IRenderTexture? _blurTarget;
private IRenderTexture? _target;
public SunShadowOverlay()
{
IoCManager.InjectDependencies(this);
_xformSys = _entManager.System<SharedTransformSystem>();
_lookup = _entManager.System<EntityLookupSystem>();
ZIndex = AfterLightTargetOverlay.ContentZIndex + 1;
}
private List<Entity<MapGridComponent>> _grids = new();
protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.Viewport;
var eye = viewport.Eye;
if (eye == null)
return;
_grids.Clear();
_mapManager.FindGridsIntersecting(args.MapId,
args.WorldBounds.Enlarged(SunShadowComponent.MaxLength),
ref _grids);
var worldHandle = args.WorldHandle;
var mapId = args.MapId;
var worldBounds = args.WorldBounds;
var targetSize = viewport.LightRenderTarget.Size;
if (_target?.Size != targetSize)
{
_target = _clyde
.CreateRenderTarget(targetSize,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
name: "sun-shadow-target");
if (_blurTarget?.Size != targetSize)
{
_blurTarget = _clyde
.CreateRenderTarget(targetSize, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "sun-shadow-blur");
}
}
var lightScale = viewport.LightRenderTarget.Size / (Vector2)viewport.Size;
var scale = viewport.RenderScale / (Vector2.One / lightScale);
foreach (var grid in _grids)
{
if (!_entManager.TryGetComponent(grid.Owner, out SunShadowComponent? sun))
{
continue;
}
var direction = sun.Direction;
var alpha = Math.Clamp(sun.Alpha, 0f, 1f);
// Nowhere to cast to so ignore it.
if (direction.Equals(Vector2.Zero) || alpha == 0f)
continue;
// Feature todo: dynamic shadows for mobs and trees. Also ideally remove the fake tree shadows.
// TODO: Jittering still not quite perfect
var expandedBounds = worldBounds.Enlarged(direction.Length() + 0.01f);
_shadows.Clear();
// Draw shadow polys to stencil
args.WorldHandle.RenderInRenderTarget(_target,
() =>
{
var invMatrix =
_target.GetWorldToLocalMatrix(eye, scale);
var indices = new Vector2[PhysicsConstants.MaxPolygonVertices * 2];
// Go through shadows in range.
// For each one we:
// - Get the original vertices.
// - Extrapolate these along the sun direction.
// - Combine the above into 1 single polygon to draw.
// Note that this is range-limited for accuracy; if you set it too high it will clip through walls or other undesirable entities.
// This is probably not noticeable most of the time but if you want something "accurate" you'll want to code a solution.
// Ideally the CPU would have its own shadow-map copy that we could just ray-cast each vert into though
// You might need to batch verts or the likes as this could get expensive.
_lookup.GetEntitiesIntersecting(mapId, expandedBounds, _shadows);
foreach (var ent in _shadows)
{
var xform = _entManager.GetComponent<TransformComponent>(ent.Owner);
var (worldPos, worldRot) = _xformSys.GetWorldPositionRotation(xform);
// Need no rotation on matrix as sun shadow direction doesn't care.
var worldMatrix = Matrix3x2.CreateTranslation(worldPos);
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
var renderMatrix = Matrix3x2.Multiply(worldMatrix, invMatrix);
var pointCount = ent.Comp.Points.Length;
Array.Copy(ent.Comp.Points, indices, pointCount);
for (var i = 0; i < pointCount; i++)
{
// Update point based on entity rotation.
indices[i] = worldRot.RotateVec(indices[i]);
// Add the offset point by the sun shadow direction.
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
indices[pointCount + i] = indices[i] + direction;
}
var points = PhysicsHull.ComputePoints(indices, pointCount * 2);
worldHandle.SetTransform(renderMatrix);
worldHandle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, points, Color.White);
}
},
Color.Transparent);
// Slightly blur it just to avoid aliasing issues on the later viewport-wide blur.
_clyde.BlurRenderTarget(viewport, _target, _blurTarget!, eye, 1f);
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
// Draw stencil (see roofoverlay).
args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget,
() =>
{
var invMatrix =
viewport.LightRenderTarget.GetWorldToLocalMatrix(eye, scale);
worldHandle.SetTransform(invMatrix);
var maskShader = _protoManager.Index<ShaderPrototype>("Mix").Instance();
worldHandle.UseShader(maskShader);
worldHandle.DrawTextureRect(_target.Texture, worldBounds, Color.Black.WithAlpha(alpha));
}, null);
}
}
}