improve noir glasses shader (#37996)

* improve noir glasses shader

* tweak values
This commit is contained in:
slarticodefast
2025-06-02 18:16:10 +02:00
committed by GitHub
parent 79e0ed38d1
commit 1441effed2
9 changed files with 131 additions and 17 deletions

View File

@@ -1,5 +1,4 @@
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
@@ -7,9 +6,7 @@ namespace Content.Client.Overlays;
public sealed partial class BlackAndWhiteOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
@@ -22,17 +19,6 @@ public sealed partial class BlackAndWhiteOverlay : Overlay
ZIndex = 10; // draw this over the DamageOverlay, RainbowOverlay etc.
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return false;
if (args.Viewport.Eye != eyeComp.Eye)
return false;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)

View File

@@ -1,7 +1,6 @@
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays;
using Robust.Client.Graphics;
using Robust.Client.Player;
namespace Content.Client.Overlays;

View File

@@ -0,0 +1,33 @@
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client.Overlays;
public sealed partial class NoirOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _noirShader;
public NoirOverlay()
{
IoCManager.InjectDependencies(this);
_noirShader = _prototypeManager.Index<ShaderPrototype>("Noir").InstanceUnique();
ZIndex = 9; // draw this over the DamageOverlay, RainbowOverlay etc, but before the black and white shader
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_noirShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
handle.UseShader(_noirShader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
}
}

View File

@@ -0,0 +1,33 @@
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays;
using Robust.Client.Graphics;
namespace Content.Client.Overlays;
public sealed partial class NoirOverlaySystem : EquipmentHudSystem<NoirOverlayComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private NoirOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
_overlay = new();
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<NoirOverlayComponent> component)
{
base.UpdateInternal(component);
_overlayMan.AddOverlay(_overlay);
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
_overlayMan.RemoveOverlay(_overlay);
}
}