add reduced motion drug overlay (#37584)
* reduced motion flash effect * reduced motion drug overlay * Revert "reduced motion flash effect" This reverts commit e350b2899d0acc78c9833b5bc23a9680e03b2736.
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@@ -2,6 +2,7 @@ using Content.Shared.Drugs;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Client.Drugs;
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@@ -12,6 +13,7 @@ public sealed class DrugOverlaySystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private RainbowOverlay _overlay = default!;
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@@ -45,7 +47,10 @@ public sealed class DrugOverlaySystem : EntitySystem
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private void OnInit(EntityUid uid, SeeingRainbowsComponent component, ComponentInit args)
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{
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if (_player.LocalEntity == uid)
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{
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_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
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_overlayMan.AddOverlay(_overlay);
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}
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}
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private void OnShutdown(EntityUid uid, SeeingRainbowsComponent component, ComponentShutdown args)
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@@ -24,16 +24,27 @@ public sealed class RainbowOverlay : Overlay
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public float Intoxication = 0.0f;
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public float TimeTicker = 0.0f;
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public float Phase = 0.0f;
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private const float VisualThreshold = 10.0f;
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private const float PowerDivisor = 250.0f;
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private float _timeScale = 0.0f;
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private float _warpScale = 0.0f;
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private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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public RainbowOverlay()
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{
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IoCManager.InjectDependencies(this);
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_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
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_config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
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}
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private void OnReducedMotionChanged(bool reducedMotion)
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{
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_timeScale = reducedMotion ? 0.0f : 1.0f;
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_warpScale = reducedMotion ? 0.0f : 1.0f;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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@@ -51,7 +62,7 @@ public sealed class RainbowOverlay : Overlay
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if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
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return;
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var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
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var timeLeft = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
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TimeTicker += args.DeltaSeconds;
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@@ -61,7 +72,7 @@ public sealed class RainbowOverlay : Overlay
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}
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else
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{
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Intoxication -= Intoxication/(timeLeft - TimeTicker) * args.DeltaSeconds;
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Intoxication -= Intoxication / (timeLeft - TimeTicker) * args.DeltaSeconds;
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}
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}
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@@ -78,16 +89,15 @@ public sealed class RainbowOverlay : Overlay
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protected override void Draw(in OverlayDrawArgs args)
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{
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// TODO disable only the motion part or ike's idea (single static frame of the overlay)
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if (_config.GetCVar(CCVars.ReducedMotion))
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return;
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_rainbowShader.SetParameter("effectScale", EffectScale);
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_rainbowShader.SetParameter("colorScale", EffectScale);
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_rainbowShader.SetParameter("timeScale", _timeScale);
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_rainbowShader.SetParameter("warpScale", _warpScale * EffectScale);
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_rainbowShader.SetParameter("phase", Phase);
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handle.UseShader(_rainbowShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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@@ -1,12 +1,21 @@
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp float effectScale;
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// Strength of the rainbow color effect. Between 0 and 1.
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uniform highp float colorScale;
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// Strength of the screen warping effect. Between 0 and 1.
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uniform highp float warpScale;
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// How fast to do the rotating motion.
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// 1 for normal effect.
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// 0 for the reduced motion setting.
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uniform highp float timeScale;
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// starting phase for the rotation effect
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// needed so it doesn't always look the same for 0 motion
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uniform highp float phase;
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const highp float TimeScale = 0.15;
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const highp float DistortionScale = 0.02; // how strongly to warp the screen
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const highp float NoiseScale = 4.0; // scale of the random noise
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const highp float MaxColorMix = 0.05; // rainbow effect strength. at 1.0, you wont be able to see the screen anymore
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const highp float BaseColorMult = 8.0; // multiplier of the underlying screen texture for the rainbow effect
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const highp float BaseColorPow = 0.8; // exponent for the rainbow effect's
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const highp float BaseColorPow = 0.8; // exponent for the rainbow effect's
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const highp float CenterRadius = 200.0; // radius of the gradient used to tone down the distortion effect
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const highp float CenterMinDist = 0.4; // minimum distance from the center of the screen for the distortion to appear at all
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const highp float CenterPow = 3.0; // the exponent used for the distortion center
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@@ -27,7 +36,7 @@ highp float noise( highp vec2 p ) {
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highp vec2 i = floor( p + (p.x+p.y)*K1 );
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highp vec2 a = p - i + (i.x+i.y)*K2;
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highp float m = step(a.y,a.x);
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highp float m = step(a.y,a.x);
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highp vec2 o = vec2(m,1.0-m);
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highp vec2 b = a - o + K2;
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highp vec2 c = a - 1.0 + 2.0*K2;
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@@ -43,8 +52,8 @@ highp vec3 hsv2rgb_smooth( highp vec3 c ) {
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}
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highp float mixNoise(highp vec2 point, highp float phase) {
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highp float time = TIME * TimeScale + phase;
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highp float mixNoise(highp vec2 point, highp float phase2) {
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highp float time = TIME * timeScale * 0.15 + phase + phase2;
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highp float a = noise( NoiseScale * point - time);
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highp float b = noise( NoiseScale * point + time );
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return mix(a,b,0.5);
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@@ -58,19 +67,16 @@ void fragment() {
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highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
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highp vec2 aspect = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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highp vec2 center = aspect * 0.5;
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// warp the screen.
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highp vec2 offset = vec2(mixNoise(coord, 0.), mixNoise(coord, 5.));
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highp float centergradient = genGradient(center, FRAGCOORD.xy, CenterRadius, CenterMinDist, CenterPow);
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COLOR = zTextureSpec(SCREEN_TEXTURE, coord + effectScale * (DistortionScale * centergradient) * offset);
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COLOR = zTextureSpec(SCREEN_TEXTURE, coord + warpScale * (DistortionScale * centergradient) * offset);
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// apply rainbow effect.
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highp float hue = 1. + mixNoise(coord, 10.);
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highp vec3 color = hsv2rgb_smooth(vec3(hue,1.0,1.0));
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highp float centercolor = genGradient(center, FRAGCOORD.xy, CenterColorRadius, CenterColorMinDist, CenterColorPow);
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highp float coloration = pow((COLOR.x + COLOR.y + COLOR.z) * BaseColorMult, BaseColorPow) * centercolor;
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COLOR.xyz = mix(COLOR.xyz, color, MaxColorMix * effectScale * effectScale * coloration);
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COLOR.xyz = mix(COLOR.xyz, color, MaxColorMix * colorScale * colorScale * coloration);
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}
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