Add planet lighting (#32522)

* 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

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
This commit is contained in:
metalgearsloth
2025-02-16 19:35:32 +11:00
committed by GitHub
parent 19dee8a029
commit b6ee183dc6
26 changed files with 819 additions and 16 deletions

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using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
/// <summary>
/// This exists just to copy <see cref="BeforeLightTargetOverlay"/> to the light render target
/// </summary>
public sealed class AfterLightTargetOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IOverlayManager _overlay = default!;
public const int ContentZIndex = LightBlurOverlay.ContentZIndex + 1;
public AfterLightTargetOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.Viewport;
var worldHandle = args.WorldHandle;
if (viewport.Eye == null)
return;
var lightOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
var bounds = args.WorldBounds;
// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
var newScale = viewport.RenderScale / 2f;
var localMatrix =
viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
var diff = (lightOverlay.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size);
var halfDiff = diff / 2;
// Pixels -> Metres -> Half distance.
// If we're zoomed in need to enlarge the bounds further.
args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget,
() =>
{
// We essentially need to draw the cropped version onto the lightrendertarget.
var subRegion = new UIBox2i(halfDiff.X,
halfDiff.Y,
viewport.LightRenderTarget.Size.X + halfDiff.X,
viewport.LightRenderTarget.Size.Y + halfDiff.Y);
worldHandle.SetTransform(localMatrix);
worldHandle.DrawTextureRectRegion(lightOverlay.EnlargedLightTarget.Texture, bounds, subRegion: subRegion);
}, null);
}
}

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using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
/// <summary>
/// Handles an enlarged lighting target so content can use large blur radii.
/// </summary>
public sealed class BeforeLightTargetOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
public IRenderTexture EnlargedLightTarget = default!;
public Box2Rotated EnlargedBounds;
/// <summary>
/// In metres
/// </summary>
private float _skirting = 1.5f;
public const int ContentZIndex = -10;
public BeforeLightTargetOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
// This just exists to copy the lightrendertarget and write back to it.
if (EnlargedLightTarget?.Size != size)
{
EnlargedLightTarget = _clyde
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
}
args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
() =>
{
}, _clyde.GetClearColor(args.MapUid));
}
}

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using Robust.Client.Graphics;
namespace Content.Client.Light.EntitySystems;
public sealed class PlanetLightSystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetClearColorEvent>(OnClearColor);
_overlayMan.AddOverlay(new BeforeLightTargetOverlay());
_overlayMan.AddOverlay(new RoofOverlay(EntityManager));
_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager));
_overlayMan.AddOverlay(new LightBlurOverlay());
_overlayMan.AddOverlay(new AfterLightTargetOverlay());
}
private void OnClearColor(ref GetClearColorEvent ev)
{
ev.Color = Color.Transparent;
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<BeforeLightTargetOverlay>();
_overlayMan.RemoveOverlay<RoofOverlay>();
_overlayMan.RemoveOverlay<TileEmissionOverlay>();
_overlayMan.RemoveOverlay<LightBlurOverlay>();
_overlayMan.RemoveOverlay<AfterLightTargetOverlay>();
}
}

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using Content.Shared.Light.EntitySystems;
namespace Content.Client.Light.EntitySystems;
/// <inheritdoc/>
public sealed class RoofSystem : SharedRoofSystem
{
}

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using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
/// <summary>
/// Essentially handles blurring for content-side light overlays.
/// </summary>
public sealed class LightBlurOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
public const int ContentZIndex = TileEmissionOverlay.ContentZIndex + 1;
private IRenderTarget? _blurTarget;
public LightBlurOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return;
var beforeOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
var size = beforeOverlay.EnlargedLightTarget.Size;
if (_blurTarget?.Size != size)
{
_blurTarget = _clyde
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-blur");
}
var target = beforeOverlay.EnlargedLightTarget;
// Yeah that's all this does keep walkin.
_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f);
}
}

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using Content.Client.GameTicking.Managers;
using Content.Shared;
using Content.Shared.Light.Components;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
namespace Content.Client.Light;
/// <inheritdoc/>
public sealed class LightCycleSystem : SharedLightCycleSystem
{
[Dependency] private readonly ClientGameTicker _ticker = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
{
if (!cycle.Running)
continue;
var time = (float) _timing.CurTime
.Add(cycle.Offset)
.Subtract(_ticker.RoundStartTimeSpan)
.TotalSeconds;
var color = GetColor((uid, cycle), cycle.OriginalColor, time);
map.AmbientLightColor = color;
}
}
}

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using System.Numerics;
using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map.Components;
namespace Content.Client.Light;
public sealed class RoofOverlay : Overlay
{
private readonly IEntityManager _entManager;
[Dependency] private readonly IOverlayManager _overlay = default!;
private readonly EntityLookupSystem _lookup;
private readonly SharedMapSystem _mapSystem;
private readonly SharedTransformSystem _xformSystem;
private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
public const int ContentZIndex = BeforeLightTargetOverlay.ContentZIndex + 1;
public RoofOverlay(IEntityManager entManager)
{
_entManager = entManager;
IoCManager.InjectDependencies(this);
_lookup = _entManager.System<EntityLookupSystem>();
_mapSystem = _entManager.System<SharedMapSystem>();
_xformSystem = _entManager.System<SharedTransformSystem>();
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return;
var mapEnt = _mapSystem.GetMap(args.MapId);
if (!_entManager.TryGetComponent(mapEnt, out RoofComponent? roofComp) ||
!_entManager.TryGetComponent(mapEnt, out MapGridComponent? grid))
{
return;
}
var viewport = args.Viewport;
var eye = args.Viewport.Eye;
var worldHandle = args.WorldHandle;
var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
var bounds = lightoverlay.EnlargedBounds;
var target = lightoverlay.EnlargedLightTarget;
worldHandle.RenderInRenderTarget(target,
() =>
{
var invMatrix = target.GetWorldToLocalMatrix(eye, viewport.RenderScale / 2f);
var gridMatrix = _xformSystem.GetWorldMatrix(mapEnt);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
worldHandle.SetTransform(matty);
var tileEnumerator = _mapSystem.GetTilesEnumerator(mapEnt, grid, bounds);
// Due to stencilling we essentially draw on unrooved tiles
while (tileEnumerator.MoveNext(out var tileRef))
{
if ((tileRef.Tile.Flags & (byte) TileFlag.Roof) == 0x0)
{
// Check if the tile is occluded in which case hide it anyway.
// This is to avoid lit walls bleeding over to unlit tiles.
_occluders.Clear();
_lookup.GetLocalEntitiesIntersecting(mapEnt, tileRef.GridIndices, _occluders);
var found = false;
foreach (var occluder in _occluders)
{
if (!occluder.Comp.Enabled)
continue;
found = true;
break;
}
if (!found)
continue;
}
var local = _lookup.GetLocalBounds(tileRef, grid.TileSize);
worldHandle.DrawRect(local, roofComp.Color);
}
}, null);
}
}

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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;
namespace Content.Client.Light;
public sealed class TileEmissionOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
private SharedMapSystem _mapSystem;
private SharedTransformSystem _xformSystem;
private readonly EntityLookupSystem _lookup;
private readonly EntityQuery<TransformComponent> _xformQuery;
private readonly HashSet<Entity<TileEmissionComponent>> _entities = new();
private List<Entity<MapGridComponent>> _grids = new();
public const int ContentZIndex = RoofOverlay.ContentZIndex + 1;
public TileEmissionOverlay(IEntityManager entManager)
{
IoCManager.InjectDependencies(this);
_lookup = entManager.System<EntityLookupSystem>();
_mapSystem = entManager.System<SharedMapSystem>();
_xformSystem = entManager.System<SharedTransformSystem>();
_xformQuery = entManager.GetEntityQuery<TransformComponent>();
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return;
var mapId = args.MapId;
var worldHandle = args.WorldHandle;
var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
var bounds = lightoverlay.EnlargedBounds;
var target = lightoverlay.EnlargedLightTarget;
var viewport = args.Viewport;
args.WorldHandle.RenderInRenderTarget(target,
() =>
{
var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, viewport.RenderScale / 2f);
_grids.Clear();
_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
foreach (var grid in _grids)
{
var gridInvMatrix = _xformSystem.GetInvWorldMatrix(grid);
var localBounds = gridInvMatrix.TransformBox(bounds);
_entities.Clear();
_lookup.GetLocalEntitiesIntersecting(grid.Owner, localBounds, _entities);
if (_entities.Count == 0)
continue;
var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
foreach (var ent in _entities)
{
var xform = _xformQuery.Comp(ent);
var tile = _mapSystem.LocalToTile(grid.Owner, grid, xform.Coordinates);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
worldHandle.SetTransform(matty);
// Yes I am fully aware this leads to overlap. If you really want to have alpha then you'll need
// to turn the squares into polys.
// Additionally no shadows so if you make it too big it's going to go through a 1x wall.
var local = _lookup.GetLocalBounds(tile, grid.Comp.TileSize).Enlarged(ent.Comp.Range);
worldHandle.DrawRect(local, ent.Comp.Color);
}
}
}, null);
}
}