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:
58
Content.Client/Light/AfterLightTargetOverlay.cs
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58
Content.Client/Light/AfterLightTargetOverlay.cs
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using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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namespace Content.Client.Light;
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/// <summary>
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/// This exists just to copy <see cref="BeforeLightTargetOverlay"/> to the light render target
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/// </summary>
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public sealed class AfterLightTargetOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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public const int ContentZIndex = LightBlurOverlay.ContentZIndex + 1;
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public AfterLightTargetOverlay()
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{
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IoCManager.InjectDependencies(this);
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var viewport = args.Viewport;
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var worldHandle = args.WorldHandle;
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if (viewport.Eye == null)
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return;
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var lightOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = args.WorldBounds;
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big
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var newScale = viewport.RenderScale / 2f;
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var localMatrix =
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viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale);
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var diff = (lightOverlay.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size);
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var halfDiff = diff / 2;
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// Pixels -> Metres -> Half distance.
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// If we're zoomed in need to enlarge the bounds further.
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args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget,
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() =>
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{
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// We essentially need to draw the cropped version onto the lightrendertarget.
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var subRegion = new UIBox2i(halfDiff.X,
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halfDiff.Y,
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viewport.LightRenderTarget.Size.X + halfDiff.X,
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viewport.LightRenderTarget.Size.Y + halfDiff.Y);
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worldHandle.SetTransform(localMatrix);
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worldHandle.DrawTextureRectRegion(lightOverlay.EnlargedLightTarget.Texture, bounds, subRegion: subRegion);
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}, null);
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}
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}
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51
Content.Client/Light/BeforeLightTargetOverlay.cs
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51
Content.Client/Light/BeforeLightTargetOverlay.cs
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using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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namespace Content.Client.Light;
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/// <summary>
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/// Handles an enlarged lighting target so content can use large blur radii.
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/// </summary>
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public sealed class BeforeLightTargetOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IClyde _clyde = default!;
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public IRenderTexture EnlargedLightTarget = default!;
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public Box2Rotated EnlargedBounds;
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/// <summary>
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/// In metres
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/// </summary>
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private float _skirting = 1.5f;
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public const int ContentZIndex = -10;
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public BeforeLightTargetOverlay()
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{
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IoCManager.InjectDependencies(this);
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
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// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
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var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
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EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
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// This just exists to copy the lightrendertarget and write back to it.
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if (EnlargedLightTarget?.Size != size)
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{
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EnlargedLightTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
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}
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args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
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() =>
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{
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}, _clyde.GetClearColor(args.MapUid));
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}
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}
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36
Content.Client/Light/EntitySystems/PlanetLightSystem.cs
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36
Content.Client/Light/EntitySystems/PlanetLightSystem.cs
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using Robust.Client.Graphics;
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namespace Content.Client.Light.EntitySystems;
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public sealed class PlanetLightSystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GetClearColorEvent>(OnClearColor);
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_overlayMan.AddOverlay(new BeforeLightTargetOverlay());
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_overlayMan.AddOverlay(new RoofOverlay(EntityManager));
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_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager));
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_overlayMan.AddOverlay(new LightBlurOverlay());
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_overlayMan.AddOverlay(new AfterLightTargetOverlay());
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}
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private void OnClearColor(ref GetClearColorEvent ev)
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{
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ev.Color = Color.Transparent;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayMan.RemoveOverlay<BeforeLightTargetOverlay>();
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_overlayMan.RemoveOverlay<RoofOverlay>();
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_overlayMan.RemoveOverlay<TileEmissionOverlay>();
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_overlayMan.RemoveOverlay<LightBlurOverlay>();
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_overlayMan.RemoveOverlay<AfterLightTargetOverlay>();
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}
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}
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9
Content.Client/Light/EntitySystems/RoofSystem.cs
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9
Content.Client/Light/EntitySystems/RoofSystem.cs
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using Content.Shared.Light.EntitySystems;
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namespace Content.Client.Light.EntitySystems;
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/// <inheritdoc/>
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public sealed class RoofSystem : SharedRoofSystem
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{
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}
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44
Content.Client/Light/LightBlurOverlay.cs
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44
Content.Client/Light/LightBlurOverlay.cs
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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namespace Content.Client.Light;
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/// <summary>
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/// Essentially handles blurring for content-side light overlays.
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/// </summary>
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public sealed class LightBlurOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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public const int ContentZIndex = TileEmissionOverlay.ContentZIndex + 1;
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private IRenderTarget? _blurTarget;
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public LightBlurOverlay()
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{
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IoCManager.InjectDependencies(this);
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return;
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var beforeOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var size = beforeOverlay.EnlargedLightTarget.Size;
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if (_blurTarget?.Size != size)
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{
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_blurTarget = _clyde
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.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-blur");
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}
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var target = beforeOverlay.EnlargedLightTarget;
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// Yeah that's all this does keep walkin.
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_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f);
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}
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}
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33
Content.Client/Light/LightCycleSystem.cs
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33
Content.Client/Light/LightCycleSystem.cs
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using Content.Client.GameTicking.Managers;
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using Content.Shared;
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using Content.Shared.Light.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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namespace Content.Client.Light;
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/// <inheritdoc/>
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public sealed class LightCycleSystem : SharedLightCycleSystem
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{
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[Dependency] private readonly ClientGameTicker _ticker = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
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while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
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{
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if (!cycle.Running)
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continue;
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var time = (float) _timing.CurTime
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.Add(cycle.Offset)
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.Subtract(_ticker.RoundStartTimeSpan)
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.TotalSeconds;
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var color = GetColor((uid, cycle), cycle.OriginalColor, time);
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map.AmbientLightColor = color;
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}
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}
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}
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100
Content.Client/Light/RoofOverlay.cs
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100
Content.Client/Light/RoofOverlay.cs
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using System.Numerics;
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using Content.Shared.Light.Components;
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using Content.Shared.Maps;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map.Components;
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namespace Content.Client.Light;
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public sealed class RoofOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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private readonly EntityLookupSystem _lookup;
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private readonly SharedMapSystem _mapSystem;
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private readonly SharedTransformSystem _xformSystem;
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private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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public const int ContentZIndex = BeforeLightTargetOverlay.ContentZIndex + 1;
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public RoofOverlay(IEntityManager entManager)
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{
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_entManager = entManager;
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IoCManager.InjectDependencies(this);
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_lookup = _entManager.System<EntityLookupSystem>();
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_mapSystem = _entManager.System<SharedMapSystem>();
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_xformSystem = _entManager.System<SharedTransformSystem>();
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return;
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var mapEnt = _mapSystem.GetMap(args.MapId);
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if (!_entManager.TryGetComponent(mapEnt, out RoofComponent? roofComp) ||
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!_entManager.TryGetComponent(mapEnt, out MapGridComponent? grid))
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{
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return;
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}
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var viewport = args.Viewport;
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var eye = args.Viewport.Eye;
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var worldHandle = args.WorldHandle;
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var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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worldHandle.RenderInRenderTarget(target,
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() =>
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{
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var invMatrix = target.GetWorldToLocalMatrix(eye, viewport.RenderScale / 2f);
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var gridMatrix = _xformSystem.GetWorldMatrix(mapEnt);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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var tileEnumerator = _mapSystem.GetTilesEnumerator(mapEnt, grid, bounds);
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// Due to stencilling we essentially draw on unrooved tiles
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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if ((tileRef.Tile.Flags & (byte) TileFlag.Roof) == 0x0)
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{
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// Check if the tile is occluded in which case hide it anyway.
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// This is to avoid lit walls bleeding over to unlit tiles.
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_occluders.Clear();
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_lookup.GetLocalEntitiesIntersecting(mapEnt, tileRef.GridIndices, _occluders);
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var found = false;
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foreach (var occluder in _occluders)
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{
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if (!occluder.Comp.Enabled)
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continue;
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found = true;
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break;
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}
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if (!found)
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continue;
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}
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var local = _lookup.GetLocalBounds(tileRef, grid.TileSize);
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worldHandle.DrawRect(local, roofComp.Color);
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}
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}, null);
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}
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}
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90
Content.Client/Light/TileEmissionOverlay.cs
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90
Content.Client/Light/TileEmissionOverlay.cs
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@@ -0,0 +1,90 @@
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using System.Numerics;
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using Content.Shared.Light.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Client.Light;
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public sealed class TileEmissionOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.BeforeLighting;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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private SharedMapSystem _mapSystem;
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private SharedTransformSystem _xformSystem;
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private readonly EntityLookupSystem _lookup;
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private readonly EntityQuery<TransformComponent> _xformQuery;
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private readonly HashSet<Entity<TileEmissionComponent>> _entities = new();
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private List<Entity<MapGridComponent>> _grids = new();
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public const int ContentZIndex = RoofOverlay.ContentZIndex + 1;
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public TileEmissionOverlay(IEntityManager entManager)
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{
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IoCManager.InjectDependencies(this);
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_lookup = entManager.System<EntityLookupSystem>();
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_mapSystem = entManager.System<SharedMapSystem>();
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_xformSystem = entManager.System<SharedTransformSystem>();
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_xformQuery = entManager.GetEntityQuery<TransformComponent>();
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ZIndex = ContentZIndex;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return;
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var mapId = args.MapId;
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var worldHandle = args.WorldHandle;
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var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
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var bounds = lightoverlay.EnlargedBounds;
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var target = lightoverlay.EnlargedLightTarget;
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var viewport = args.Viewport;
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args.WorldHandle.RenderInRenderTarget(target,
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() =>
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{
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var invMatrix = target.GetWorldToLocalMatrix(viewport.Eye, viewport.RenderScale / 2f);
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_grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, bounds, ref _grids, approx: true);
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foreach (var grid in _grids)
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{
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var gridInvMatrix = _xformSystem.GetInvWorldMatrix(grid);
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var localBounds = gridInvMatrix.TransformBox(bounds);
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_entities.Clear();
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_lookup.GetLocalEntitiesIntersecting(grid.Owner, localBounds, _entities);
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if (_entities.Count == 0)
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continue;
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var gridMatrix = _xformSystem.GetWorldMatrix(grid.Owner);
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foreach (var ent in _entities)
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{
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var xform = _xformQuery.Comp(ent);
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var tile = _mapSystem.LocalToTile(grid.Owner, grid, xform.Coordinates);
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var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
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worldHandle.SetTransform(matty);
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// Yes I am fully aware this leads to overlap. If you really want to have alpha then you'll need
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// to turn the squares into polys.
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// Additionally no shadows so if you make it too big it's going to go through a 1x wall.
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var local = _lookup.GetLocalBounds(tile, grid.Comp.TileSize).Enlarged(ent.Comp.Range);
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worldHandle.DrawRect(local, ent.Comp.Color);
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}
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}
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}, null);
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}
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}
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Reference in New Issue
Block a user