Wave shader WIP (#288)

* Created wave shader

* more to _CP14 folders

* add to tree

* fix

* pipiipi

* Provided shader uniform to component fields

* Fixed wave shader shit

* goodies

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Ed <edwardxperia2000@gmail.com>
This commit is contained in:
Tornado Tech
2024-07-23 18:27:09 +10:00
committed by GitHub
parent 9f1b4fc51c
commit e806655c9d
7 changed files with 103 additions and 0 deletions

View File

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using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Client._CP14.Wave;
public sealed class CP14WaveShaderSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private ShaderInstance _shader = default!;
public override void Initialize()
{
base.Initialize();
_shader = _protoMan.Index<ShaderPrototype>("Wave").InstanceUnique();
SubscribeLocalEvent<CP14WaveShaderComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<CP14WaveShaderComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<CP14WaveShaderComponent, BeforePostShaderRenderEvent>(OnBeforeShaderPost);
}
private void OnStartup(Entity<CP14WaveShaderComponent> entity, ref ComponentStartup args)
{
entity.Comp.Offset = _random.NextFloat(0, 1000);
SetShader(entity.Owner, _shader);
}
private void OnShutdown(Entity<CP14WaveShaderComponent> entity, ref ComponentShutdown args)
{
SetShader(entity.Owner, null);
}
private void SetShader(Entity<SpriteComponent?> entity, ShaderInstance? instance)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
entity.Comp.PostShader = instance;
entity.Comp.GetScreenTexture = instance is not null;
entity.Comp.RaiseShaderEvent = instance is not null;
}
private void OnBeforeShaderPost(Entity<CP14WaveShaderComponent> entity, ref BeforePostShaderRenderEvent args)
{
_shader.SetParameter("Speed", entity.Comp.Speed);
_shader.SetParameter("Dis", entity.Comp.Dis);
_shader.SetParameter("Offset", entity.Comp.Offset);
}
}