78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
using System.Numerics;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Graphics;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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// This overlay serves as the foundational post processing overlay.
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// Ideally, for performance reasons, post processing designed to be present at all times, such as additive light blending or tonemapping, should be done as part of a single shader pass.
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public sealed class CP14BasePostProcessOverlay : Overlay
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly ILightManager _lightManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override bool RequestScreenTexture => true;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _basePostProcessShader;
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public CP14BasePostProcessOverlay()
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{
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IoCManager.InjectDependencies(this);
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_basePostProcessShader = _prototypeManager.Index<ShaderPrototype>("BasePostProcess").InstanceUnique();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_configManager.GetCVar(CCVars.PostProcess))
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return false;
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if (!_entityManager.TryGetComponent(_playerManager.LocalSession?.AttachedEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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if (!_lightManager.Enabled || !eyeComp.Eye.DrawLight || !eyeComp.Eye.DrawFov)
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return false;
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var playerEntity = _playerManager.LocalSession?.AttachedEntity;
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if (playerEntity == null)
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return false;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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if (args.Viewport.Eye == null)
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return;
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var playerEntity = _playerManager.LocalSession?.AttachedEntity;
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldBounds;
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_basePostProcessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_basePostProcessShader.SetParameter("LIGHT_TEXTURE", args.Viewport.LightRenderTarget.Texture);
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_basePostProcessShader.SetParameter("Zoom", args.Viewport.Eye.Zoom.X);
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worldHandle.UseShader(_basePostProcessShader);
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.UseShader(null);
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}
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}
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