# Conflicts: # .github/CODEOWNERS # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/IdentityManagement/IdentitySystem.cs # Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
84 lines
3.3 KiB
C#
84 lines
3.3 KiB
C#
using System.Numerics;
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using Content.Shared.Light.Components;
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using Content.Shared.Weather;
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using Robust.Client.Graphics;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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namespace Content.Client.Overlays;
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public sealed partial class StencilOverlay
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{
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private List<Entity<MapGridComponent>> _grids = new();
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private void DrawWeather(
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in OverlayDrawArgs args,
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CachedResources res,
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WeatherPrototype weatherProto,
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float alpha,
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Matrix3x2 invMatrix)
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{
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var worldHandle = args.WorldHandle;
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var mapId = args.MapId;
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var worldAABB = args.WorldAABB;
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var worldBounds = args.WorldBounds;
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var position = args.Viewport.Eye?.Position.Position ?? Vector2.Zero;
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var eye = args.Viewport.Eye; //CP14
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// Cut out the irrelevant bits via stencil
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// This is why we don't just use parallax; we might want specific tiles to get drawn over
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// particularly for planet maps or stations.
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worldHandle.RenderInRenderTarget(res.Blep!, () =>
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{
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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_grids.Clear();
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// idk if this is safe to cache in a field and clear sloth help
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_mapManager.FindGridsIntersecting(mapId, worldAABB, ref _grids);
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foreach (var grid in _grids)
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{
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var matrix = _transform.GetWorldMatrix(grid, xformQuery);
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var matty = Matrix3x2.Multiply(matrix, invMatrix);
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worldHandle.SetTransform(matty);
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_entManager.TryGetComponent(grid.Owner, out RoofComponent? roofComp);
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foreach (var tile in _map.GetTilesIntersecting(grid.Owner, grid, worldAABB))
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{
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// Ignored tiles for stencil
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if (_weather.CanWeatherAffect(grid.Owner, grid, tile, roofComp))
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{
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continue;
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}
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//CP14 offset - required for isometric walls
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if (eye is not null)
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{
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Angle rotation = eye.Rotation * -1f;
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var offset = rotation.ToWorldVec() * -0.5f;
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var gridTile = new Box2(
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tile.GridIndices * grid.Comp.TileSize + offset,
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(tile.GridIndices + Vector2i.One) * grid.Comp.TileSize + offset);
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worldHandle.DrawRect(gridTile, Color.White);
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}
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//CP14 offset end
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}
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}
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}, Color.Transparent);
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worldHandle.SetTransform(Matrix3x2.Identity);
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worldHandle.UseShader(_protoManager.Index(StencilMask).Instance());
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worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
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var curTime = _timing.RealTime;
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var sprite = _sprite.GetFrame(weatherProto.Sprite, curTime);
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// Draw the rain
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worldHandle.UseShader(_protoManager.Index(StencilDraw).Instance());
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_parallax.DrawParallax(worldHandle, worldAABB, sprite, curTime, position, weatherProto.OffsetSpeed, modulate: (weatherProto.Color ?? Color.White).WithAlpha(alpha*weatherProto.Alpha)); //CP14 alpha and offset scrolling
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worldHandle.SetTransform(Matrix3x2.Identity);
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worldHandle.UseShader(null);
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}
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}
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