Files
crystall-punk-14/Content.Client/Overlays/StencilOverlay.cs
2025-09-29 14:14:07 +03:00

114 lines
3.8 KiB
C#

using System.Numerics;
using Content.Client.Graphics;
using Content.Client.Parallax;
using Content.Client.Weather;
using Content.Shared._CP14.CloudShadow;
using Content.Shared.Salvage;
using Content.Shared.Weather;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Overlays;
/// <summary>
/// Simple re-useable overlay with stencilled texture.
/// </summary>
public sealed partial class StencilOverlay : Overlay
{
private static readonly ProtoId<ShaderPrototype> CircleShader = "WorldGradientCircle";
private static readonly ProtoId<ShaderPrototype> StencilMask = "StencilMask";
private static readonly ProtoId<ShaderPrototype> StencilDraw = "StencilDraw";
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
private readonly ParallaxSystem _parallax;
private readonly SharedTransformSystem _transform;
private readonly SharedMapSystem _map;
private readonly SpriteSystem _sprite;
private readonly WeatherSystem _weather;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private readonly OverlayResourceCache<CachedResources> _resources = new();
private readonly ShaderInstance _shader;
public StencilOverlay(ParallaxSystem parallax, SharedTransformSystem transform, SharedMapSystem map, SpriteSystem sprite, WeatherSystem weather)
{
ZIndex = ParallaxSystem.ParallaxZIndex + 1;
_parallax = parallax;
_transform = transform;
_map = map;
_sprite = sprite;
_weather = weather;
IoCManager.InjectDependencies(this);
_shader = _protoManager.Index(CircleShader).InstanceUnique();
}
protected override void Draw(in OverlayDrawArgs args)
{
var mapUid = _map.GetMapOrInvalid(args.MapId);
var invMatrix = args.Viewport.GetWorldToLocalMatrix();
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
if (res.Blep?.Texture.Size != args.Viewport.Size)
{
res.Blep?.Dispose();
res.Blep = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "weather-stencil");
}
if (_entManager.TryGetComponent<WeatherComponent>(mapUid, out var comp))
{
foreach (var (proto, weather) in comp.Weather)
{
if (!_protoManager.Resolve<WeatherPrototype>(proto, out var weatherProto))
continue;
var alpha = _weather.GetPercent(weather, mapUid);
DrawWeather(args, res, weatherProto, alpha, invMatrix);
}
}
if (_entManager.TryGetComponent<RestrictedRangeComponent>(mapUid, out var restrictedRangeComponent))
{
DrawRestrictedRange(args, res, restrictedRangeComponent, invMatrix);
}
//CP14 Overlays
if (_entManager.TryGetComponent<CP14CloudShadowsComponent>(mapUid, out var shadows))
{
DrawCloudShadows(args, res, shadows, invMatrix);
}
//CP14 Overlays end
args.WorldHandle.UseShader(null);
args.WorldHandle.SetTransform(Matrix3x2.Identity);
}
protected override void DisposeBehavior()
{
_resources.Dispose();
base.DisposeBehavior();
}
private sealed class CachedResources : IDisposable
{
public IRenderTexture? Blep;
public void Dispose()
{
Blep?.Dispose();
}
}
}