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- using Content.Shared.Singularity.Components;
- using Robust.Client.Graphics;
- using Robust.Client.UserInterface.CustomControls;
- using Robust.Shared.Enums;
- using Robust.Shared.Prototypes;
- using System.Numerics;
- namespace Content.Client.Singularity
- {
- public sealed class SingularityOverlay : Overlay, IEntityEventSubscriber
- {
- [Dependency] private readonly IEntityManager _entMan = default!;
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- private SharedTransformSystem? _xformSystem = null;
- /// <summary>
- /// Maximum number of distortions that can be shown on screen at a time.
- /// If this value is changed, the shader itself also needs to be updated.
- /// </summary>
- public const int MaxCount = 5;
- private const float MaxDistance = 20f;
- public override OverlaySpace Space => OverlaySpace.WorldSpace;
- public override bool RequestScreenTexture => true;
- private readonly ShaderInstance _shader;
- public SingularityOverlay()
- {
- IoCManager.InjectDependencies(this);
- _shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
- _shader.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
- _entMan.EventBus.SubscribeEvent<PixelToMapEvent>(EventSource.Local, this, OnProjectFromScreenToMap);
- ZIndex = 101; // Should be drawn after the placement overlay so admins placing items near the singularity can tell where they're going.
- }
- private readonly Vector2[] _positions = new Vector2[MaxCount];
- private readonly float[] _intensities = new float[MaxCount];
- private readonly float[] _falloffPowers = new float[MaxCount];
- private int _count = 0;
- protected override bool BeforeDraw(in OverlayDrawArgs args)
- {
- if (args.Viewport.Eye == null)
- return false;
- if (_xformSystem is null && !_entMan.TrySystem(out _xformSystem))
- return false;
- _count = 0;
- var query = _entMan.EntityQueryEnumerator<SingularityDistortionComponent, TransformComponent>();
- while (query.MoveNext(out var uid, out var distortion, out var xform))
- {
- if (xform.MapID != args.MapId)
- continue;
- var mapPos = _xformSystem.GetWorldPosition(uid);
- // is the distortion in range?
- if ((mapPos - args.WorldAABB.ClosestPoint(mapPos)).LengthSquared() > MaxDistance * MaxDistance)
- continue;
- // To be clear, this needs to use "inside-viewport" pixels.
- // In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
- var tempCoords = args.Viewport.WorldToLocal(mapPos);
- tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y; // Local space to fragment space.
- _positions[_count] = tempCoords;
- _intensities[_count] = distortion.Intensity;
- _falloffPowers[_count] = distortion.FalloffPower;
- _count++;
- if (_count == MaxCount)
- break;
- }
- return (_count > 0);
- }
- protected override void Draw(in OverlayDrawArgs args)
- {
- if (ScreenTexture == null || args.Viewport.Eye == null)
- return;
- _shader?.SetParameter("renderScale", args.Viewport.RenderScale * args.Viewport.Eye.Scale);
- _shader?.SetParameter("count", _count);
- _shader?.SetParameter("position", _positions);
- _shader?.SetParameter("intensity", _intensities);
- _shader?.SetParameter("falloffPower", _falloffPowers);
- _shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
- var worldHandle = args.WorldHandle;
- worldHandle.UseShader(_shader);
- worldHandle.DrawRect(args.WorldAABB, Color.White);
- worldHandle.UseShader(null);
- }
- /// <summary>
- /// Repeats the transformation applied by the shader in <see cref="Resources/Textures/Shaders/singularity.swsl"/>
- /// </summary>
- private void OnProjectFromScreenToMap(ref PixelToMapEvent args)
- { // Mostly copypasta from the singularity shader.
- if (args.Viewport.Eye == null)
- return;
- var maxDistance = MaxDistance * EyeManager.PixelsPerMeter;
- var finalCoords = args.VisiblePosition;
- for (var i = 0; i < MaxCount && i < _count; i++)
- {
- // An explanation of pain:
- // The shader used by the singularity to create the neat distortion effect occurs in _fragment space_
- // All of these calculations are done in _local space_.
- // The only difference between the two is that in fragment space 'Y' is measured in pixels from the bottom of the viewport...
- // and in local space 'Y' is measured in pixels from the top of the viewport.
- // As a minor optimization the locations of the singularities are transformed into fragment space in BeforeDraw so the shader doesn't need to.
- // We need to undo that here or this will transform the cursor position as if the singularities were mirrored vertically relative to the center of the viewport.
- var localPosition = _positions[i];
- localPosition.Y = args.Viewport.Size.Y - localPosition.Y;
- var delta = args.VisiblePosition - localPosition;
- var distance = (delta / (args.Viewport.RenderScale * args.Viewport.Eye.Scale)).Length();
- var deformation = _intensities[i] / MathF.Pow(distance, _falloffPowers[i]);
- // ensure deformation goes to zero at max distance
- // avoids long-range single-pixel shifts that are noticeable when leaving PVS.
- if (distance >= maxDistance)
- deformation = 0.0f;
- else
- deformation *= 1.0f - MathF.Pow(distance / maxDistance, 4.0f);
- if (deformation > 0.8)
- deformation = MathF.Pow(deformation, 0.3f);
- finalCoords -= delta * deformation;
- }
- finalCoords.X -= MathF.Floor(finalCoords.X / (args.Viewport.Size.X * 2)) * args.Viewport.Size.X * 2; // Manually handle the wrapping reflection behaviour used by the viewport texture.
- finalCoords.Y -= MathF.Floor(finalCoords.Y / (args.Viewport.Size.Y * 2)) * args.Viewport.Size.Y * 2;
- finalCoords.X = (finalCoords.X >= args.Viewport.Size.X) ? ((args.Viewport.Size.X * 2) - finalCoords.X) : finalCoords.X;
- finalCoords.Y = (finalCoords.Y >= args.Viewport.Size.Y) ? ((args.Viewport.Size.Y * 2) - finalCoords.Y) : finalCoords.Y;
- args.VisiblePosition = finalCoords;
- }
- }
- }
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