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using System.Numerics; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Enums; | ||
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namespace Content.Client.Light; | ||
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/// <summary> | ||
/// This exists just to copy <see cref="BeforeLightTargetOverlay"/> to the light render target | ||
/// </summary> | ||
public sealed class AfterLightTargetOverlay : Overlay | ||
{ | ||
public override OverlaySpace Space => OverlaySpace.BeforeLighting; | ||
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[Dependency] private readonly IOverlayManager _overlay = default!; | ||
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public const int ContentZIndex = LightBlurOverlay.ContentZIndex + 1; | ||
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public AfterLightTargetOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
ZIndex = ContentZIndex; | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
var viewport = args.Viewport; | ||
var worldHandle = args.WorldHandle; | ||
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if (viewport.Eye == null) | ||
return; | ||
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var lightOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>(); | ||
var bounds = args.WorldBounds; | ||
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// at 1-1 render scale it's mostly fine but at 4x4 it's way too fkn big | ||
var lightScale = viewport.LightRenderTarget.Size / (Vector2) viewport.Size; | ||
var newScale = viewport.RenderScale / (Vector2.One / lightScale); | ||
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var localMatrix = | ||
viewport.LightRenderTarget.GetWorldToLocalMatrix(viewport.Eye, newScale); | ||
var diff = (lightOverlay.EnlargedLightTarget.Size - viewport.LightRenderTarget.Size); | ||
var halfDiff = diff / 2; | ||
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// Pixels -> Metres -> Half distance. | ||
// If we're zoomed in need to enlarge the bounds further. | ||
args.WorldHandle.RenderInRenderTarget(viewport.LightRenderTarget, | ||
() => | ||
{ | ||
// We essentially need to draw the cropped version onto the lightrendertarget. | ||
var subRegion = new UIBox2i(halfDiff.X, | ||
halfDiff.Y, | ||
viewport.LightRenderTarget.Size.X + halfDiff.X, | ||
viewport.LightRenderTarget.Size.Y + halfDiff.Y); | ||
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worldHandle.SetTransform(localMatrix); | ||
worldHandle.DrawTextureRectRegion(lightOverlay.EnlargedLightTarget.Texture, bounds, subRegion: subRegion); | ||
}, null); | ||
} | ||
} |
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using System.Numerics; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Enums; | ||
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namespace Content.Client.Light; | ||
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/// <summary> | ||
/// Handles an enlarged lighting target so content can use large blur radii. | ||
/// </summary> | ||
public sealed class BeforeLightTargetOverlay : Overlay | ||
{ | ||
public override OverlaySpace Space => OverlaySpace.BeforeLighting; | ||
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[Dependency] private readonly IClyde _clyde = default!; | ||
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public IRenderTexture EnlargedLightTarget = default!; | ||
public Box2Rotated EnlargedBounds; | ||
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/// <summary> | ||
/// In metres | ||
/// </summary> | ||
private float _skirting = 1.5f; | ||
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public const int ContentZIndex = -10; | ||
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public BeforeLightTargetOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
ZIndex = ContentZIndex; | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar? | ||
// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues. | ||
var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter); | ||
EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f); | ||
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// This just exists to copy the lightrendertarget and write back to it. | ||
if (EnlargedLightTarget?.Size != size) | ||
{ | ||
EnlargedLightTarget = _clyde | ||
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy"); | ||
} | ||
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args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget, | ||
() => | ||
{ | ||
}, _clyde.GetClearColor(args.MapUid)); | ||
} | ||
} |
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using Robust.Client.Graphics; | ||
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namespace Content.Client.Light.EntitySystems; | ||
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public sealed class PlanetLightSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly IOverlayManager _overlayMan = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<GetClearColorEvent>(OnClearColor); | ||
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_overlayMan.AddOverlay(new BeforeLightTargetOverlay()); | ||
_overlayMan.AddOverlay(new RoofOverlay(EntityManager)); | ||
_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager)); | ||
_overlayMan.AddOverlay(new LightBlurOverlay()); | ||
_overlayMan.AddOverlay(new AfterLightTargetOverlay()); | ||
} | ||
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private void OnClearColor(ref GetClearColorEvent ev) | ||
{ | ||
ev.Color = Color.Transparent; | ||
} | ||
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public override void Shutdown() | ||
{ | ||
base.Shutdown(); | ||
_overlayMan.RemoveOverlay<BeforeLightTargetOverlay>(); | ||
_overlayMan.RemoveOverlay<RoofOverlay>(); | ||
_overlayMan.RemoveOverlay<TileEmissionOverlay>(); | ||
_overlayMan.RemoveOverlay<LightBlurOverlay>(); | ||
_overlayMan.RemoveOverlay<AfterLightTargetOverlay>(); | ||
} | ||
} |
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using Content.Shared.Light.EntitySystems; | ||
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namespace Content.Client.Light.EntitySystems; | ||
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/// <inheritdoc/> | ||
public sealed class RoofSystem : SharedRoofSystem | ||
{ | ||
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} |
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using Robust.Client.Graphics; | ||
using Robust.Shared.Enums; | ||
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namespace Content.Client.Light; | ||
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/// <summary> | ||
/// Essentially handles blurring for content-side light overlays. | ||
/// </summary> | ||
public sealed class LightBlurOverlay : Overlay | ||
{ | ||
public override OverlaySpace Space => OverlaySpace.BeforeLighting; | ||
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[Dependency] private readonly IClyde _clyde = default!; | ||
[Dependency] private readonly IOverlayManager _overlay = default!; | ||
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public const int ContentZIndex = TileEmissionOverlay.ContentZIndex + 1; | ||
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private IRenderTarget? _blurTarget; | ||
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public LightBlurOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
ZIndex = ContentZIndex; | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
if (args.Viewport.Eye == null) | ||
return; | ||
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var beforeOverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>(); | ||
var size = beforeOverlay.EnlargedLightTarget.Size; | ||
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if (_blurTarget?.Size != size) | ||
{ | ||
_blurTarget = _clyde | ||
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-blur"); | ||
} | ||
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var target = beforeOverlay.EnlargedLightTarget; | ||
// Yeah that's all this does keep walkin. | ||
//_clyde.BlurRenderTarget(args.Viewport, target, _blurTarget, args.Viewport.Eye, 14f * 2f); | ||
} | ||
} |
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using Content.Client.GameTicking.Managers; | ||
using Content.Shared; | ||
using Content.Shared.Light.Components; | ||
using Robust.Shared.Map.Components; | ||
using Robust.Shared.Timing; | ||
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namespace Content.Client.Light; | ||
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/// <inheritdoc/> | ||
public sealed class LightCycleSystem : SharedLightCycleSystem | ||
{ | ||
[Dependency] private readonly ClientGameTicker _ticker = default!; | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
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public override void Update(float frameTime) | ||
{ | ||
base.Update(frameTime); | ||
var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>(); | ||
while (mapQuery.MoveNext(out var uid, out var cycle, out var map)) | ||
{ | ||
if (!cycle.Running) | ||
continue; | ||
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var time = (float) _timing.CurTime | ||
.Add(cycle.Offset) | ||
.Subtract(_ticker.RoundStartTimeSpan) | ||
.TotalSeconds; | ||
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var color = GetColor((uid, cycle), cycle.OriginalColor, time); | ||
map.AmbientLightColor = color; | ||
} | ||
} | ||
} |
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