Refactor: Gas tile overlay split (#42881)

* yeah

* split2

* well

* cleanup

* docs fix

* Dependency cleanup

* Update Content.Client/Atmos/EntitySystems/GasTileFireOverlaySystem.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* yup

* modifying a lot anyways

* other cleanup

---------

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
This commit is contained in:
InsoPL 2026-03-15 08:20:06 +01:00 • committed by GitHub
parent 05b6ec1862
commit d5ed6aa462
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7 changed files with 559 additions and 386 deletions

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using Content.Client.Atmos.Overlays;
using JetBrains.Annotations;
using Robust.Client.Graphics;
namespace Content.Client.Atmos.EntitySystems;
/// <summary>
/// System responsible for rendering atmos fire animations using <see cref="GasTileFireOverlay"/>.
/// </summary>
[UsedImplicitly]
public sealed class GasTileFireOverlaySystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private GasTileFireOverlay _fireOverlay = default!;
public override void Initialize()
{
base.Initialize();
_fireOverlay = new GasTileFireOverlay();
_overlayMan.AddOverlay(_fireOverlay);
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<GasTileFireOverlay>();
}
}

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using Content.Client.Atmos.Overlays;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameStates;
namespace Content.Client.Atmos.EntitySystems
namespace Content.Client.Atmos.EntitySystems;
[UsedImplicitly]
public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
{
[UsedImplicitly]
public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
public override void Initialize()
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly SpriteSystem _spriteSys = default!;
[Dependency] private readonly SharedTransformSystem _xformSys = default!;
base.Initialize();
SubscribeNetworkEvent<GasOverlayUpdateEvent>(HandleGasOverlayUpdate);
SubscribeLocalEvent<GasTileOverlayComponent, ComponentHandleState>(OnHandleState);
}
private GasTileOverlay _overlay = default!;
private void OnHandleState(EntityUid gridUid, GasTileOverlayComponent comp, ref ComponentHandleState args)
{
Dictionary<Vector2i, GasOverlayChunk> modifiedChunks;
public override void Initialize()
switch (args.Current)
{
base.Initialize();
SubscribeNetworkEvent<GasOverlayUpdateEvent>(HandleGasOverlayUpdate);
SubscribeLocalEvent<GasTileOverlayComponent, ComponentHandleState>(OnHandleState);
_overlay = new GasTileOverlay(this, EntityManager, _resourceCache, ProtoMan, _spriteSys, _xformSys);
_overlayMan.AddOverlay(_overlay);
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<GasTileOverlay>();
}
private void OnHandleState(EntityUid gridUid, GasTileOverlayComponent comp, ref ComponentHandleState args)
{
Dictionary<Vector2i, GasOverlayChunk> modifiedChunks;
switch (args.Current)
// is this a delta or full state?
case GasTileOverlayDeltaState delta:
{
// is this a delta or full state?
case GasTileOverlayDeltaState delta:
modifiedChunks = delta.ModifiedChunks;
foreach (var index in comp.Chunks.Keys)
{
modifiedChunks = delta.ModifiedChunks;
foreach (var index in comp.Chunks.Keys)
{
if (!delta.AllChunks.Contains(index))
comp.Chunks.Remove(index);
}
break;
if (!delta.AllChunks.Contains(index))
comp.Chunks.Remove(index);
}
case GasTileOverlayState state:
{
modifiedChunks = state.Chunks;
foreach (var index in comp.Chunks.Keys)
{
if (!state.Chunks.ContainsKey(index))
comp.Chunks.Remove(index);
}
break;
}
default:
return;
break;
}
foreach (var (index, data) in modifiedChunks)
case GasTileOverlayState state:
{
comp.Chunks[index] = data;
modifiedChunks = state.Chunks;
foreach (var index in comp.Chunks.Keys)
{
if (!state.Chunks.ContainsKey(index))
comp.Chunks.Remove(index);
}
break;
}
default:
return;
}
foreach (var (index, data) in modifiedChunks)
{
comp.Chunks[index] = data;
}
}
private void HandleGasOverlayUpdate(GasOverlayUpdateEvent ev)
{
foreach (var (nent, removedIndicies) in ev.RemovedChunks)
{
var grid = GetEntity(nent);
if (!TryComp(grid, out GasTileOverlayComponent? comp))
continue;
foreach (var index in removedIndicies)
{
comp.Chunks.Remove(index);
}
}
private void HandleGasOverlayUpdate(GasOverlayUpdateEvent ev)
foreach (var (nent, gridData) in ev.UpdatedChunks)
{
foreach (var (nent, removedIndicies) in ev.RemovedChunks)
var grid = GetEntity(nent);
if (!TryComp(grid, out GasTileOverlayComponent? comp))
continue;
foreach (var chunkData in gridData)
{
var grid = GetEntity(nent);
if (!TryComp(grid, out GasTileOverlayComponent? comp))
continue;
foreach (var index in removedIndicies)
{
comp.Chunks.Remove(index);
}
}
foreach (var (nent, gridData) in ev.UpdatedChunks)
{
var grid = GetEntity(nent);
if (!TryComp(grid, out GasTileOverlayComponent? comp))
continue;
foreach (var chunkData in gridData)
{
comp.Chunks[chunkData.Index] = chunkData;
}
comp.Chunks[chunkData.Index] = chunkData;
}
}
}

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using Content.Client.Atmos.Overlays;
using JetBrains.Annotations;
using Robust.Client.Graphics;
namespace Content.Client.Atmos.EntitySystems;
/// <summary>
/// System responsible for rendering visible atmos gasses (like plasma for example) using <see cref="GasTileVisibleGasOverlay"/>.
/// </summary>
[UsedImplicitly]
public sealed class GasTileVisibleGasOverlaySystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private GasTileVisibleGasOverlay _visibleGasOverlay = default!;
public override void Initialize()
{
base.Initialize();
_visibleGasOverlay = new GasTileVisibleGasOverlay();
_overlayMan.AddOverlay(_visibleGasOverlay);
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<GasTileVisibleGasOverlay>();
}
}

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using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Species;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using System.Numerics;
namespace Content.Client.Atmos.Overlays;
/// <summary>
/// Overlay responsible for rendering atmos fire animation.
/// </summary>
public sealed class GasTileFireOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities | OverlaySpace.WorldSpaceBelowWorld;
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
private readonly SharedTransformSystem _xformSys;
private readonly SharedMapSystem _mapSystem = default!;
private readonly ShaderInstance _shader;
private readonly float[] _timer;
private readonly float[][] _frameDelays;
private readonly int[] _frameCounter;
// TODO combine textures into a single texture atlas.
private readonly Texture[][] _frames;
private const int FireStates = 3;
private const string FireRsiPath = "/Textures/Effects/fire.rsi";
public const int GasOverlayZIndex = (int)Shared.DrawDepth.DrawDepth.Effects; // Under ghosts, above mostly everything else
public GasTileFireOverlay()
{
IoCManager.InjectDependencies(this);
_xformSys = _entManager.System<SharedTransformSystem>();
_mapSystem = _entManager.System<SharedMapSystem>();
_shader = _protoMan.Index(UnshadedShader).Instance();
ZIndex = GasOverlayZIndex;
_timer = new float[FireStates];
_frameDelays = new float[FireStates][];
_frameCounter = new int[FireStates];
_frames = new Texture[FireStates][];
var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
{
if (!fire.TryGetState((i + 1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
_frames[i] = state.GetFrames(RsiDirection.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
for (var i = 0; i < FireStates; i++)
{
var delays = _frameDelays[i];
if (delays.Length == 0)
continue;
var frameCount = _frameCounter[i];
_timer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_timer[i] < time) continue;
_timer[i] -= time;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
var drawHandle = args.WorldHandle;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
var gridState = (args.WorldBounds,
args.WorldHandle,
_frames,
_frameCounter,
_shader,
overlayQuery,
xformQuery,
_xformSys);
var mapUid = _mapSystem.GetMapOrInvalid(args.MapId);
if (args.Space != OverlaySpace.WorldSpaceEntities)
return;
// TODO: WorldBounds callback.
_mapManager.FindGridsIntersecting(args.MapId, args.WorldAABB, ref gridState,
static (EntityUid uid, MapGridComponent grid,
ref (Box2Rotated WorldBounds,
DrawingHandleWorld drawHandle,
Texture[][] frames,
int[] frameCounter,
ShaderInstance shader,
EntityQuery<GasTileOverlayComponent> overlayQuery,
EntityQuery<TransformComponent> xformQuery,
SharedTransformSystem xformSys) state) =>
{
if (!state.overlayQuery.TryGetComponent(uid, out var comp) ||
!state.xformQuery.TryGetComponent(uid, out var gridXform))
{
return true;
}
var (_, _, worldMatrix, invMatrix) = state.xformSys.GetWorldPositionRotationMatrixWithInv(gridXform);
state.drawHandle.SetTransform(worldMatrix);
var floatBounds = invMatrix.TransformBox(state.WorldBounds).Enlarged(grid.TileSize);
var localBounds = new Box2i(
(int)MathF.Floor(floatBounds.Left),
(int)MathF.Floor(floatBounds.Bottom),
(int)MathF.Ceiling(floatBounds.Right),
(int)MathF.Ceiling(floatBounds.Top));
// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
// by chunk, even though its currently slower.
state.drawHandle.UseShader(state.shader);
foreach (var chunk in comp.Chunks.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
if (gas.FireState == 0)
continue;
var index = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(index))
continue;
var fireState = gas.FireState - 1;
var texture = state.frames[fireState][state.frameCounter[fireState]];
state.drawHandle.DrawTexture(texture, index);
}
}
return true;
});
drawHandle.UseShader(null);
drawHandle.SetTransform(Matrix3x2.Identity);
}
}

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using System.Numerics;
using Content.Client.Atmos.Components;
using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.Atmos.Prototypes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.Overlays
{
public sealed class GasTileOverlay : Overlay
{
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
private readonly IEntityManager _entManager;
private readonly IMapManager _mapManager;
private readonly SharedAtmosphereSystem _atmosphereSystem;
private readonly SharedMapSystem _mapSystem;
private readonly SharedTransformSystem _xformSys;
public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities | OverlaySpace.WorldSpaceBelowWorld;
private readonly ShaderInstance _shader;
// Gas overlays
private readonly float[] _timer;
private readonly float[][] _frameDelays;
private readonly int[] _frameCounter;
// TODO combine textures into a single texture atlas.
private readonly Texture[][] _frames;
// Fire overlays
private const int FireStates = 3;
private const string FireRsiPath = "/Textures/Effects/fire.rsi";
private readonly float[] _fireTimer = new float[FireStates];
private readonly float[][] _fireFrameDelays = new float[FireStates][];
private readonly int[] _fireFrameCounter = new int[FireStates];
private readonly Texture[][] _fireFrames = new Texture[FireStates][];
private int _gasCount;
public const int GasOverlayZIndex = (int) Shared.DrawDepth.DrawDepth.Effects; // Under ghosts, above mostly everything else
public GasTileOverlay(GasTileOverlaySystem system, IEntityManager entManager, IResourceCache resourceCache, IPrototypeManager protoMan, SpriteSystem spriteSys, SharedTransformSystem xformSys)
{
_entManager = entManager;
_mapManager = IoCManager.Resolve<IMapManager>();
_atmosphereSystem = entManager.System<SharedAtmosphereSystem>();
_mapSystem = entManager.System<SharedMapSystem>();
_xformSys = xformSys;
_shader = protoMan.Index(UnshadedShader).Instance();
ZIndex = GasOverlayZIndex;
_gasCount = system.VisibleGasId.Length;
_timer = new float[_gasCount];
_frameDelays = new float[_gasCount][];
_frameCounter = new int[_gasCount];
_frames = new Texture[_gasCount][];
for (var i = 0; i < _gasCount; i++)
{
var gasPrototype = _atmosphereSystem.GetGas(system.VisibleGasId[i]);
SpriteSpecifier overlay;
if (!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
overlay = new SpriteSpecifier.Rsi(new (gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
else if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
overlay = new SpriteSpecifier.Texture(new (gasPrototype.GasOverlayTexture));
else
continue;
switch (overlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if (!rsi.TryGetState(stateId, out var state))
continue;
_frames[i] = state.GetFrames(RsiDirection.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
_frames[i] = new[] { spriteSys.Frame0(texture) };
_frameDelays[i] = Array.Empty<float>();
break;
}
}
var fire = resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
{
if (!fire.TryGetState((i + 1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
_fireFrames[i] = state.GetFrames(RsiDirection.South);
_fireFrameDelays[i] = state.GetDelays();
_fireFrameCounter[i] = 0;
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
for (var i = 0; i < _gasCount; i++)
{
var delays = _frameDelays[i];
if (delays.Length == 0)
continue;
var frameCount = _frameCounter[i];
_timer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_timer[i] < time)
continue;
_timer[i] -= time;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = _fireFrameDelays[i];
if (delays.Length == 0)
continue;
var frameCount = _fireFrameCounter[i];
_fireTimer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_fireTimer[i] < time) continue;
_fireTimer[i] -= time;
_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
var drawHandle = args.WorldHandle;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
var gridState = (args.WorldBounds,
args.WorldHandle,
_gasCount,
_frames,
_frameCounter,
_fireFrames,
_fireFrameCounter,
_shader,
overlayQuery,
xformQuery,
_xformSys);
var mapUid = _mapSystem.GetMapOrInvalid(args.MapId);
if (_entManager.TryGetComponent<MapAtmosphereComponent>(mapUid, out var atmos))
DrawMapOverlay(drawHandle, args, mapUid, atmos);
if (args.Space != OverlaySpace.WorldSpaceEntities)
return;
// TODO: WorldBounds callback.
_mapManager.FindGridsIntersecting(args.MapId, args.WorldAABB, ref gridState,
static (EntityUid uid, MapGridComponent grid,
ref (Box2Rotated WorldBounds,
DrawingHandleWorld drawHandle,
int gasCount,
Texture[][] frames,
int[] frameCounter,
Texture[][] fireFrames,
int[] fireFrameCounter,
ShaderInstance shader,
EntityQuery<GasTileOverlayComponent> overlayQuery,
EntityQuery<TransformComponent> xformQuery,
SharedTransformSystem xformSys) state) =>
{
if (!state.overlayQuery.TryGetComponent(uid, out var comp) ||
!state.xformQuery.TryGetComponent(uid, out var gridXform))
{
return true;
}
var (_, _, worldMatrix, invMatrix) = state.xformSys.GetWorldPositionRotationMatrixWithInv(gridXform);
state.drawHandle.SetTransform(worldMatrix);
var floatBounds = invMatrix.TransformBox(state.WorldBounds).Enlarged(grid.TileSize);
var localBounds = new Box2i(
(int) MathF.Floor(floatBounds.Left),
(int) MathF.Floor(floatBounds.Bottom),
(int) MathF.Ceiling(floatBounds.Right),
(int) MathF.Ceiling(floatBounds.Top));
// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
// by chunk, even though its currently slower.
state.drawHandle.UseShader(null);
foreach (var chunk in comp.Chunks.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
if (gas.Opacity == null!)
continue;
var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(tilePosition))
continue;
for (var i = 0; i < state.gasCount; i++)
{
var opacity = gas.Opacity[i];
if (opacity > 0)
state.drawHandle.DrawTexture(state.frames[i][state.frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
}
}
}
// And again for fire, with the unshaded shader
state.drawHandle.UseShader(state.shader);
foreach (var chunk in comp.Chunks.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
if (gas.FireState == 0)
continue;
var index = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(index))
continue;
var fireState = gas.FireState - 1;
var texture = state.fireFrames[fireState][state.fireFrameCounter[fireState]];
state.drawHandle.DrawTexture(texture, index);
}
}
return true;
});
drawHandle.UseShader(null);
drawHandle.SetTransform(Matrix3x2.Identity);
}
private void DrawMapOverlay(
DrawingHandleWorld handle,
OverlayDrawArgs args,
EntityUid map,
MapAtmosphereComponent atmos)
{
var mapGrid = _entManager.HasComponent<MapGridComponent>(map);
// map-grid atmospheres get drawn above grids
if (mapGrid && args.Space != OverlaySpace.WorldSpaceEntities)
return;
// Normal map atmospheres get drawn below grids
if (!mapGrid && args.Space != OverlaySpace.WorldSpaceBelowWorld)
return;
var bottomLeft = args.WorldAABB.BottomLeft.Floored();
var topRight = args.WorldAABB.TopRight.Ceiled();
for (var x = bottomLeft.X; x <= topRight.X; x++)
{
for (var y = bottomLeft.Y; y <= topRight.Y; y++)
{
var tilePosition = new Vector2(x, y);
for (var i = 0; i < atmos.OverlayData.Opacity.Length; i++)
{
var opacity = atmos.OverlayData.Opacity[i];
if (opacity > 0)
handle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
}
}
}
}
}
}

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using Content.Client.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Numerics;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Atmos.Overlays;
/// <summary>
/// Overlay responsible for rendering visible atmos gasses (like plasma for example) usin.
/// </summary>
public sealed class GasTileVisibleGasOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
private readonly SharedAtmosphereSystem _atmosphereSystem;
private readonly SharedMapSystem _mapSystem;
private readonly SharedTransformSystem _xformSys;
private readonly SharedGasTileOverlaySystem _gasTileOverlaySystem;
private readonly SpriteSystem _spriteSystem;
public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities | OverlaySpace.WorldSpaceBelowWorld;
private readonly ShaderInstance _shader;
// Gas overlays
private readonly float[] _timer;
private readonly float[][] _frameDelays;
private readonly int[] _frameCounter;
// TODO combine textures into a single texture atlas.
private readonly Texture[][] _frames;
private readonly int _gasCount;
public const int GasOverlayZIndex = (int)DrawDepth.Gasses; // Under ghosts and fire, above mostly everything else
public GasTileVisibleGasOverlay()
{
IoCManager.InjectDependencies(this);
_atmosphereSystem = _entManager.System<SharedAtmosphereSystem>();
_mapSystem = _entManager.System<SharedMapSystem>();
_xformSys = _entManager.System<SharedTransformSystem>();
_gasTileOverlaySystem = _entManager.System<SharedGasTileOverlaySystem>();
_spriteSystem = _entManager.System<SpriteSystem>();
_shader = _protoManager.Index(UnshadedShader).Instance();
ZIndex = GasOverlayZIndex;
_gasCount = _gasTileOverlaySystem.VisibleGasId.Length;
_timer = new float[_gasCount];
_frameDelays = new float[_gasCount][];
_frameCounter = new int[_gasCount];
_frames = new Texture[_gasCount][];
for (var i = 0; i < _gasCount; i++)
{
var gasPrototype = _atmosphereSystem.GetGas(_gasTileOverlaySystem.VisibleGasId[i]);
SpriteSpecifier overlay;
if (!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) &&
!string.IsNullOrEmpty(gasPrototype.GasOverlayState))
overlay = new SpriteSpecifier.Rsi(new(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
else if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
overlay = new SpriteSpecifier.Texture(new(gasPrototype.GasOverlayTexture));
else
continue;
switch (overlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if (!rsi.TryGetState(stateId, out var state))
continue;
_frames[i] = state.GetFrames(RsiDirection.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
_frames[i] = new[] { _spriteSystem.Frame0(texture) };
_frameDelays[i] = Array.Empty<float>();
break;
}
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
for (var i = 0; i < _gasCount; i++)
{
var delays = _frameDelays[i];
if (delays.Length == 0)
continue;
var frameCount = _frameCounter[i];
_timer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_timer[i] < time)
continue;
_timer[i] -= time;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
var drawHandle = args.WorldHandle;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
var gridState = (args.WorldBounds,
args.WorldHandle,
_gasCount,
_frames,
_frameCounter,
_shader,
overlayQuery,
xformQuery,
_xformSys);
var mapUid = _mapSystem.GetMapOrInvalid(args.MapId);
if (_entManager.TryGetComponent<MapAtmosphereComponent>(mapUid, out var atmos))
DrawMapOverlay(drawHandle, args, mapUid, atmos);
if (args.Space != OverlaySpace.WorldSpaceEntities)
return;
// TODO: WorldBounds callback.
_mapManager.FindGridsIntersecting(args.MapId,
args.WorldAABB,
ref gridState,
static (EntityUid uid,
MapGridComponent grid,
ref (Box2Rotated WorldBounds,
DrawingHandleWorld drawHandle,
int gasCount,
Texture[][] frames,
int[] frameCounter,
ShaderInstance shader,
EntityQuery<GasTileOverlayComponent> overlayQuery,
EntityQuery<TransformComponent> xformQuery,
SharedTransformSystem xformSys) state) =>
{
if (!state.overlayQuery.TryGetComponent(uid, out var comp) ||
!state.xformQuery.TryGetComponent(uid, out var gridXform))
{
return true;
}
var (_, _, worldMatrix, invMatrix) = state.xformSys.GetWorldPositionRotationMatrixWithInv(gridXform);
state.drawHandle.SetTransform(worldMatrix);
var floatBounds = invMatrix.TransformBox(state.WorldBounds).Enlarged(grid.TileSize);
var localBounds = new Box2i(
(int)MathF.Floor(floatBounds.Left),
(int)MathF.Floor(floatBounds.Bottom),
(int)MathF.Ceiling(floatBounds.Right),
(int)MathF.Ceiling(floatBounds.Top));
// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
// by chunk, even though its currently slower.
state.drawHandle.UseShader(null);
foreach (var chunk in comp.Chunks.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
if (gas.Opacity == null!)
continue;
var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(tilePosition))
continue;
for (var i = 0; i < state.gasCount; i++)
{
var opacity = gas.Opacity[i];
if (opacity > 0)
{
state.drawHandle.DrawTexture(state.frames[i][state.frameCounter[i]],
tilePosition,
Color.White.WithAlpha(opacity));
}
}
}
}
return true;
});
drawHandle.UseShader(null);
drawHandle.SetTransform(Matrix3x2.Identity);
}
private void DrawMapOverlay(
DrawingHandleWorld handle,
OverlayDrawArgs args,
EntityUid map,
MapAtmosphereComponent atmos)
{
var mapGrid = _entManager.HasComponent<MapGridComponent>(map);
// map-grid atmospheres get drawn above grids
if (mapGrid && args.Space != OverlaySpace.WorldSpaceEntities)
return;
// Normal map atmospheres get drawn below grids
if (!mapGrid && args.Space != OverlaySpace.WorldSpaceBelowWorld)
return;
var bottomLeft = args.WorldAABB.BottomLeft.Floored();
var topRight = args.WorldAABB.TopRight.Ceiled();
for (var x = bottomLeft.X; x <= topRight.X; x++)
{
for (var y = bottomLeft.Y; y <= topRight.Y; y++)
{
var tilePosition = new Vector2(x, y);
for (var i = 0; i < atmos.OverlayData.Opacity.Length; i++)
{
var opacity = atmos.OverlayData.Opacity[i];
if (opacity > 0)
handle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
}
}
}
}
}

View file

@ -112,17 +112,22 @@ namespace Content.Shared.DrawDepth
/// </summary>
Overdoors = DrawDepthTag.Default + 10,
/// <summary>
/// Visible atmos gas.
/// </summary>
Gasses = DrawDepthTag.Default + 11,
/// <summary>
/// Explosions, fire, melee swings. Whatever.
/// </summary>
Effects = DrawDepthTag.Default + 11,
Effects = DrawDepthTag.Default + 12,
Ghosts = DrawDepthTag.Default + 12,
Ghosts = DrawDepthTag.Default + 13,
/// <summary>
/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
/// </summary>
Overlays = DrawDepthTag.Default + 13,
Overlays = DrawDepthTag.Default + 14,
}
}