mirror of
https://github.com/space-syndicate/space-station-14.git
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* ach, ye initial commit * Review changes...? * Change parentage * Widen the dwarf sprite * Widen the dwarf sprite * Solve the murder at the Portermeister Estate * The rest of the fucking owl * Fix female displacement, fix the displacement error * Review changes * Review fixes * IPrototypeManager to ProtoMan * Review changes
131 lines
5.7 KiB
C#
131 lines
5.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.DisplacementMap;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Client.DisplacementMap;
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public sealed partial class DisplacementMapSystem : EntitySystem
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{
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[Dependency] private ISerializationManager _serialization = null!;
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[Dependency] private SpriteSystem _sprite = null!;
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//needs to be replaced later: see comment on line 48
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private static readonly ProtoId<ShaderPrototype> UnshadedID = "unshaded";
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private static string? BuildDisplacementLayerKey(object key)
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{
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return key.ToString() is null ? null : $"{key}-displacement";
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}
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/// <summary>
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/// Attempting to apply a displacement map to a specific layer of SpriteComponent
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/// </summary>
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/// <param name="data">Information package for applying the displacement map</param>
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/// <param name="sprite">Entity with SpriteComponent</param>
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/// <param name="index">Index of the layer where the new map layer will be added</param>
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/// <param name="key">Unique layer key, which will determine which layer to apply displacement map to</param>
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/// <param name="displacementKey">The key of the new displacement map layer added by this function.</param>
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/// <returns></returns>
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public bool TryAddDisplacement(
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DisplacementData data,
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Entity<SpriteComponent> sprite,
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int index,
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object key,
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[NotNullWhen(true)] out string? displacementKey
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)
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{
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displacementKey = BuildDisplacementLayerKey(key);
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if (displacementKey is null)
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return false;
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if (EnsureDisplacementIsNotOnSprite(sprite, key))
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index--;
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if (data.ShaderOverride is not null)
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{
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//TODO : this is a kinda janky workaround for the fact that the current rendering pipeline does not have
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//proper support for multiple shaders on a given layer (or an ubershader to handle stacking all of the effects well)
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//should be replaced by an engine-level solution, but this is an adequate temporary solution.
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//what's that phrase about temporary solutions?
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sprite.Comp.LayerSetShader(index,
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(sprite.Comp[index] is SpriteComponent.Layer layer && layer.ShaderPrototype == UnshadedID)
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? data.ShaderOverrideUnshaded
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: data.ShaderOverride);
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}
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//allows you not to write it every time in the YML
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foreach (var pair in data.SizeMaps)
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{
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pair.Value.CopyToShaderParameters ??= new()
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{
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LayerKey = "dummy",
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ParameterTexture = "displacementMap",
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ParameterUV = "displacementUV",
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};
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}
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if (!data.SizeMaps.ContainsKey(32))
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{
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Log.Error($"DISPLACEMENT: {displacementKey} don't have 32x32 default displacement map");
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return false;
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}
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// We choose a displacement map from the possible ones, matching the size with the original layer size.
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// If there is no such a map, we use a standard 32 by 32 one
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var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
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var actualRSI = _sprite.LayerGetEffectiveRsi(sprite.AsNullable(), index);
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if (actualRSI is not null)
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{
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if (actualRSI.Size.X != actualRSI.Size.Y)
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{
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Log.Warning(
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$"DISPLACEMENT: {displacementKey} has a resolution that is not 1:1, things can look crooked");
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}
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var layerSize = actualRSI.Size.X;
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if (data.SizeMaps.TryGetValue(layerSize, out var map))
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displacementDataLayer = map;
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}
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var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
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if (key is Enum)
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{
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// We are doing this enum-to-string conversion here because CopyToShaderParameters.LayerKey only takes a string,
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// but LayerMap keys are stored as objects, and therefore can take enums.
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// There is a key parser in SpriteComponent but it requires the qualified (i.e. full) enum name.
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// It feels like CopyToShaderParameters should be able to just take objects, but until then:
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displacementLayer.CopyToShaderParameters!.LayerKey = $"enum.{key.GetType().Name}.{key}";
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}
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else
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{
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// This previously assigned a string reading "this is impossible" if key.ToString eval'd to false.
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// However, for the sake of sanity, we've changed this to assert non-null - !.
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// If this throws an error, we're not sorry. Nanotrasen thanks you for your service fixing this bug.
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displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString()!;
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}
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_sprite.AddLayer(sprite.AsNullable(), displacementLayer, index);
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_sprite.LayerMapSet(sprite.AsNullable(), displacementKey, index);
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return true;
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}
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/// <summary>
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/// Ensures that the displacement map associated with the given layer key is not in the Sprite's LayerMap.
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/// </summary>
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/// <param name="sprite">The sprite to remove the displacement layer from.</param>
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/// <param name="key">The key of the layer that is referenced by the displacement layer we want to remove.</param>
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/// <returns>Returns true if the displacement existed and was removed.</returns>
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public bool EnsureDisplacementIsNotOnSprite(Entity<SpriteComponent> sprite, object key)
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{
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var displacementLayerKey = BuildDisplacementLayerKey(key);
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if (displacementLayerKey is null)
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return false;
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return _sprite.RemoveLayer(sprite.AsNullable(), displacementLayerKey, false);
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}
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}
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