fish-station/Content.Client/_RMC14/Explosion/RMCExplosionShockWaveOverlay.cs
ThereDrD 6c8050eb1e
Новые эффекты взрывов (#1410)
Co-authored-by: Vero <73014819+vero5123@users.noreply.github.com>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
2025-02-20 17:29:41 +03:00

101 lines
3.8 KiB
C#

using System.Numerics;
using Content.Shared._RMC14.Explosion.Components;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client._RMC14.Explosion;
public sealed class RMCExplosionShockWaveOverlay : Overlay, IEntityEventSubscriber
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private SharedTransformSystem? _xformSystem;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
/// <summary>
/// Maximum number of distortions that can be shown on screen at a time.
/// </summary>
public const int MaxCount = 10;
public RMCExplosionShockWaveOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("RMCShockWave").Instance().Duplicate();
}
private readonly Vector2[] _positions = new Vector2[MaxCount];
private readonly float[] _falloffPower = new float[MaxCount];
private readonly float[] _sharpness = new float[MaxCount];
private readonly float[] _width = new float[MaxCount];
private readonly float[] _times = new float[MaxCount];
private int _count;
private readonly TimeSpan _timeCompensation = TimeSpan.FromSeconds(0.2f);
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null || _xformSystem is null && !_entMan.TrySystem(out _xformSystem))
return false;
var query = _entMan.EntityQueryEnumerator<RMCExplosionShockWaveComponent, TransformComponent>();
_count = 0;
while (query.MoveNext(out var uid, out var distortion, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var mapPos = _xformSystem.GetWorldPosition(uid);
var tempCoords = args.Viewport.WorldToLocal(mapPos);
// normalized coords, 0 - 1 plane. This is pure hell, we subtract 1 because fragment calculates from the bottom and local goes from the top of the viewport
tempCoords.Y = 1 - (tempCoords.Y / args.Viewport.Size.Y);
tempCoords.X /= args.Viewport.Size.X;
var currentTime = (float)(_timing.CurTime - distortion.CreationTime - _timeCompensation).TotalSeconds;
currentTime = Math.Clamp(currentTime, 0.1f, float.MaxValue);
_positions[_count] = tempCoords;
_falloffPower[_count] = distortion.FalloffPower ?? 20f; // Sunrise edit - фолбек
_sharpness[_count] = distortion.Sharpness;
_width[_count] = distortion.Width ?? 0.8f;
_times[_count] = currentTime;
_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("falloffPower", _falloffPower);
_shader?.SetParameter("sharpness", _sharpness);
_shader?.SetParameter("width", _width);
_shader?.SetParameter("time", _times);
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
worldHandle.DrawRect(args.WorldBounds, Color.White);
worldHandle.UseShader(null);
}
}