Draw MapAtmosphere gasses (#17688)
This commit is contained in:
@@ -1,3 +1,4 @@
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using Content.Client.Atmos.Components;
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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@@ -7,6 +8,7 @@ using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -136,76 +138,127 @@ namespace Content.Client.Atmos.Overlays
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (args.MapId == MapId.Nullspace)
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return;
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var drawHandle = args.WorldHandle;
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
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var gridState = (args.WorldBounds,
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args.WorldHandle,
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_gasCount,
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_frames,
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_frameCounter,
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_fireFrames,
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_fireFrameCounter,
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_shader,
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overlayQuery,
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xformQuery);
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(args.MapId, args.WorldBounds))
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var mapUid = _mapManager.GetMapEntityId(args.MapId);
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if (_entManager.TryGetComponent<MapAtmosphereComponent>(mapUid, out var atmos))
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{
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if (!overlayQuery.TryGetComponent(mapGrid.Owner, out var comp) ||
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!xformQuery.TryGetComponent(mapGrid.Owner, out var gridXform))
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var bottomLeft = args.WorldAABB.BottomLeft.Floored();
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var topRight = args.WorldAABB.TopRight.Ceiled();
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for (var x = bottomLeft.X; x <= topRight.X; x++)
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{
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continue;
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}
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var (_, _, worldMatrix, invMatrix) = gridXform.GetWorldPositionRotationMatrixWithInv();
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drawHandle.SetTransform(worldMatrix);
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var floatBounds = invMatrix.TransformBox(in args.WorldBounds).Enlarged(mapGrid.TileSize);
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var localBounds = new Box2i(
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(int) MathF.Floor(floatBounds.Left),
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(int) MathF.Floor(floatBounds.Bottom),
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(int) MathF.Ceiling(floatBounds.Right),
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(int) MathF.Ceiling(floatBounds.Top));
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// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
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// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
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// by chunk, even though its currently slower.
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drawHandle.UseShader(null);
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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while (enumerator.MoveNext(out var gas))
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for (var y = bottomLeft.Y; y <= topRight.Y; y++)
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{
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if (gas.Opacity == null!)
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continue;
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var tilePosition = new Vector2(x, y);
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var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
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if (!localBounds.Contains(tilePosition))
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continue;
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for (var i = 0; i < _gasCount; i++)
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for (var i = 0; i < atmos.OverlayData.Opacity.Length; i++)
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{
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var opacity = gas.Opacity[i];
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var opacity = atmos.OverlayData.Opacity[i];
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if (opacity > 0)
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drawHandle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
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args.WorldHandle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
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}
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}
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}
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// And again for fire, with the unshaded shader
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drawHandle.UseShader(_shader);
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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while (enumerator.MoveNext(out var gas))
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{
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if (gas.FireState == 0)
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continue;
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var index = chunk.Origin + (enumerator.X, enumerator.Y);
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if (!localBounds.Contains(index))
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continue;
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var state = gas.FireState - 1;
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var texture = _fireFrames[state][_fireFrameCounter[state]];
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drawHandle.DrawTexture(texture, index);
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}
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}
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}
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// TODO: WorldBounds callback.
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_mapManager.FindGridsIntersecting(args.MapId, args.WorldAABB, ref gridState,
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static (EntityUid uid, MapGridComponent grid,
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ref (Box2Rotated WorldBounds,
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DrawingHandleWorld drawHandle,
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int gasCount,
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Texture[][] frames,
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int[] frameCounter,
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Texture[][] fireFrames,
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int[] fireFrameCounter,
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ShaderInstance shader,
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EntityQuery<GasTileOverlayComponent> overlayQuery,
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EntityQuery<TransformComponent> xformQuery) state) =>
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{
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if (!state.overlayQuery.TryGetComponent(uid, out var comp) ||
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!state.xformQuery.TryGetComponent(uid, out var gridXform))
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{
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return true;
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}
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var (_, _, worldMatrix, invMatrix) = gridXform.GetWorldPositionRotationMatrixWithInv();
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state.drawHandle.SetTransform(worldMatrix);
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var floatBounds = invMatrix.TransformBox(in state.WorldBounds).Enlarged(grid.TileSize);
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var localBounds = new Box2i(
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(int) MathF.Floor(floatBounds.Left),
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(int) MathF.Floor(floatBounds.Bottom),
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(int) MathF.Ceiling(floatBounds.Right),
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(int) MathF.Ceiling(floatBounds.Top));
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// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
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// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
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// by chunk, even though its currently slower.
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state.drawHandle.UseShader(null);
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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while (enumerator.MoveNext(out var gas))
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{
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if (gas.Opacity == null!)
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continue;
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var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
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if (!localBounds.Contains(tilePosition))
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continue;
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for (var i = 0; i < state.gasCount; i++)
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{
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var opacity = gas.Opacity[i];
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if (opacity > 0)
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state.drawHandle.DrawTexture(state.frames[i][state.frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
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}
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}
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}
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// And again for fire, with the unshaded shader
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state.drawHandle.UseShader(state.shader);
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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while (enumerator.MoveNext(out var gas))
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{
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if (gas.FireState == 0)
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continue;
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var index = chunk.Origin + (enumerator.X, enumerator.Y);
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if (!localBounds.Contains(index))
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continue;
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var fireState = gas.FireState - 1;
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var texture = state.fireFrames[fireState][state.fireFrameCounter[fireState]];
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state.drawHandle.DrawTexture(texture, index);
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}
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}
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return true;
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});
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drawHandle.UseShader(null);
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drawHandle.SetTransform(Matrix3.Identity);
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}
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