Events/RadiationStorm: Fancy radiation shader & SFX (#5612)

This commit is contained in:
E F R
2021-12-01 20:21:17 +00:00
committed by GitHub
parent dff78f239d
commit 9216d279af
20 changed files with 240 additions and 116 deletions

View File

@@ -12,10 +12,12 @@ namespace Content.Client.StationEvents
private bool _decay;
private float _radsPerSecond;
private float _range;
private TimeSpan _startTime;
private TimeSpan _endTime;
public override float RadsPerSecond => _radsPerSecond;
public override float Range => _range;
public override TimeSpan StartTime => _startTime;
public override TimeSpan EndTime => _endTime;
public override bool Draw => _draw;
public override bool Decay => _decay;
@@ -33,6 +35,7 @@ namespace Content.Client.StationEvents
_range = state.Range;
_draw = state.Draw;
_decay = state.Decay;
_startTime = state.StartTime;
_endTime = state.EndTime;
}
}

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@@ -1,152 +1,138 @@
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
namespace Content.Client.StationEvents
{
[UsedImplicitly]
public sealed class RadiationPulseOverlay : Overlay
public class RadiationPulseOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
/// <summary>
/// Current color of a pulse
/// </summary>
private readonly Dictionary<IEntity, Color> _colors = new();
/// <summary>
/// Whether our alpha is increasing or decreasing and at what time does it flip (or stop)
/// </summary>
private readonly Dictionary<IEntity, (bool EasingIn, TimeSpan TransitionTime)> _transitions =
new();
/// <summary>
/// How much the alpha changes per second for each pulse
/// </summary>
private readonly Dictionary<IEntity, float> _alphaRateOfChange = new();
private TimeSpan _lastTick;
private const float MaxDist = 15.0f;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private TimeSpan _lastTick = default;
private readonly ShaderInstance _baseShader;
private readonly Dictionary<EntityUid, (ShaderInstance shd, RadiationShaderInstance instance)> _pulses = new();
public RadiationPulseOverlay()
{
IoCManager.InjectDependencies(this);
_lastTick = _gameTiming.CurTime;
}
/// <summary>
/// Get the current color for the entity,
/// accounting for what its alpha should be and whether it should be transitioning in or out
/// </summary>
/// <param name="entity"></param>
/// <param name="elapsedTime">frametime</param>
/// <param name="endTime"></param>
/// <returns></returns>
private Color GetColor(IEntity entity, float elapsedTime, TimeSpan endTime)
{
var currentTime = _gameTiming.CurTime;
// New pulse
if (!_colors.ContainsKey(entity))
{
UpdateTransition(entity, currentTime, endTime);
}
var currentColor = _colors[entity];
var alphaChange = _alphaRateOfChange[entity] * elapsedTime;
if (!_transitions[entity].EasingIn)
{
alphaChange *= -1;
}
if (currentTime > _transitions[entity].TransitionTime)
{
UpdateTransition(entity, currentTime, endTime);
}
_colors[entity] = _colors[entity].WithAlpha(currentColor.A + alphaChange);
return _colors[entity];
}
private void UpdateTransition(IEntity entity, TimeSpan currentTime, TimeSpan endTime)
{
bool easingIn;
TimeSpan transitionTime;
if (!_transitions.TryGetValue(entity, out var transition))
{
// Start as false because it will immediately be flipped
easingIn = false;
transitionTime = (endTime - currentTime) / 2 + currentTime;
}
else
{
easingIn = transition.EasingIn;
transitionTime = endTime;
}
_transitions[entity] = (!easingIn, transitionTime);
_colors[entity] = Color.LimeGreen.WithAlpha(0.0f);
_alphaRateOfChange[entity] = 1.0f / (float) (transitionTime - currentTime).TotalSeconds;
_baseShader = _prototypeManager.Index<ShaderPrototype>("Radiation").Instance().Duplicate();
}
protected override void Draw(in OverlayDrawArgs args)
{
// PVS should control the overlay pretty well so the overlay doesn't get instantiated unless we're near one...
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
RadiationQuery(args.Viewport.Eye);
if (playerEntity == null)
{
if (_pulses.Count == 0)
return;
}
var radiationPulses = _entityManager
.EntityQuery<RadiationPulseComponent>(true)
.ToList();
if (radiationPulses.Count == 0)
{
if (ScreenTexture == null)
return;
}
var elapsedTime = (float) (_gameTiming.CurTime - _lastTick).TotalSeconds;
_lastTick = _gameTiming.CurTime;
var worldHandle = args.WorldHandle;
var viewport = _eyeManager.GetWorldViewport();
foreach (var grid in _mapManager.FindGridsIntersecting(playerEntity.Transform.MapID, viewport))
var viewport = args.Viewport;
foreach ((var shd, var instance) in _pulses.Values)
{
worldHandle.SetTransform(grid.WorldMatrix);
foreach (var pulse in radiationPulses)
{
if (!pulse.Draw || grid.Index != pulse.Owner.Transform.GridID) continue;
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords);
tempCoords.Y = viewport.Size.Y - tempCoords.Y;
shd?.SetParameter("renderScale", viewport.RenderScale);
shd?.SetParameter("positionInput", tempCoords);
shd?.SetParameter("range", instance.Range);
var life = (_lastTick - instance.Start) / (instance.End - instance.Start);
shd?.SetParameter("life", (float) life);
var pulseTransform = pulse.Owner.Transform;
// There's probably a very good reason not to do this.
// Oh well!
shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture);
var maxVisibleCircleArea = viewport.Enlarged(pulse.Range * 64);
if (!maxVisibleCircleArea.Contains(pulseTransform.WorldPosition)) continue;
worldHandle.DrawCircle(
pulseTransform.LocalPosition,
pulse.Range,
GetColor(pulse.Owner, pulse.Decay ? elapsedTime : 0, pulse.EndTime));
}
worldHandle.UseShader(shd);
worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
}
}
//Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?)
private void RadiationQuery(IEye? currentEye)
{
if (currentEye == null)
{
_pulses.Clear();
return;
}
_lastTick = _gameTiming.CurTime;
var currentEyeLoc = currentEye.Position;
var pulses = _entityManager.EntityQuery<RadiationPulseComponent>();
foreach (var pulse in pulses) //Add all pulses that are not added yet but qualify
{
var pulseEntity = pulse.Owner;
if (!_pulses.Keys.Contains(pulseEntity.Uid) && PulseQualifies(pulseEntity, currentEyeLoc))
{
_pulses.Add(
pulseEntity.Uid,
(
_baseShader.Duplicate(),
new RadiationShaderInstance(
pulseEntity.Transform.MapPosition.Position,
pulse.Range,
pulse.StartTime,
pulse.EndTime
)
)
);
}
}
var activeShaderIds = _pulses.Keys;
foreach (var activePulseUid in activeShaderIds) //Remove all pulses that are added and no longer qualify
{
if (_entityManager.TryGetEntity(activePulseUid, out var pulseEntity) &&
PulseQualifies(pulseEntity, currentEyeLoc) &&
pulseEntity.TryGetComponent<RadiationPulseComponent>(out var pulse))
{
var shaderInstance = _pulses[activePulseUid];
shaderInstance.instance.CurrentMapCoords = pulseEntity.Transform.MapPosition.Position;
shaderInstance.instance.Range = pulse.Range;
} else {
_pulses[activePulseUid].shd.Dispose();
_pulses.Remove(activePulseUid);
}
}
}
private bool PulseQualifies(IEntity pulseEntity, MapCoordinates currentEyeLoc)
{
return pulseEntity.Transform.MapID == currentEyeLoc.MapId && pulseEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, pulseEntity.Transform.ParentUid, currentEyeLoc), MaxDist);
}
private sealed record RadiationShaderInstance(Vector2 CurrentMapCoords, float Range, TimeSpan Start, TimeSpan End)
{
public Vector2 CurrentMapCoords = CurrentMapCoords;
public float Range = Range;
public TimeSpan Start = Start;
public TimeSpan End = End;
};
}
}