Fix decal draw-order (#22953)
* Fix decal draw-order Using the new overlayspace ensures they don't draw above grids above them. * a
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@@ -2,18 +2,17 @@ using Content.Shared.Decals;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Decals.Overlays
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{
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public sealed class DecalOverlay : Overlay
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public sealed class DecalOverlay : GridOverlay
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{
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private readonly SpriteSystem _sprites;
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private readonly IEntityManager _entManager;
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private readonly IPrototypeManager _prototypeManager;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities;
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private readonly Dictionary<string, (Texture Texture, bool SnapCardinals)> _cachedTextures = new(64);
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public DecalOverlay(
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@@ -28,52 +27,58 @@ namespace Content.Client.Decals.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 grid = Grid;
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if (!_entManager.TryGetComponent(grid, out DecalGridComponent? decalGrid) ||
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!_entManager.TryGetComponent(grid, out TransformComponent? xform))
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{
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return;
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}
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if (xform.MapID != args.MapId)
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return;
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// Shouldn't need to clear cached textures unless the prototypes get reloaded.
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var handle = args.WorldHandle;
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var xformSystem = _entManager.System<TransformSystem>();
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var eyeAngle = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var gridQuery = _entManager.AllEntityQueryEnumerator<DecalGridComponent, TransformComponent>();
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var zIndexDictionary = decalGrid.DecalRenderIndex;
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while (gridQuery.MoveNext(out var decalGrid, out var xform))
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if (zIndexDictionary.Count == 0)
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return;
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var (_, worldRot, worldMatrix) = xformSystem.GetWorldPositionRotationMatrix(xform);
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handle.SetTransform(worldMatrix);
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foreach (var decals in zIndexDictionary.Values)
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{
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if (xform.MapID != args.MapId)
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continue;
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var zIndexDictionary = decalGrid.DecalRenderIndex;
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if (zIndexDictionary.Count == 0)
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continue;
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var (_, worldRot, worldMatrix) = xformSystem.GetWorldPositionRotationMatrix(xform);
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handle.SetTransform(worldMatrix);
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foreach (var decals in zIndexDictionary.Values)
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foreach (var decal in decals.Values)
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{
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foreach (var decal in decals.Values)
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if (!_cachedTextures.TryGetValue(decal.Id, out var cache) && _prototypeManager.TryIndex<DecalPrototype>(decal.Id, out var decalProto))
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{
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if (!_cachedTextures.TryGetValue(decal.Id, out var cache) && _prototypeManager.TryIndex<DecalPrototype>(decal.Id, out var decalProto))
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{
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cache = (_sprites.Frame0(decalProto.Sprite), decalProto.SnapCardinals);
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_cachedTextures[decal.Id] = cache;
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}
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var cardinal = Angle.Zero;
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if (cache.SnapCardinals)
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{
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var worldAngle = eyeAngle + worldRot;
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cardinal = worldAngle.GetCardinalDir().ToAngle();
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}
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var angle = decal.Angle - cardinal;
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if (angle.Equals(Angle.Zero))
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handle.DrawTexture(cache.Texture, decal.Coordinates, decal.Color);
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else
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handle.DrawTexture(cache.Texture, decal.Coordinates, angle, decal.Color);
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cache = (_sprites.Frame0(decalProto.Sprite), decalProto.SnapCardinals);
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_cachedTextures[decal.Id] = cache;
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}
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var cardinal = Angle.Zero;
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if (cache.SnapCardinals)
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{
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var worldAngle = eyeAngle + worldRot;
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cardinal = worldAngle.GetCardinalDir().ToAngle();
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}
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var angle = decal.Angle - cardinal;
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if (angle.Equals(Angle.Zero))
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handle.DrawTexture(cache.Texture, decal.Coordinates, decal.Color);
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else
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handle.DrawTexture(cache.Texture, decal.Coordinates, angle, decal.Color);
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}
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}
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