Шейдеры на лампочки (#655)
* +light shader * fixed * toggling logic * nice * add option to settings --------- Co-authored-by: CaYpeN1 <artem7771art@gmail.com>
This commit is contained in:
@@ -41,6 +41,7 @@
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<CheckBox Name="FpsCounterCheckBox" Text="{Loc 'ui-options-fps-counter'}" />
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<CheckBox Name="LogInChatCheckBox" Text="Логировать действия в чат" />
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<CheckBox Name="ShowTrailsCheckBox" Text="Отображать трейлы от пуль" />
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<CheckBox Name="EnableLightsGlowingBox" Text="Включить свечение от ламп" />
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</BoxContainer>
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<controls:StripeBack HasBottomEdge="False" HasMargins="False">
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<Button Name="ApplyButton"
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@@ -73,8 +73,9 @@ namespace Content.Client.Options.UI.Tabs
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ViewportLowResCheckBox.OnToggled += OnCheckBoxToggled;
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ParallaxLowQualityCheckBox.OnToggled += OnCheckBoxToggled;
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FpsCounterCheckBox.OnToggled += OnCheckBoxToggled;
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LogInChatCheckBox.OnToggled += OnCheckBoxToggled;
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ShowTrailsCheckBox.OnToggled += OnCheckBoxToggled;
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LogInChatCheckBox.OnToggled += OnCheckBoxToggled; // WD
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ShowTrailsCheckBox.OnToggled += OnCheckBoxToggled; // WD
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EnableLightsGlowingBox.OnToggled += OnCheckBoxToggled; // WD
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ApplyButton.OnPressed += OnApplyButtonPressed;
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VSyncCheckBox.Pressed = _cfg.GetCVar(CVars.DisplayVSync);
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FullscreenCheckBox.Pressed = ConfigIsFullscreen;
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@@ -86,8 +87,9 @@ namespace Content.Client.Options.UI.Tabs
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ViewportLowResCheckBox.Pressed = !_cfg.GetCVar(CCVars.ViewportScaleRender);
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ParallaxLowQualityCheckBox.Pressed = _cfg.GetCVar(CCVars.ParallaxLowQuality);
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FpsCounterCheckBox.Pressed = _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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LogInChatCheckBox.Pressed = _cfg.GetCVar(WhiteCVars.LogChatActions);
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ShowTrailsCheckBox.Pressed = _cfg.GetCVar(WhiteCVars.ShowTrails);
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LogInChatCheckBox.Pressed = _cfg.GetCVar(WhiteCVars.LogChatActions); // WD
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ShowTrailsCheckBox.Pressed = _cfg.GetCVar(WhiteCVars.ShowTrails); // WD
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EnableLightsGlowingBox.Pressed = _cfg.GetCVar(WhiteCVars.EnableLightsGlowing); // WD
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ViewportWidthSlider.Value = _cfg.GetCVar(CCVars.ViewportWidth);
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_cfg.OnValueChanged(CCVars.ViewportMinimumWidth, _ => UpdateViewportWidthRange());
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@@ -120,8 +122,9 @@ namespace Content.Client.Options.UI.Tabs
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_cfg.SetCVar(CCVars.ViewportScaleRender, !ViewportLowResCheckBox.Pressed);
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_cfg.SetCVar(CCVars.ParallaxLowQuality, ParallaxLowQualityCheckBox.Pressed);
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_cfg.SetCVar(CCVars.HudFpsCounterVisible, FpsCounterCheckBox.Pressed);
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_cfg.SetCVar(WhiteCVars.LogChatActions, LogInChatCheckBox.Pressed);
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_cfg.SetCVar(WhiteCVars.ShowTrails, ShowTrailsCheckBox.Pressed);
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_cfg.SetCVar(WhiteCVars.LogChatActions, LogInChatCheckBox.Pressed); // WD
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_cfg.SetCVar(WhiteCVars.ShowTrails, ShowTrailsCheckBox.Pressed); // WD
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_cfg.SetCVar(WhiteCVars.EnableLightsGlowing, EnableLightsGlowingBox.Pressed); // WD
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_cfg.SetCVar(CCVars.ViewportWidth, (int) ViewportWidthSlider.Value);
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_cfg.SaveToFile();
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@@ -151,8 +154,9 @@ namespace Content.Client.Options.UI.Tabs
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var isVPResSame = ViewportLowResCheckBox.Pressed == !_cfg.GetCVar(CCVars.ViewportScaleRender);
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var isPLQSame = ParallaxLowQualityCheckBox.Pressed == _cfg.GetCVar(CCVars.ParallaxLowQuality);
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var isFpsCounterVisibleSame = FpsCounterCheckBox.Pressed == _cfg.GetCVar(CCVars.HudFpsCounterVisible);
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var isLogInChatSame = LogInChatCheckBox.Pressed == _cfg.GetCVar(WhiteCVars.LogChatActions);
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var isShowTrailsSame = ShowTrailsCheckBox.Pressed == _cfg.GetCVar(WhiteCVars.ShowTrails);
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var isLogInChatSame = LogInChatCheckBox.Pressed == _cfg.GetCVar(WhiteCVars.LogChatActions); // WD
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var isShowTrailsSame = ShowTrailsCheckBox.Pressed == _cfg.GetCVar(WhiteCVars.ShowTrails); // WD
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var isEnableLightsGlowing = EnableLightsGlowingBox.Pressed == _cfg.GetCVar(WhiteCVars.EnableLightsGlowing); // WD
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var isWidthSame = (int) ViewportWidthSlider.Value == _cfg.GetCVar(CCVars.ViewportWidth);
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ApplyButton.Disabled = isVSyncSame &&
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@@ -167,7 +171,8 @@ namespace Content.Client.Options.UI.Tabs
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isFpsCounterVisibleSame &&
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isWidthSame &&
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isLogInChatSame &&
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isShowTrailsSame;
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isShowTrailsSame &&
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isEnableLightsGlowing;
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}
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private bool ConfigIsFullscreen =>
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95
Content.Client/_White/Lighting/Shaders/LightingOverlay.cs
Normal file
95
Content.Client/_White/Lighting/Shaders/LightingOverlay.cs
Normal file
@@ -0,0 +1,95 @@
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using System.Numerics;
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using Content.Shared._White;
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using Content.Shared._White.Lighting.Shaders;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client._White.Lighting.Shaders;
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public sealed class LightingOverlay : Overlay
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{
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private readonly IPrototypeManager _prototypeManager;
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private readonly EntityManager _entityManager;
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private readonly SpriteSystem _spriteSystem;
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private readonly TransformSystem _transformSystem;
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private readonly IConfigurationManager _cfg;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _shader;
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private bool _enableGlowing;
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public LightingOverlay(EntityManager entityManager, IPrototypeManager prototypeManager)
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{
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_entityManager = entityManager;
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_spriteSystem = entityManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
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_prototypeManager = prototypeManager;
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_transformSystem = entityManager.EntitySysManager.GetEntitySystem<TransformSystem>();
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_cfg = IoCManager.Resolve<IConfigurationManager>();
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_cfg.OnValueChanged(WhiteCVars.EnableLightsGlowing, val => _enableGlowing = val, true);
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("LightingOverlay").InstanceUnique();
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ZIndex = (int) DrawDepth.Overdoors;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!_enableGlowing)
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return;
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if (ScreenTexture == null)
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return;
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var xformCompQuery = _entityManager.GetEntityQuery<TransformComponent>();
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var handle = args.WorldHandle;
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var bounds = args.WorldAABB.Enlarged(5f);
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var component, out var xform))
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{
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if (xform.MapID != args.MapId)
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continue;
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if (!component.Enabled)
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continue;
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var worldPos = _transformSystem.GetWorldPosition(xform, xformCompQuery);
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if (!bounds.Contains(worldPos))
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continue;
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var color = component.Color;
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if (color == null && _entityManager.TryGetComponent<PointLightComponent>(uid, out var pointLight))
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color = pointLight.Color;
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var (_, _, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformCompQuery);
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handle.SetTransform(worldMatrix);
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var mask = _spriteSystem.Frame0(component.Sprite); // mask
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var xOffset = component.Offsetx - (mask.Width / 2) / EyeManager.PixelsPerMeter;
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var yOffset = component.Offsety - (mask.Height / 2) / EyeManager.PixelsPerMeter;
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var textureVector = new Vector2(xOffset, yOffset);
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handle.DrawTexture(mask, textureVector, color);
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handle.UseShader(_shader);
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3.Identity);
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}
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}
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@@ -0,0 +1,25 @@
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using Robust.Client.Graphics;
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using Robust.Shared.Prototypes;
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namespace Content.Client._White.Lighting.Shaders;
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public sealed class LightingOverlaySystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private LightingOverlay _lightingOverlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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_lightingOverlay = new LightingOverlay(EntityManager, _prototypeManager);
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_overlayManager.AddOverlay(_lightingOverlay);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayManager.RemoveOverlay(_lightingOverlay);
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}
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}
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@@ -0,0 +1,21 @@
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using Content.Shared._White.Lighting.Shaders;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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namespace Content.Client._White.Lighting.Shaders;
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public sealed class TogglingLightOverlaySystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<LightingOverlayComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, LightingOverlayComponent component, AppearanceChangeEvent args)
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{
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if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var state))
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return;
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component.Enabled = (bool) state;
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}
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}
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@@ -75,7 +75,7 @@ namespace Content.Shared.DrawDepth
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Items = DrawDepthTag.Default + 3,
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Mobs = DrawDepthTag.Default + 4,
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OverMobs = DrawDepthTag.Default + 5,
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Doors = DrawDepthTag.Default + 6,
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@@ -93,14 +93,14 @@ namespace Content.Shared.DrawDepth
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/// <summary>
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/// Explosions, fire, melee swings. Whatever.
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/// </summary>
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Effects = DrawDepthTag.Default + 9,
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Effects = DrawDepthTag.Default + 10,
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Ghosts = DrawDepthTag.Default + 10,
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Ghosts = DrawDepthTag.Default + 11,
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/// <summary>
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/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
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/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
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/// </summary>
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Overlays = DrawDepthTag.Default + 11,
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Overlays = DrawDepthTag.Default + 12,
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}
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}
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@@ -0,0 +1,27 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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using static Robust.Shared.Utility.SpriteSpecifier;
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namespace Content.Shared._White.Lighting.Shaders;
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/// <summary>
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/// This is used for LightOverlay
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class LightingOverlayComponent : Component
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{
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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[DataField]
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public SpriteSpecifier Sprite = new Texture(new ResPath("Effects/LightMasks/lightmask_lamp.png"));
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[DataField]
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public float Offsetx = -0.5f;
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[DataField]
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public float Offsety = 0.5f;
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[DataField]
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public Color? Color;
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}
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@@ -20,6 +20,13 @@ public sealed class WhiteCVars
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CVarDef.Create("white.show_trails", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/*
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* Bullet trails
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*/
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public static readonly CVarDef<bool> EnableLightsGlowing =
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CVarDef.Create("white.enable_lights_glowing", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/*
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* Offer Indicator
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*/
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@@ -33,8 +33,8 @@
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state: base
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- type: PointLight
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color: "#FFE4CE" # 5000K color temp
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energy: 0.8
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radius: 10
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energy: 0.65
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radius: 6
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softness: 1
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offset: "0, -0.5"
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- type: Damageable
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@@ -70,6 +70,7 @@
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- !type:PlaySoundBehavior
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sound:
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collection: GlassBreak
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- type: LightingOverlay # WD
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- type: LightMark
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placement:
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mode: SnapgridCenter
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@@ -154,9 +155,9 @@
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types:
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Heat: 5
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- type: PointLight
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radius: 15
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energy: 1
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softness: 0.9
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radius: 10
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energy: 0.7
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softness: 1
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color: "#EEEEFF"
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- type: entity
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@@ -166,8 +167,8 @@
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components:
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- type: PointLight
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radius: 10
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energy: 2.5
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softness: 0.9
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energy: 0.7
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softness: 1
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color: "#EEEEFF"
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#Exterior lights
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@@ -189,9 +190,9 @@
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suffix: Always Powered, Blue
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components:
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- type: PointLight
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radius: 12
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energy: 4.5
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softness: 0.5
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radius: 10
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energy: 0.7
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softness: 1
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color: "#B4FCF0"
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#Sodium lights
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@@ -208,8 +209,8 @@
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Heat: 5
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- type: PointLight
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radius: 10
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energy: 2.5
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softness: 0.9
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energy: 0.7
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softness: 1
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color: "#FFAF38"
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- type: entity
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@@ -219,8 +220,8 @@
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components:
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- type: PointLight
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radius: 10
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energy: 4
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softness: 0.5
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energy: 0.7
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softness: 1
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color: "#FFAF38"
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#Small lights
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@@ -240,9 +241,9 @@
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sprite: Structures/Wallmounts/Lighting/light_small.rsi
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state: base
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- type: PointLight
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energy: 1.0
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radius: 6
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softness: 1.1
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radius: 4
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energy: 0.7
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softness: 1
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enabled: true
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- type: Damageable
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damageContainer: StructuralInorganic
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@@ -324,7 +325,7 @@
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- type: PointLight
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enabled: true
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radius: 8
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energy: 1
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energy: 0.7
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softness: 1
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color: "#EEEEFF"
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- type: PoweredLight
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@@ -2,3 +2,8 @@
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id: ShockWave
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kind: source
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path: "/Textures/White/Shaders/shock_wave.swsl"
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- type: shader
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id: LightingOverlay
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kind: source
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path: "/Textures/White/Shaders/light.swsl"
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BIN
Resources/Textures/Effects/LightMasks/lightmask_lamp.png
Normal file
BIN
Resources/Textures/Effects/LightMasks/lightmask_lamp.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.5 KiB |
85
Resources/Textures/White/Shaders/light.swsl
Normal file
85
Resources/Textures/White/Shaders/light.swsl
Normal file
@@ -0,0 +1,85 @@
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uniform sampler2D SCREEN_TEXTURE;
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||||
|
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const highp float[3] weights = float[](0.2, 0.0625, 0.0375);
|
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|
||||
// Function to adjust alpha
|
||||
highp float adjustAlpha(highp vec4 background) {
|
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highp float avgColor = dot(background.rgb, vec3(0.3333));
|
||||
highp float boost = (1.0 - (1.0 - avgColor) / 1.25);
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||||
highp float transition = clamp((avgColor - 0.035) / 0.125, 0.0, 2.0);
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return boost * (1.0 - transition) + transition;
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}
|
||||
|
||||
// Function to warm up the color
|
||||
highp vec3 warmColor(highp vec3 color) {
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highp vec3 warmTint = vec3(1.0, 0.8, 0.6);
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return color * warmTint;
|
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}
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||||
|
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// Function to adjust saturation
|
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highp vec3 adjustSaturation(highp vec3 color, highp float saturation) {
|
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highp float luminance = dot(color, vec3(0.299, 0.587, 0.114));
|
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return mix(vec3(luminance), color, saturation);
|
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}
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||||
|
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// Function to add haze effect
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highp vec4 addHaze(highp vec4 color, highp float intensity) {
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highp vec3 haze = vec3(0.9, 0.85, 0.8);
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return vec4(mix(color.rgb, haze, intensity), color.a);
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}
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||||
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// Function to perform enhanced blur calculation
|
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highp vec4 enhancedBlur(highp vec2 offset, highp vec2 uv, highp vec2 frag, lowp int step) {
|
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highp vec4 bsample = texture2D(TEXTURE, uv + offset * TEXTURE_PIXEL_SIZE) * weights[step];
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||||
bsample.rgb = warmColor(bsample.rgb);
|
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bsample.rgb = adjustSaturation(bsample.rgb, 1.2);
|
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bsample = addHaze(bsample, 0.1);
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||||
bsample.a *= adjustAlpha(zTextureSpec(SCREEN_TEXTURE, (frag + offset) * SCREEN_PIXEL_SIZE));
|
||||
return bsample;
|
||||
}
|
||||
|
||||
// Function to calculate offset based on index
|
||||
highp vec2 calculateOffset(highp int index, highp float step) {
|
||||
highp vec3 offsetBase = vec3(1.0, 0.0, -1.0);
|
||||
highp vec2 offsets[8];
|
||||
offsets[0] = offsetBase.xy;
|
||||
offsets[1] = -offsetBase.xy;
|
||||
offsets[2] = offsetBase.yx;
|
||||
offsets[3] = -offsetBase.yx;
|
||||
offsets[4] = offsetBase.xx;
|
||||
offsets[5] = offsetBase.xz;
|
||||
offsets[6] = offsetBase.zx;
|
||||
offsets[7] = offsetBase.zz;
|
||||
|
||||
return offsets[index % 8] * step;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
highp vec4 sprite = zTexture(UV);
|
||||
|
||||
if (sprite.a == 0.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
highp vec3 offsetBase = vec3(1.0, 0.0, -1.0);
|
||||
highp vec4 sum = enhancedBlur(vec2(0), UV.xy, FRAGCOORD.xy, 0);
|
||||
|
||||
highp vec4 bsample;
|
||||
highp float floatstep = 0.0;
|
||||
|
||||
for (lowp int i = 0; i < 2; i++) {
|
||||
floatstep += 1.0;
|
||||
|
||||
for (lowp int j = 0; j < 8; j++) {
|
||||
highp vec2 offset = calculateOffset(j, floatstep);
|
||||
bsample = enhancedBlur(offset, UV.xy, FRAGCOORD.xy, i + 1);
|
||||
sum += bsample;
|
||||
}
|
||||
}
|
||||
|
||||
sum.rgb = warmColor(sum.rgb);
|
||||
sum.rgb = adjustSaturation(sum.rgb, 1.1);
|
||||
sum = addHaze(sum, 0.05);
|
||||
|
||||
COLOR = sum;
|
||||
}
|
||||
Reference in New Issue
Block a user