Delta-v/Content.Client/Light/RoofOverlay.cs

101 lines
3.4 KiB
C#

using System.Numerics;
using Content.Shared.Light.Components;
using Content.Shared.Maps;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map.Components;
namespace Content.Client.Light;
public sealed class RoofOverlay : Overlay
{
private readonly IEntityManager _entManager;
[Dependency] private readonly IOverlayManager _overlay = default!;
private readonly EntityLookupSystem _lookup;
private readonly SharedMapSystem _mapSystem;
private readonly SharedTransformSystem _xformSystem;
private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
public const int ContentZIndex = BeforeLightTargetOverlay.ContentZIndex + 1;
public RoofOverlay(IEntityManager entManager)
{
_entManager = entManager;
IoCManager.InjectDependencies(this);
_lookup = _entManager.System<EntityLookupSystem>();
_mapSystem = _entManager.System<SharedMapSystem>();
_xformSystem = _entManager.System<SharedTransformSystem>();
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null)
return;
var mapEnt = _mapSystem.GetMap(args.MapId);
if (!_entManager.TryGetComponent(mapEnt, out RoofComponent? roofComp) ||
!_entManager.TryGetComponent(mapEnt, out MapGridComponent? grid))
{
return;
}
var viewport = args.Viewport;
var eye = args.Viewport.Eye;
var worldHandle = args.WorldHandle;
var lightoverlay = _overlay.GetOverlay<BeforeLightTargetOverlay>();
var bounds = lightoverlay.EnlargedBounds;
var target = lightoverlay.EnlargedLightTarget;
worldHandle.RenderInRenderTarget(target,
() =>
{
var invMatrix = target.GetWorldToLocalMatrix(eye, viewport.RenderScale / 2f);
var gridMatrix = _xformSystem.GetWorldMatrix(mapEnt);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
worldHandle.SetTransform(matty);
var tileEnumerator = _mapSystem.GetTilesEnumerator(mapEnt, grid, bounds);
// Due to stencilling we essentially draw on unrooved tiles
while (tileEnumerator.MoveNext(out var tileRef))
{
if ((tileRef.Tile.Flags & (byte) TileFlag.Roof) == 0x0)
{
// Check if the tile is occluded in which case hide it anyway.
// This is to avoid lit walls bleeding over to unlit tiles.
_occluders.Clear();
_lookup.GetLocalEntitiesIntersecting(mapEnt, tileRef.GridIndices, _occluders);
var found = false;
foreach (var occluder in _occluders)
{
if (!occluder.Comp.Enabled)
continue;
found = true;
break;
}
if (!found)
continue;
}
var local = _lookup.GetLocalBounds(tileRef, grid.TileSize);
worldHandle.DrawRect(local, roofComp.Color);
}
}, null);
}
}