Files
ss14-wl/Content.Client/_White/Overlays/BaseSwitchableOverlay.cs
JunJun ae8d7ab59d Thermal and Night Vision update (#429)
* base

* fix

* fix

* fix2

* xeno

* xenoborg + locale
2025-12-15 14:19:24 +03:00

49 lines
1.6 KiB
C#

using System.Numerics;
using Content.Shared._White.Overlays;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client._White.Overlays;
public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : SwitchableVisionOverlayComponent
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public TComp? Comp = null;
public bool IsActive = true;
public BaseSwitchableOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototype.Index<ShaderPrototype>("NightVision").InstanceUnique();
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture is null || Comp is null || !IsActive)
return;
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader.SetParameter("tint", Comp.Tint);
_shader.SetParameter("luminance_threshold", Comp.Strength);
_shader.SetParameter("noise_amount", Comp.Noise);
var worldHandle = args.WorldHandle;
var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime);
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime);
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_shader);
worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha * Comp.OverlayOpacity));
worldHandle.UseShader(null);
}
}