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81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using Content.Shared.DisplacementMap;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Client.DisplacementMap;
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public sealed class DisplacementMapSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _serialization = default!;
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/// <summary>
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/// Attempting to apply a displacement map to a specific layer of SpriteComponent
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/// </summary>
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/// <param name="data">Information package for applying the displacement map</param>
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/// <param name="sprite">SpriteComponent</param>
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/// <param name="index">Index of the layer where the new map layer will be added</param>
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/// <param name="key">Unique layer key, which will determine which layer to apply displacement map to</param>
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/// <param name="displacementKey">The key of the new displacement map layer added by this function.</param>
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/// <returns></returns>
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public bool TryAddDisplacement(DisplacementData data,
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SpriteComponent sprite,
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int index,
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object key,
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out string displacementKey)
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{
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displacementKey = $"{key}-displacement";
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if (key.ToString() is null)
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return false;
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if (data.ShaderOverride != null)
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sprite.LayerSetShader(index, data.ShaderOverride);
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if (sprite.LayerMapTryGet(displacementKey, out var oldIndex))
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sprite.RemoveLayer(oldIndex);
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//allows you not to write it every time in the YML
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foreach (var pair in data.SizeMaps)
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{
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pair.Value.CopyToShaderParameters ??= new()
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{
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LayerKey = "dummy",
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ParameterTexture = "displacementMap",
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ParameterUV = "displacementUV",
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};
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}
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if (!data.SizeMaps.ContainsKey(32))
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{
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Log.Error($"DISPLACEMENT: {displacementKey} don't have 32x32 default displacement map");
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return false;
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}
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// We choose a displacement map from the possible ones, matching the size with the original layer size.
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// If there is no such a map, we use a standard 32 by 32 one
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var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
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var actualRSI = sprite.LayerGetActualRSI(index);
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if (actualRSI is not null)
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{
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if (actualRSI.Size.X != actualRSI.Size.Y)
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{
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Log.Warning(
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$"DISPLACEMENT: {displacementKey} has a resolution that is not 1:1, things can look crooked");
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}
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var layerSize = actualRSI.Size.X;
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if (data.SizeMaps.TryGetValue(layerSize, out var map))
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displacementDataLayer = map;
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}
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var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
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displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString() ?? "this is impossible";
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sprite.AddLayer(displacementLayer, index);
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sprite.LayerMapSet(displacementKey, index);
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return true;
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}
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}
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