Files
space-station-14/Content.Client/Atmos/Overlays/GasTileHeatBlurOverlay.cs
T
Pieter-Jan Briers 5168b5f3d4 IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00

264 lines
11 KiB
C#

using Content.Client.Atmos.EntitySystems;
using Content.Client.Graphics;
using Content.Client.Resources;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using System.Numerics;
using Color = Robust.Shared.Maths.Color;
using Texture = Robust.Client.Graphics.Texture;
namespace Content.Client.Atmos.Overlays;
/// <summary>
/// Overlay responsible for rendering heat distortion shader.
/// </summary>
public sealed partial class GasTileHeatBlurOverlay : Overlay
{
public override bool RequestScreenTexture { get; set; } = true;
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
private static readonly ProtoId<ShaderPrototype> HeatOverlayShader = "HeatBlur";
[Dependency] private IEntityManager _entManager = default!;
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private IPrototypeManager _proto = default!;
[Dependency] private IClyde _clyde = default!;
[Dependency] private IConfigurationManager _configManager = default!;
[Dependency] private IResourceCache _resourceCache = default!;
private readonly SharedTransformSystem _xformSys;
private readonly ShaderInstance _shader;
private readonly Texture _noiseTexture;
private readonly Texture _heatGradientTexture;
private List<Entity<MapGridComponent>> _intersectingGrids = new();
private readonly OverlayResourceCache<CachedResources> _resources = new();
// Overlay settings
private const float
ShaderSpilling = 2.5f; // for example 4f - spills shader one tile from hotspot, 2.5f - spills it half tile
private const float ShaderStrength = 0.04f; // Makes waves stronger
private const float ShaderScale = 1f; // Makes more waves
private const float ShaderSpeed = 0.4f; // Makes waves run faster
// Overlay settings for reduced motion setting
private const float ShaderStrengthForReducedMotion = 0.01f;
private const float ShaderScaleReducedMotion = 0.5f;
private const float ShaderSpeedReducedMotion = 0.25f;
private const int MinDistortionTemp = 300; // Distortion starts to show up at this temperature in Kelvins
private const int MaxDistortionTemp = 2000; // Maximum distortion strength at this temperature in Kelvins
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public GasTileHeatBlurOverlay()
{
IoCManager.InjectDependencies(this);
_xformSys = _entManager.System<SharedTransformSystem>();
_noiseTexture = _resourceCache.GetTexture("/Textures/Effects/HeatBlur/perlin_noise.png");
_heatGradientTexture = _resourceCache.GetTexture("/Textures/Effects/HeatBlur/soft_circle.png");
_shader = _proto.Index(HeatOverlayShader).InstanceUnique();
_configManager.OnValueChanged(CCVars.ReducedMotion, SetReducedMotion, invokeImmediately: true);
}
private void SetReducedMotion(bool reducedMotion)
{
_shader.SetParameter("strength_scale", reducedMotion ? ShaderStrengthForReducedMotion : ShaderStrength);
_shader.SetParameter("spatial_scale", reducedMotion ? ShaderScaleReducedMotion : ShaderScale);
_shader.SetParameter("speed_scale", reducedMotion ? ShaderSpeedReducedMotion : ShaderSpeed);
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return false;
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
var target = args.Viewport.RenderTarget;
// Probably the resolution of the game window changed, remake the textures.
if (res.HeatTarget?.Texture.Size != target.Size)
{
res.HeatTarget?.Dispose();
res.HeatTarget = _clyde.CreateRenderTarget(
target.Size,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
name: nameof(GasTileHeatBlurOverlaySystem));
}
if (res.HeatBlurTarget?.Texture.Size != target.Size)
{
res.HeatBlurTarget?.Dispose();
res.HeatBlurTarget = _clyde.CreateRenderTarget(
target.Size,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
name: $"{nameof(GasTileHeatBlurOverlaySystem)}-blur");
}
var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
args.WorldHandle.UseShader(_proto.Index(UnshadedShader).Instance());
var mapId = args.MapId;
var worldAABB = args.WorldAABB;
var worldBounds = args.WorldBounds;
var worldHandle = args.WorldHandle;
var worldToViewportLocal = args.Viewport.GetWorldToLocalMatrix();
// If there is no distortion after checking all visible tiles, we can bail early
var anyDistortion = false;
// We're rendering in the context of the heat target texture, which will encode data as to where and how strong
// the heat distortion will be
args.WorldHandle.RenderInRenderTarget(res.HeatTarget,
() =>
{
_intersectingGrids.Clear();
_mapManager.FindGridsIntersecting(mapId, worldAABB, ref _intersectingGrids);
foreach (var grid in _intersectingGrids)
{
if (!overlayQuery.TryGetComponent(grid.Owner, out var comp))
continue;
var gridEntToWorld = _xformSys.GetWorldMatrix(grid.Owner);
var gridEntToViewportLocal = gridEntToWorld * worldToViewportLocal;
if (!Matrix3x2.Invert(gridEntToViewportLocal, out var viewportLocalToGridEnt))
continue;
var uvToUi = Matrix3Helpers.CreateScale(res.HeatTarget.Size.X, -res.HeatTarget.Size.Y);
var uvToGridEnt = uvToUi * viewportLocalToGridEnt;
// Because we want the actual distortion to be calculated based on the grid coordinates*, we need
// to pass a matrix transformation to go from the viewport coordinates to grid coordinates.
// * (why? because otherwise the effect would shimmer like crazy as you moved around, think
// moving a piece of warped glass above a picture instead of placing the warped glass on the
// paper and moving them together)
_shader.SetParameter("grid_ent_from_viewport_local", uvToGridEnt);
// Draw commands (like DrawRect) will be using grid coordinates from here
worldHandle.SetTransform(gridEntToViewportLocal);
// We only care about tiles that fit in these bounds
var worldToGridLocal = _xformSys.GetInvWorldMatrix(grid.Owner);
var floatBounds = worldToGridLocal.TransformBox(worldBounds).Enlarged(grid.Comp.TileSize);
var localBounds = new Box2i(
(int)MathF.Floor(floatBounds.Left),
(int)MathF.Floor(floatBounds.Bottom),
(int)MathF.Ceiling(floatBounds.Right),
(int)MathF.Ceiling(floatBounds.Top));
// for each tile and its gas --->
foreach (var chunk in comp.Chunks.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var tileGas))
{
// Check and make sure the tile is within the viewport/screen
var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(tilePosition))
continue;
// Get the distortion strength from the temperature and bail if it's not hot enough
var strength = GetHeatDistortionStrength(tileGas.ByteGasTemperature);
if (strength <= 0f)
continue;
anyDistortion = true;
// Encode the strength in the red channel
// alpha set to 1 as tile is active
worldHandle.DrawTextureRect(
_heatGradientTexture,
Box2.CenteredAround(tilePosition + grid.Comp.TileSizeHalfVector,
grid.Comp.TileSizeVector * ShaderSpilling),
new Color(strength, 0f, 0f));
}
}
}
},
// This clears the buffer to all zero first...
new Color(0, 0, 0, 0));
// no distortion, no need to render
if (!anyDistortion)
{
args.WorldHandle.UseShader(null);
args.WorldHandle.SetTransform(Matrix3x2.Identity);
return false;
}
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
if (ScreenTexture is null || res.HeatTarget is null || res.HeatBlurTarget is null)
return;
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader.SetParameter("NOISE_TEXTURE", _noiseTexture);
args.WorldHandle.UseShader(_shader);
args.WorldHandle.DrawTextureRect(res.HeatTarget.Texture, args.WorldBounds);
args.WorldHandle.UseShader(null);
args.WorldHandle.SetTransform(Matrix3x2.Identity);
}
protected override void DisposeBehavior()
{
_resources.Dispose();
_configManager.UnsubValueChanged(CCVars.ReducedMotion, SetReducedMotion);
base.DisposeBehavior();
}
/// <summary>
/// Gets the strength of the heat distortion effect based on the temperature of the tile.
/// The strength is a value between 0 and 1, where 0 means no distortion and 1 means maximum distortion.
/// </summary>
/// <param name="temp">The temperature of the tile.</param>
/// <returns>The strength of the heat distortion effect.</returns>
/// <seealso cref="ThermalByte"/>
private static float GetHeatDistortionStrength(ThermalByte temp)
{
if (!temp.TryGetTemperature(out var kelvinTemp))
{
return 0f;
}
var strength = (kelvinTemp - MinDistortionTemp) / (MaxDistortionTemp - MinDistortionTemp);
return MathHelper.Clamp01(strength);
}
internal sealed class CachedResources : IDisposable
{
public IRenderTexture? HeatTarget;
public IRenderTexture? HeatBlurTarget;
public void Dispose()
{
HeatTarget?.Dispose();
HeatBlurTarget?.Dispose();
}
}
}