Files
RobustToolbox/Robust.Client/Graphics/IRenderTarget.cs
T
metalgearslothandGitHub ea1cc5e446 Planet lighting pre-reqs (#5490)
* Add another lookup overload

* Fix RenderInRenderTarget

See the linked issue for what happens.

* Also this one

* stuff

* Fix stencilling

* fixes

* mix blend

* fix

* blur fixes

* Tile flag

* Minor tweak

* Fixes

* Render state fixes

* Fixes

* Fix stupidity

* More state render bug fixes

* MapUid on overlay draw

* Remove blur comment

* Fixes

* Fixes

* Remove

* Engine vibe
2025-02-16 19:29:32 +11:00

59 lines
1.8 KiB
C#

using System;
using System.Numerics;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using SixLabors.ImageSharp.PixelFormats;
namespace Robust.Client.Graphics
{
/// <summary>
/// Represents something that can be rendered to.
/// </summary>
public interface IRenderTarget : IDisposable
{
/// <summary>
/// The size of the render target, in physical pixels.
/// </summary>
Vector2i Size { get; }
void CopyPixelsToMemory<T>(CopyPixelsDelegate<T> callback, UIBox2i? subRegion = null) where T : unmanaged, IPixel<T>;
public Vector2 LocalToWorld(IEye eye, Vector2 point, Vector2 scale)
{
var newPoint = point;
// (inlined version of UiProjMatrix^-1)
newPoint -= Size / 2f;
newPoint *= new Vector2(1, -1) / EyeManager.PixelsPerMeter;
// view matrix
eye.GetViewMatrixInv(out var viewMatrixInv, scale);
newPoint = Vector2.Transform(newPoint, viewMatrixInv);
return newPoint;
}
public Vector2 WorldToLocal(Vector2 point, IEye eye, Vector2 scale)
{
var newPoint = point;
eye.GetViewMatrix(out var viewMatrix, scale);
newPoint = Vector2.Transform(newPoint, viewMatrix);
// (inlined version of UiProjMatrix)
newPoint *= new Vector2(1, -1) * EyeManager.PixelsPerMeter;
newPoint += Size / 2f;
return newPoint;
}
public Matrix3x2 GetWorldToLocalMatrix(IEye eye, Vector2 scale)
{
eye.GetViewMatrix(out var viewMatrix, scale * new Vector2(EyeManager.PixelsPerMeter, -EyeManager.PixelsPerMeter));
viewMatrix.M31 += Size.X / 2f;
viewMatrix.M32 += Size.Y / 2f;
return viewMatrix;
}
}
}