Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/DebugLightTreeSystem.cs
metalgearsloth d02d186a2f Fix light pop-in 2 (#1798)
* Fix light pop-in

Doh

* Uniqueness

* Refactor to be less bad

* Better perf

* Fix perf problems

* Hide debug commands under preprocessor

Can't imagine anyone using this during live-game.

* CVars
2021-06-29 22:29:47 +10:00

85 lines
2.5 KiB
C#

#if DEBUG
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
internal sealed class DebugLightTreeSystem : EntitySystem
{
private DebugLightOverlay? _lightOverlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_enabled)
{
_lightOverlay = new DebugLightOverlay(
IoCManager.Resolve<IEntityLookup>(),
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IMapManager>(),
Get<RenderingTreeSystem>());
overlayManager.AddOverlay(_lightOverlay);
}
else
{
overlayManager.RemoveOverlay(_lightOverlay!);
_lightOverlay = null;
}
}
}
private bool _enabled;
private sealed class DebugLightOverlay : Overlay
{
private IEntityLookup _lookup;
private IEyeManager _eyeManager;
private IMapManager _mapManager;
private RenderingTreeSystem _tree;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public DebugLightOverlay(IEntityLookup lookup, IEyeManager eyeManager, IMapManager mapManager, RenderingTreeSystem tree)
{
_lookup = lookup;
_eyeManager = eyeManager;
_mapManager = mapManager;
_tree = tree;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var map = _eyeManager.CurrentMap;
if (map == MapId.Nullspace) return;
var viewport = _eyeManager.GetWorldViewport();
foreach (var tree in _tree.GetLightTrees(map, viewport))
{
foreach (var light in tree)
{
var aabb = _lookup.GetWorldAabbFromEntity(light.Owner);
if (!aabb.Intersects(viewport)) continue;
args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.1f));
}
}
}
}
}
}
#endif