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67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using System.Numerics;
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using Content.Shared.Shaders;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Shaders.Systems;
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public sealed partial class NightVisionOverlay : Overlay
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{
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[Dependency] private IEntityManager _entityManager = default!;
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[Dependency] private IPlayerManager _playerManager = default!;
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[Dependency] private IPrototypeManager _prototypeManager = default!;
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[Dependency] private IGameTiming _gameTiming = default!;
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private static readonly ProtoId<ShaderPrototype> NightVision = "NightVision";
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _baseShader;
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private ShaderInstance? _currentShader;
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public float Brightness { get; set; } = 2.5f;
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public float LuminanceThreshold { get; set; } = 0.8f;
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public float NoiseAmount { get; set; } = 0.3f;
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public Color Tint;
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public NightVisionOverlay()
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{
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IoCManager.InjectDependencies(this);
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_baseShader = _prototypeManager.Index(NightVision).Instance();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (_playerManager.LocalEntity is not { } player
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|| !_entityManager.TryGetComponent(player, out EyeComponent? eye)
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|| args.Viewport.Eye != eye.Eye)
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{
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return false;
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}
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_currentShader = _baseShader.Duplicate();
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null || _currentShader == null)
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return;
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var handle = args.WorldHandle;
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_currentShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_currentShader.SetParameter("tint", new Vector3(Tint.R, Tint.G, Tint.B));
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_currentShader.SetParameter("brightness", Brightness);
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_currentShader.SetParameter("luminance_threshold", LuminanceThreshold);
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_currentShader.SetParameter("noise_amount", NoiseAmount);
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_currentShader.SetParameter("TIME", (float)_gameTiming.RealTime.TotalSeconds);
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handle.UseShader(_currentShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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}
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