using System.Numerics; using Content.Shared.Overlays.Switchable; using Robust.Client.Graphics; using Robust.Shared.Enums; using Robust.Shared.Prototypes; namespace Content.Client.Overlays.Switchable; public sealed class BaseSwitchableOverlay : Overlay where TComp : SwitchableOverlayComponent { [Dependency] private readonly IPrototypeManager _prototype = default!; public override bool RequestScreenTexture => true; public override OverlaySpace Space => OverlaySpace.WorldSpace; private readonly ShaderInstance _shader; public TComp? Comp = null; public bool IsActive = true; public BaseSwitchableOverlay() { IoCManager.InjectDependencies(this); _shader = _prototype.Index("NightVision").InstanceUnique(); } protected override void Draw(in OverlayDrawArgs args) { if (ScreenTexture is null || Comp is null || !IsActive) return; _shader.SetParameter("SCREEN_TEXTURE", ScreenTexture); _shader.SetParameter("tint", Comp.Tint); _shader.SetParameter("luminance_threshold", Comp.Strength); _shader.SetParameter("noise_amount", Comp.Noise); var worldHandle = args.WorldHandle; var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime); var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime); worldHandle.SetTransform(Matrix3x2.Identity); worldHandle.UseShader(_shader); worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha)); worldHandle.UseShader(null); } }