using System.Numerics; using Content.Client.Parallax.Managers; using Content.Shared._White.CCVar; using Robust.Client.Graphics; using Robust.Client.UserInterface; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using Robust.Shared.ViewVariables; using Robust.Shared.Configuration; namespace Content.Client.Parallax; /// /// Renders the parallax background as a UI control. /// public sealed class ParallaxControl : Control { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IParallaxManager _parallaxManager = default!; [Dependency] private readonly IRobustRandom _random = default!; //WD EDIT START [Dependency] private readonly IConfigurationManager _cfg = default!; [Dependency] private readonly IClyde _clyde = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; private IRenderTexture? _buffer; private ShaderInstance _grainShader; //WD EDIT END [ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; } public ParallaxControl() { IoCManager.InjectDependencies(this); Offset = new Vector2(_random.Next(0, 1000), _random.Next(0, 1000)); RectClipContent = true; _parallaxManager.LoadParallaxByName("FastSpace"); //WD EDIT START _grainShader = _prototype.Index("Grain").Instance().Duplicate(); } protected override void Dispose(bool disposing) { base.Dispose(disposing); _buffer?.Dispose(); } protected override void Resized() { base.Resized(); _buffer?.Dispose(); _buffer = _clyde.CreateRenderTarget(PixelSize, RenderTargetColorFormat.Rgba8Srgb, default, "parallax"); } //WD EDIT END protected override void Draw(DrawingHandleScreen handle) { foreach (var layer in _parallaxManager.GetParallaxLayers("FastSpace")) { var tex = layer.Texture; var texSize = (tex.Size.X * (int) Size.X, tex.Size.Y * (int) Size.X) * layer.Config.Scale.Floored() / 1920; var ourSize = PixelSize; var currentTime = (float) _timing.RealTime.TotalSeconds; var offset = Offset + new Vector2(currentTime * 100f, currentTime * 0f); if (layer.Config.Tiled) { // Multiply offset by slowness to match normal parallax var scaledOffset = (offset * layer.Config.Slowness).Floored(); // Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images. scaledOffset.X %= texSize.X; scaledOffset.Y %= texSize.Y; // Note: scaledOffset must never be below 0 or there will be visual issues. // It could be allowed to be >= texSize on a given axis but that would be wasteful. for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X) { for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y) { handle.DrawTextureRect(tex, UIBox2.FromDimensions(new Vector2(x, y), texSize)); } } } else { var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition; handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize)); } } //WD EDIT START _grainShader.SetParameter("SCREEN_TEXTURE", _buffer!.Texture); _grainShader.SetParameter("strength", _cfg.GetCVar(WhiteCVars.FilmGrainStrength) + 50.0f); handle.UseShader(_grainShader); handle.DrawTextureRect(_buffer.Texture, PixelSizeBox); handle.UseShader(null); //WD EDIT END } }