Files
wwdpublic/Content.Client/DisplacementMap/DisplacementMapSystem.cs
PuroSlavKing db97317bbb [Port] Displacement Maps (#165)
* Displacement Map Visualizer QoL (#27392)

* Update Displacement Map Visualizer.lua

* Add files via upload

* Fix background layer being offset

This was caused by not taking the cel's own bounds into account.
Aseprite doesn't make an image layer "full size" if it only covers a
small part of the sprite.

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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>

* Displacement maps now works on any layers (#27405)

* try

* pipupi

* Update ClientClothingSystem.cs

* Update vox.yml

* Update ClientClothingSystem.cs

* Fix Vox clothing in character creation menu (#29709)

Update vox.yml

* Vox displacement updates (#29824)

* more vox displacement maps

* A

* remove vox insuls sprites

* sci magboots

* Update vox.yml

* Update meta.json

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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* Displacement maps big update (#30093)

* split logic into own system

* add support for different size displacement maps

* some clothes may not use displacement maps

* displacement maps spport hand sprites

* Update DisplacementMapSystem.cs

* rename things

* fuck stencilmask

* fix bugs

* no masks

* Update jumpsuits.yml

* fix species specific sprites

* Update ClothingSystem.cs

* shoes + ears displacement, some bugfix

* Update DisplacementMapSystem.cs

* Vox head displacement map (#30699)

* head displacement for vox

* fixe

* fix index stepping to avoid pushing front layers into back layers (#32553)

Co-authored-by: charlie <charlie.sc.wong@veiwsonic.com>

* Mothroaches can now wear hamster-wearable clothes + pet inventory tweaks (#28956)

* moth displacement + inventory tweaks

* Fix off by 1 on the head sprites

* Move files to main mothroach folder

* Fix mask up a bit

* Fix side mask sprites

* Change format because it changed forever ago

* fix mothroach spawner

* remove nyano femaleMask

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Charlie <mio780308@gmail.com>
Co-authored-by: charlie <charlie.sc.wong@veiwsonic.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
2024-12-15 23:48:19 +10:00

66 lines
2.4 KiB
C#

using Content.Shared.DisplacementMap;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Serialization.Manager;
namespace Content.Client.DisplacementMap;
public sealed class DisplacementMapSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _serialization = default!;
public bool TryAddDisplacement(DisplacementData data, SpriteComponent sprite, int index, string key, HashSet<string> revealedLayers)
{
if (data.ShaderOverride != null)
sprite.LayerSetShader(index, data.ShaderOverride);
var displacementKey = $"{key}-displacement";
if (!revealedLayers.Add(displacementKey))
{
Log.Warning($"Duplicate key for DISPLACEMENT: {displacementKey}.");
return false;
}
//allows you not to write it every time in the YML
foreach (var pair in data.SizeMaps)
{
pair.Value.CopyToShaderParameters??= new()
{
LayerKey = "dummy",
ParameterTexture = "displacementMap",
ParameterUV = "displacementUV",
};
}
if (!data.SizeMaps.ContainsKey(32))
{
Log.Error($"DISPLACEMENT: {displacementKey} don't have 32x32 default displacement map");
return false;
}
// We choose a displacement map from the possible ones, matching the size with the original layer size.
// If there is no such a map, we use a standard 32 by 32 one
var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
var actualRSI = sprite.LayerGetActualRSI(index);
if (actualRSI is not null)
{
if (actualRSI.Size.X != actualRSI.Size.Y)
Log.Warning($"DISPLACEMENT: {displacementKey} has a resolution that is not 1:1, things can look crooked");
var layerSize = actualRSI.Size.X;
if (data.SizeMaps.ContainsKey(layerSize))
displacementDataLayer = data.SizeMaps[layerSize];
}
var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
displacementLayer.CopyToShaderParameters!.LayerKey = key;
sprite.AddLayer(displacementLayer, index);
sprite.LayerMapSet(displacementKey, index);
revealedLayers.Add(displacementKey);
return true;
}
}