Files
wwdpublic/Content.Client/Light/BeforeLightTargetOverlay.cs
sleepyyapril f7681d4bc3 v246.0.0 + Planet Lighting (#1802)
will do map refactor tomorrow, for now, planet lighting

🆑
* add: Ported planet lighting for indoor / outdoor areas.
* add: Ported day-night cycle functionality.
* add: Ported some Storage UI v2 fixes.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
(cherry picked from commit 4efb0b3b328dd4eba3095cc3f0a95fad88b49661)
2025-02-28 16:23:01 +03:00

52 lines
1.7 KiB
C#

using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.Light;
/// <summary>
/// Handles an enlarged lighting target so content can use large blur radii.
/// </summary>
public sealed class BeforeLightTargetOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.BeforeLighting;
[Dependency] private readonly IClyde _clyde = default!;
public IRenderTexture EnlargedLightTarget = default!;
public Box2Rotated EnlargedBounds;
/// <summary>
/// In metres
/// </summary>
private float _skirting = 1.5f;
public const int ContentZIndex = -10;
public BeforeLightTargetOverlay()
{
IoCManager.InjectDependencies(this);
ZIndex = ContentZIndex;
}
protected override void Draw(in OverlayDrawArgs args)
{
// Code is weird but I don't think engine should be enlarging the lighting render target arbitrarily either, maybe via cvar?
// The problem is the blur has no knowledge of pixels outside the viewport so with a large enough blur radius you get sampling issues.
var size = args.Viewport.LightRenderTarget.Size + (int) (_skirting * EyeManager.PixelsPerMeter);
EnlargedBounds = args.WorldBounds.Enlarged(_skirting / 2f);
// This just exists to copy the lightrendertarget and write back to it.
if (EnlargedLightTarget?.Size != size)
{
EnlargedLightTarget = _clyde
.CreateRenderTarget(size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "enlarged-light-copy");
}
args.WorldHandle.RenderInRenderTarget(EnlargedLightTarget,
() =>
{
}, _clyde.GetClearColor(args.MapUid));
}
}