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Add EMP Blast effect shader (new-frontiers-14#2262)
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dvir001 authored Oct 18, 2024
1 parent 8315689 commit c692530
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Showing 8 changed files with 342 additions and 2 deletions.
2 changes: 2 additions & 0 deletions Content.Client/Entry/EntryPoint.cs
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Expand Up @@ -35,6 +35,7 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Replays;
using Robust.Shared.Timing;
using Content.Client._NF.Emp.Overlays; // Frontier

namespace Content.Client.Entry
{
Expand Down Expand Up @@ -154,6 +155,7 @@ public override void PostInit()

_overlayManager.AddOverlay(new SingularityOverlay());
_overlayManager.AddOverlay(new RadiationPulseOverlay());
_overlayManager.AddOverlay(new EmpBlastOverlay()); // Frontier
_chatManager.Initialize();
_clientPreferencesManager.Initialize();
_euiManager.Initialize();
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145 changes: 145 additions & 0 deletions Content.Client/_NF/Emp/Overlays/EmpBlastOverlay.cs
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using System.Numerics;
using Content.Shared._NF.Emp.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;

namespace Content.Client._NF.Emp.Overlays
{
public sealed class EmpBlastOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private TransformSystem? _transform;

private const float PvsDist = 25.0f;

public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;

private readonly ShaderInstance _baseShader;
private readonly Dictionary<EntityUid, (ShaderInstance shd, EmpShaderInstance instance)> _blasts = new();

public EmpBlastOverlay()
{
IoCManager.InjectDependencies(this);
_baseShader = _prototypeManager.Index<ShaderPrototype>("Emp").Instance().Duplicate();
}

protected override bool BeforeDraw(in OverlayDrawArgs args)
{
EmpQuery(args.Viewport.Eye);
return _blasts.Count > 0;
}

protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;

var worldHandle = args.WorldHandle;
var viewport = args.Viewport;

foreach ((var shd, var instance) in _blasts.Values)
{
if (instance.CurrentMapCoords.MapId != args.MapId)
continue;

// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords.Position);
tempCoords.Y = viewport.Size.Y - tempCoords.Y;
shd?.SetParameter("renderScale", viewport.RenderScale);
shd?.SetParameter("positionInput", tempCoords);
shd?.SetParameter("range", instance.Range);
var life = (_gameTiming.RealTime - instance.Start).TotalSeconds / instance.Duration;
shd?.SetParameter("life", (float)life);

// There's probably a very good reason not to do this.
// Oh well!
shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture);

worldHandle.UseShader(shd);
worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords.Position, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
}

worldHandle.UseShader(null);
}

//Queries all blasts on the map and either adds or removes them from the list of rendered blasts based on whether they should be drawn (in range? on the same z-level/map? blast entity still exists?)
private void EmpQuery(IEye? currentEye)
{
_transform ??= _entityManager.System<TransformSystem>();

if (currentEye == null)
{
_blasts.Clear();
return;
}

var currentEyeLoc = currentEye.Position;

var blasts = _entityManager.EntityQueryEnumerator<EmpBlastComponent>();
//Add all blasts that are not added yet but qualify
while (blasts.MoveNext(out var blastEntity, out var blast))
{
if (!_blasts.ContainsKey(blastEntity) && BlastQualifies(blastEntity, currentEyeLoc, blast))
{
_blasts.Add(
blastEntity,
(
_baseShader.Duplicate(),
new EmpShaderInstance(
_transform.GetMapCoordinates(blastEntity),
blast.VisualRange,
blast.StartTime,
blast.VisualDuration
)
)
);
}
}

var activeShaderIds = _blasts.Keys;
foreach (var blastEntity in activeShaderIds) //Remove all blasts that are added and no longer qualify
{
if (_entityManager.EntityExists(blastEntity) &&
_entityManager.TryGetComponent(blastEntity, out EmpBlastComponent? blast) &&
BlastQualifies(blastEntity, currentEyeLoc, blast))
{
var shaderInstance = _blasts[blastEntity];
shaderInstance.instance.CurrentMapCoords = _transform.GetMapCoordinates(blastEntity);
shaderInstance.instance.Range = blast.VisualRange;
}
else
{
_blasts[blastEntity].shd.Dispose();
_blasts.Remove(blastEntity);
}
}

}

private bool BlastQualifies(EntityUid blastEntity, MapCoordinates currentEyeLoc, EmpBlastComponent blast)
{
var transformComponent = _entityManager.GetComponent<TransformComponent>(blastEntity);
var transformSystem = _entityManager.System<SharedTransformSystem>();
return transformComponent.MapID == currentEyeLoc.MapId
&& transformSystem.InRange(transformComponent.Coordinates, transformSystem.ToCoordinates(transformComponent.ParentUid, currentEyeLoc), PvsDist + blast.VisualRange);
}

private sealed record EmpShaderInstance(MapCoordinates CurrentMapCoords, float Range, TimeSpan Start, float Duration)
{
public MapCoordinates CurrentMapCoords = CurrentMapCoords;
public float Range = Range;
public TimeSpan Start = Start;
public float Duration = Duration;
};
}
}

18 changes: 16 additions & 2 deletions Content.Server/Emp/EmpSystem.cs
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Expand Up @@ -10,15 +10,21 @@
using Content.Shared.Tiles; // Frontier
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Content.Shared._NF.Emp.Components; // Frontier
using Robust.Server.GameStates; // Frontier: EMP Blast PVS
using Robust.Shared.Configuration; // Frontier: EMP Blast PVS
using Robust.Shared; // Frontier: EMP Blast PVS

namespace Content.Server.Emp;

public sealed class EmpSystem : SharedEmpSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!; // Frontier: EMP Blast PVS
[Dependency] private readonly IConfigurationManager _cfg = default!; // Frontier: EMP Blast PVS

public const string EmpPulseEffectPrototype = "EffectEmpPulse";
public const string EmpPulseEffectPrototype = "EffectEmpBlast"; // Frontier: EffectEmpPulse

public override void Initialize()
{
Expand Down Expand Up @@ -54,7 +60,15 @@ public void EmpPulse(MapCoordinates coordinates, float range, float energyConsum

TryEmpEffects(uid, energyConsumption, duration);
}
Spawn(EmpPulseEffectPrototype, coordinates);

var empBlast = Spawn(EmpPulseEffectPrototype, coordinates); // Frontier: Added visual effect
EnsureComp<EmpBlastComponent>(empBlast, out var empBlastComp); // Frontier
empBlastComp.VisualRange = range; // Frontier

if (range > _cfg.GetCVar(CVars.NetMaxUpdateRange)) // Frontier
_pvs.AddGlobalOverride(empBlast); // Frontier

Dirty(empBlast, empBlastComp); // Frontier
}

/// <summary>
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30 changes: 30 additions & 0 deletions Content.Shared/_NF/Emp/Components/EmpBlastComponent.cs
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using Robust.Shared.GameStates;

namespace Content.Shared._NF.Emp.Components;

/// <summary>
/// Create circle pulse animation of emp around object.
/// Drawn on client after creation only once per component lifetime.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EmpBlastComponent : Component
{
/// <summary>
/// Timestamp when component was assigned to this entity.
/// </summary>
[AutoNetworkedField]
public TimeSpan StartTime;

/// <summary>
/// How long will animation play in seconds.
/// Can be overridden by <see cref="Robust.Shared.Spawners.TimedDespawnComponent"/>.
/// </summary>
[DataField, AutoNetworkedField]
public float VisualDuration = 1f;

/// <summary>
/// The range of animation.
/// </summary>
[DataField, AutoNetworkedField]
public float VisualRange = 5f;
}
27 changes: 27 additions & 0 deletions Content.Shared/_NF/Emp/Systems/EmpBlastSystem.cs
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using Content.Shared._NF.Emp.Components;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;

namespace Content.Shared._NF.Emp.Systems;

public sealed class EmpBlastSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;

public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmpBlastComponent, ComponentStartup>(OnStartup);
}

private void OnStartup(EntityUid uid, EmpBlastComponent component, ComponentStartup args)
{
component.StartTime = _timing.RealTime;

// try to get despawn time or keep default duration time
if (TryComp<TimedDespawnComponent>(uid, out var despawn))
{
component.VisualDuration = despawn.Lifetime;
}
}
}
16 changes: 16 additions & 0 deletions Resources/Prototypes/_NF/Entities/Effects/emp.yml
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- type: entity
name: emp blast
id: EffectEmpBlast
description: Looking at this anomaly makes you feel an electric tingling all over your body.
categories: [ HideSpawnMenu ]
components:
- type: EmpBlast
- type: TimedDespawn
lifetime: 1
- type: Tag
tags:
- HideContextMenu
- type: EmitSoundOnSpawn
sound:
path: /Audio/Effects/Lightning/lightningbolt.ogg
- type: AnimationPlayer
7 changes: 7 additions & 0 deletions Resources/Prototypes/_NF/Shaders/shaders.yml
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@@ -0,0 +1,7 @@
- type: shader
id: Emp
kind: source
path: "/Textures/_NF/Shaders/emp.swsl"
params:
positionInput: 0,0
life: 0
99 changes: 99 additions & 0 deletions Resources/Textures/_NF/Shaders/emp.swsl
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// From https://godotshaders.com/snippet/2d-noise/

uniform sampler2D SCREEN_TEXTURE;
uniform highp vec2 positionInput;
uniform highp vec2 renderScale;
uniform highp float life;
uniform highp float range;

highp vec2 random(highp vec2 uv){
uv = vec2( dot(uv, vec2(127.1,311.7) ),
dot(uv, vec2(269.5,183.3) ) );
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
}

highp float noise(highp vec2 uv) {
highp vec2 uv_index = floor(uv);
highp vec2 uv_fract = fract(uv);

highp vec2 blur = smoothstep(0.0, 1.0, uv_fract);

return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) * 0.5 + 0.5;
}

highp float fbm(highp vec2 uv) {
const int octaves = 6;
highp float amplitude = 0.5;
highp float frequency = 3.0;
highp float value = 0.0;

for(int i = 0; i < octaves; i++) {
value += amplitude * noise(frequency * uv);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}

void fragment() {
highp vec2 finalCoords = (FRAGCOORD.xy - positionInput) / (renderScale * 32.0);
highp float distanceToCenter = length(finalCoords);
highp float nlife = pow(sin(clamp(life, 0.0, 1.0) * 3.141592), 0.5);
highp float on = ((range - distanceToCenter) / range);
highp float n = on;
highp vec2 fcOffset = vec2(fbm(finalCoords.xy + life / 2.0),fbm(finalCoords.yx + life / 2.0));
n *= fbm((finalCoords + fcOffset) / (nlife / (n * 1.5))) * 1.1;
n *= clamp(nlife, 0.0, 1.0);
highp float a = 0.0; // Alpha
highp float p = 0.0; // Position between L and R stops
lowp vec3 lCol = vec3(0.0); // Left stop color
lowp vec3 rCol = vec3(0.0); // Right stop color

if (n <= 0.05) {
p = 0.0;
a = 0.0;
lCol = vec3(0.0);
rCol = vec3(0.0);
} else if (n < 0.132) {
p = (n - 0.05) / (0.132 - 0.05);
a = p;
lCol = vec3(0.0);
rCol = vec3(0.098, 0.112, 0.406);
} else if (n < 0.186) {
p = (n - 0.132) / (0.186 - 0.132);
a = 1.0;
lCol = vec3(0.098, 0.112, 0.406);
rCol = vec3(0.168, 0.288, 1.000);
} else if (n < 0.388) {
p = (n - 0.186) / (0.388 - 0.186);
a = 1.0;
lCol = vec3(0.168, 0.288, 1.000);
rCol = vec3(0.583, 0.640, 1.000);
} else if (n >= 0.388) {
p = (n - 0.388) / 0.5;
a = 1.0;
lCol = vec3(0.583, 0.640, 1.000);
rCol = vec3(1.000, 1.000, 1.000);
}

p = clamp(p, 0.0, 1.0);

highp vec4 warped = zTextureSpec(SCREEN_TEXTURE, (FRAGCOORD.xy*SCREEN_PIXEL_SIZE)+clamp(on*nlife*(fcOffset/8.0), 0.0, 1.0));

// Extremely hacky way to detect FoV cones
highp float osum = warped.r + warped.g + warped.b;
highp float osr = osum > 0.1 ? 1.0 : 10.0 * osum;

// Apply overlay
// FYI: If you want a smoother mix, swap lCol and rCol.
warped += mix(
vec4(0.0),
vec4(mix(rCol, lCol, vec3(p)), a),
osr
);

COLOR = warped;
}

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