Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Displacement maps big update #30093

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
112 changes: 31 additions & 81 deletions Content.Client/Clothing/ClientClothingSystem.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,12 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Client.DisplacementMap;
using Content.Client.Inventory;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.DisplacementMap;
using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
Expand Down Expand Up @@ -50,6 +52,7 @@ public sealed class ClientClothingSystem : ClothingSystem
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;

public override void Initialize()
{
Expand All @@ -64,15 +67,14 @@ public override void Initialize()

private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
if (args.Sprite == null)
return;

if (_inventorySystem.TryGetSlotEntity(uid, Jumpsuit, out var suit, component)
&& TryComp(suit, out ClothingComponent? clothing))
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
while (enumerator.NextItem(out var item, out var slot))
{
SetGenderedMask(uid, args.Sprite, clothing);
return;
RenderEquipment(uid, item, slot.Name, component);
}

// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
Expand Down Expand Up @@ -179,14 +181,6 @@ private void OnVisualsChanged(EntityUid uid, InventoryComponent component, Visua

private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
{
// Hide jumpsuit mask layer.
if (args.Slot == Jumpsuit
&& TryComp(uid, out SpriteComponent? sprite)
&& sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var maskLayer))
{
sprite.LayerSetVisible(maskLayer, false);
}

if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
return;

Expand Down Expand Up @@ -231,9 +225,6 @@ private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot
return;
}

if (slot == Jumpsuit)
SetGenderedMask(equipee, sprite, clothingComponent);

if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
return;

Expand Down Expand Up @@ -265,7 +256,25 @@ private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot
// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
// bookmark to determine where in the list of layers we should insert the clothing layers.
bool slotLayerExists = sprite.LayerMapTryGet(slot, out var index);
var displacementData = inventory.Displacements.GetValueOrDefault(slot);

// Select displacement maps
var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map

var equipeeSex = CompOrNull<HumanoidAppearanceComponent>(equipee)?.Sex;
if (equipeeSex != null)
{
switch (equipeeSex)
{
case Sex.Male:
if (inventory.MaleDisplacements.Count > 0)
displacementData = inventory.MaleDisplacements.GetValueOrDefault(slot);
break;
case Sex.Female:
if (inventory.FemaleDisplacements.Count > 0)
displacementData = inventory.FemaleDisplacements.GetValueOrDefault(slot);
break;
}
}

// add the new layers
foreach (var (key, layerData) in ev.Layers)
Expand All @@ -292,7 +301,7 @@ private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot
index = sprite.LayerMapReserveBlank(key);

if (sprite[index] is not Layer layer)
return;
continue;

// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
Expand All @@ -303,78 +312,19 @@ private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot
layer.SetRsi(clothingSprite.BaseRSI);
}

// Another "temporary" fix for clothing stencil masks.
// Sprite layer redactor when
// Sprite "redactor" just a week away.
if (slot == Jumpsuit)
layerData.Shader ??= "StencilDraw";

sprite.LayerSetData(index, layerData);
layer.Offset += slotDef.Offset;

if (displacementData != null)
if (displacementData is not null)
{
if (displacementData.ShaderOverride != null)
sprite.LayerSetShader(index, displacementData.ShaderOverride);

var displacementKey = $"{key}-displacement";
if (!revealedLayers.Add(displacementKey))
{
Log.Warning($"Duplicate key for clothing visuals DISPLACEMENT: {displacementKey}.");
//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
if (layerData.State is not null && inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId))
continue;
}

var displacementLayer = _serialization.CreateCopy(displacementData.Layer, notNullableOverride: true);
displacementLayer.CopyToShaderParameters!.LayerKey = key;

// Add before main layer for this item.
sprite.AddLayer(displacementLayer, index);
sprite.LayerMapSet(displacementKey, index);

revealedLayers.Add(displacementKey);
_displacement.TryAddDisplacement(displacementData, sprite, index, key, revealedLayers);
}
}

RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
}


/// <summary>
/// Sets a sprite's gendered mask based on gender (obviously).
/// </summary>
/// <param name="sprite">Sprite to modify</param>
/// <param name="humanoid">Humanoid, to get gender from</param>
/// <param name="clothing">Clothing component, to get mask sprite type</param>
private void SetGenderedMask(EntityUid uid, SpriteComponent sprite, ClothingComponent clothing)
{
if (!sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
return;

ClothingMask mask;
string prefix;

switch (CompOrNull<HumanoidAppearanceComponent>(uid)?.Sex)
{
case Sex.Male:
mask = clothing.MaleMask;
prefix = "male_";
break;
case Sex.Female:
mask = clothing.FemaleMask;
prefix = "female_";
break;
default:
mask = clothing.UnisexMask;
prefix = "unisex_";
break;
}

sprite.LayerSetState(layer, mask switch
{
ClothingMask.NoMask => $"{prefix}none",
ClothingMask.UniformTop => $"{prefix}top",
_ => $"{prefix}full",
});
sprite.LayerSetVisible(layer, true);
}
}
65 changes: 65 additions & 0 deletions Content.Client/DisplacementMap/DisplacementMapSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,65 @@
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;
}
}
6 changes: 6 additions & 0 deletions Content.Client/Hands/Systems/HandsSystem.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.DisplacementMap;
using Content.Client.Examine;
using Content.Client.Strip;
using Content.Client.Verbs.UI;
Expand Down Expand Up @@ -28,6 +29,7 @@ public sealed class HandsSystem : SharedHandsSystem
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly StrippableSystem _stripSys = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;

public event Action<string, HandLocation>? OnPlayerAddHand;
public event Action<string>? OnPlayerRemoveHand;
Expand Down Expand Up @@ -345,6 +347,10 @@ private void UpdateHandVisuals(EntityUid uid, EntityUid held, Hand hand, HandsCo
}

sprite.LayerSetData(index, layerData);

//Add displacement maps
if (handComp.HandDisplacement is not null)
_displacement.TryAddDisplacement(handComp.HandDisplacement, sprite, index, key, revealedLayers);
}

RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
Expand Down
12 changes: 0 additions & 12 deletions Content.Shared/Clothing/Components/ClothingComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -59,18 +59,6 @@ public sealed partial class ClothingComponent : Component
[DataField("sprite")]
public string? RsiPath;

[ViewVariables(VVAccess.ReadWrite)]
[DataField("maleMask")]
public ClothingMask MaleMask = ClothingMask.UniformFull;

[ViewVariables(VVAccess.ReadWrite)]
[DataField("femaleMask")]
public ClothingMask FemaleMask = ClothingMask.UniformFull;

[ViewVariables(VVAccess.ReadWrite)]
[DataField("unisexMask")]
public ClothingMask UnisexMask = ClothingMask.UniformFull;

/// <summary>
/// Name of the inventory slot the clothing is in.
/// </summary>
Expand Down
1 change: 0 additions & 1 deletion Content.Shared/Clothing/EntitySystems/ClothingSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -233,7 +233,6 @@ public void CopyVisuals(EntityUid uid, ClothingComponent otherClothing, Clothing
clothing.ClothingVisuals = otherClothing.ClothingVisuals;
clothing.EquippedPrefix = otherClothing.EquippedPrefix;
clothing.RsiPath = otherClothing.RsiPath;
clothing.FemaleMask = otherClothing.FemaleMask;

_itemSys.VisualsChanged(uid);
Dirty(uid, clothing);
Expand Down
14 changes: 14 additions & 0 deletions Content.Shared/DisplacementMap/DisplacementData.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
namespace Content.Shared.DisplacementMap;

[DataDefinition]
public sealed partial class DisplacementData
{
/// <summary>
/// allows you to attach different maps for layers of different sizes.
/// </summary>
[DataField(required: true)]
public Dictionary<int, PrototypeLayerData> SizeMaps = new();

[DataField]
public string? ShaderOverride = "DisplacedStencilDraw";
}
4 changes: 4 additions & 0 deletions Content.Shared/Hands/Components/HandsComponent.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using Content.Shared.DisplacementMap;
using Content.Shared.Hands.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
Expand Down Expand Up @@ -76,6 +77,9 @@ public sealed partial class HandsComponent : Component
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);

[DataField]
public DisplacementData? HandDisplacement;
}

[Serializable, NetSerializable]
Expand Down
26 changes: 15 additions & 11 deletions Content.Shared/Inventory/InventoryComponent.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
using Robust.Shared.Containers;
using Content.Shared.DisplacementMap;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;

Expand All @@ -13,18 +14,21 @@ public sealed partial class InventoryComponent : Component

[DataField("speciesId")] public string? SpeciesId { get; set; }

[DataField] public Dictionary<string, SlotDisplacementData> Displacements = [];

public SlotDefinition[] Slots = Array.Empty<SlotDefinition>();
public ContainerSlot[] Containers = Array.Empty<ContainerSlot>();

[DataDefinition]
public sealed partial class SlotDisplacementData
{
[DataField(required: true)]
public PrototypeLayerData Layer = default!;
[DataField]
public Dictionary<string, DisplacementData> Displacements = new();

/// <summary>
/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
/// </summary>
[DataField]
public Dictionary<string, DisplacementData> FemaleDisplacements = new();

[DataField]
public string? ShaderOverride = "DisplacedStencilDraw";
}
/// <summary>
/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
/// </summary>
[DataField]
public Dictionary<string, DisplacementData> MaleDisplacements = new();
}
2 changes: 0 additions & 2 deletions Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml
Original file line number Diff line number Diff line change
Expand Up @@ -210,7 +210,6 @@
sprite: Clothing/Uniforms/Jumpsuit/clown.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/clown.rsi
femaleMask: UniformTop
- type: Tag
tags:
- ClownSuit
Expand All @@ -224,7 +223,6 @@
sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi
- type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi
femaleMask: UniformTop
- type: Construction
graph: BananaClownJumpsuit
node: jumpsuit
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -19,8 +19,6 @@
- state: mask_null
map: [ "overlay" ]
- type: Clothing
femaleMask: UniformTop
maleMask: UniformTop
sprite: Clothing/Uniforms/procedural.rsi
clothingVisuals:
jumpsuit:
Expand Down
Loading
Loading