using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
+using Robust.Shared.Random;
namespace Content.Client.Drugs;
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
private RainbowOverlay _overlay = default!;
private void OnInit(EntityUid uid, SeeingRainbowsComponent component, ComponentInit args)
{
if (_player.LocalEntity == uid)
+ {
+ _overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
_overlayMan.AddOverlay(_overlay);
+ }
}
private void OnShutdown(EntityUid uid, SeeingRainbowsComponent component, ComponentShutdown args)
public float Intoxication = 0.0f;
public float TimeTicker = 0.0f;
+ public float Phase = 0.0f;
private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
+ private float _timeScale = 0.0f;
+ private float _warpScale = 0.0f;
private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
public RainbowOverlay()
{
IoCManager.InjectDependencies(this);
+
_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
+ _config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
+ }
+
+ private void OnReducedMotionChanged(bool reducedMotion)
+ {
+ _timeScale = reducedMotion ? 0.0f : 1.0f;
+ _warpScale = reducedMotion ? 0.0f : 1.0f;
}
protected override void FrameUpdate(FrameEventArgs args)
if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
return;
- var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
+ var timeLeft = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
TimeTicker += args.DeltaSeconds;
}
else
{
- Intoxication -= Intoxication/(timeLeft - TimeTicker) * args.DeltaSeconds;
+ Intoxication -= Intoxication / (timeLeft - TimeTicker) * args.DeltaSeconds;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
- // TODO disable only the motion part or ike's idea (single static frame of the overlay)
- if (_config.GetCVar(CCVars.ReducedMotion))
- return;
-
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
- _rainbowShader.SetParameter("effectScale", EffectScale);
+ _rainbowShader.SetParameter("colorScale", EffectScale);
+ _rainbowShader.SetParameter("timeScale", _timeScale);
+ _rainbowShader.SetParameter("warpScale", _warpScale * EffectScale);
+ _rainbowShader.SetParameter("phase", Phase);
handle.UseShader(_rainbowShader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
uniform sampler2D SCREEN_TEXTURE;
-uniform highp float effectScale;
+// Strength of the rainbow color effect. Between 0 and 1.
+uniform highp float colorScale;
+// Strength of the screen warping effect. Between 0 and 1.
+uniform highp float warpScale;
+// How fast to do the rotating motion.
+// 1 for normal effect.
+// 0 for the reduced motion setting.
+uniform highp float timeScale;
+// starting phase for the rotation effect
+// needed so it doesn't always look the same for 0 motion
+uniform highp float phase;
-const highp float TimeScale = 0.15;
const highp float DistortionScale = 0.02; // how strongly to warp the screen
const highp float NoiseScale = 4.0; // scale of the random noise
const highp float MaxColorMix = 0.05; // rainbow effect strength. at 1.0, you wont be able to see the screen anymore
const highp float BaseColorMult = 8.0; // multiplier of the underlying screen texture for the rainbow effect
-const highp float BaseColorPow = 0.8; // exponent for the rainbow effect's
+const highp float BaseColorPow = 0.8; // exponent for the rainbow effect's
const highp float CenterRadius = 200.0; // radius of the gradient used to tone down the distortion effect
const highp float CenterMinDist = 0.4; // minimum distance from the center of the screen for the distortion to appear at all
const highp float CenterPow = 3.0; // the exponent used for the distortion center
highp vec2 i = floor( p + (p.x+p.y)*K1 );
highp vec2 a = p - i + (i.x+i.y)*K2;
- highp float m = step(a.y,a.x);
+ highp float m = step(a.y,a.x);
highp vec2 o = vec2(m,1.0-m);
highp vec2 b = a - o + K2;
highp vec2 c = a - 1.0 + 2.0*K2;
}
-highp float mixNoise(highp vec2 point, highp float phase) {
- highp float time = TIME * TimeScale + phase;
+highp float mixNoise(highp vec2 point, highp float phase2) {
+ highp float time = TIME * timeScale * 0.15 + phase + phase2;
highp float a = noise( NoiseScale * point - time);
highp float b = noise( NoiseScale * point + time );
return mix(a,b,0.5);
highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
highp vec2 aspect = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
highp vec2 center = aspect * 0.5;
-
+
// warp the screen.
highp vec2 offset = vec2(mixNoise(coord, 0.), mixNoise(coord, 5.));
highp float centergradient = genGradient(center, FRAGCOORD.xy, CenterRadius, CenterMinDist, CenterPow);
- COLOR = zTextureSpec(SCREEN_TEXTURE, coord + effectScale * (DistortionScale * centergradient) * offset);
-
+ COLOR = zTextureSpec(SCREEN_TEXTURE, coord + warpScale * (DistortionScale * centergradient) * offset);
+
// apply rainbow effect.
highp float hue = 1. + mixNoise(coord, 10.);
highp vec3 color = hsv2rgb_smooth(vec3(hue,1.0,1.0));
highp float centercolor = genGradient(center, FRAGCOORD.xy, CenterColorRadius, CenterColorMinDist, CenterColorPow);
highp float coloration = pow((COLOR.x + COLOR.y + COLOR.z) * BaseColorMult, BaseColorPow) * centercolor;
- COLOR.xyz = mix(COLOR.xyz, color, MaxColorMix * effectScale * effectScale * coloration);
+ COLOR.xyz = mix(COLOR.xyz, color, MaxColorMix * colorScale * colorScale * coloration);
}
-
-
-