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osu-lazer/osu.Game.Tests/Visual/Background/TestSceneTriangleBorderShader.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Rendering;
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using osu.Game.Graphics.Backgrounds;
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namespace osu.Game.Tests.Visual.Background
{
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public partial class TestSceneTriangleBorderShader : OsuTestScene
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{
private readonly TestTriangle triangle;
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public TestSceneTriangleBorderShader()
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.DarkGreen
},
triangle = new TestTriangle
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200)
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}
};
}
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protected override void LoadComplete()
{
base.LoadComplete();
AddSliderStep("Thickness", 0f, 1f, 0.15f, t => triangle.Thickness = t);
AddSliderStep("Texel size", 0f, 0.1f, 0f, t => triangle.TexelSize = t);
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}
private partial class TestTriangle : Sprite
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{
private float thickness = 0.15f;
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public float Thickness
{
get => thickness;
set
{
thickness = value;
Invalidate(Invalidation.DrawNode);
}
}
private float texelSize;
public float TexelSize
{
get => texelSize;
set
{
texelSize = value;
Invalidate(Invalidation.DrawNode);
}
}
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[BackgroundDependencyLoader]
private void load(ShaderManager shaders, IRenderer renderer)
{
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder");
Texture = renderer.WhitePixel;
}
protected override DrawNode CreateDrawNode() => new TriangleDrawNode(this);
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private class TriangleDrawNode : SpriteDrawNode
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{
public new TestTriangle Source => (TestTriangle)base.Source;
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public TriangleDrawNode(TestTriangle source)
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: base(source)
{
}
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private float thickness;
private float texelSize;
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public override void ApplyState()
{
base.ApplyState();
thickness = Source.thickness;
texelSize = Source.texelSize;
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}
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private IUniformBuffer<TriangleBorderData>? borderDataBuffer;
protected override void BindUniformResources(IShader shader, IRenderer renderer)
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{
base.BindUniformResources(shader, renderer);
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borderDataBuffer ??= renderer.CreateUniformBuffer<TriangleBorderData>();
borderDataBuffer.Data = borderDataBuffer.Data with
{
Thickness = thickness,
TexelSize = texelSize
};
shader.BindUniformBlock("m_BorderData", borderDataBuffer);
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}
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protected override bool CanDrawOpaqueInterior => false;
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
borderDataBuffer?.Dispose();
}
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}
}
}
}