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osu-lazer/osu.Game/Graphics/Backgrounds/Triangles.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.
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#nullable disable
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osuTK;
using osuTK.Graphics;
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using System;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Allocation;
using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Lists;
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using osu.Framework.Bindables;
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namespace osu.Game.Graphics.Backgrounds
{
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public partial class Triangles : Drawable
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{
private const float triangle_size = 100;
private const float base_velocity = 50;
/// <summary>
/// sqrt(3) / 2
/// </summary>
private const float equilateral_triangle_ratio = 0.866f;
private Color4 colourLight = Color4.White;
public Color4 ColourLight
{
get => colourLight;
set
{
if (colourLight == value) return;
colourLight = value;
updateColours();
}
}
private Color4 colourDark = Color4.Black;
public Color4 ColourDark
{
get => colourDark;
set
{
if (colourDark == value) return;
colourDark = value;
updateColours();
}
}
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/// <summary>
/// Whether we should create new triangles as others expire.
/// </summary>
protected virtual bool CreateNewTriangles => true;
/// <summary>
/// The amount of triangles we want compared to the default distribution.
/// </summary>
protected virtual float SpawnRatio => 1;
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private readonly BindableFloat triangleScale = new BindableFloat(1f);
public float TriangleScale
{
get => triangleScale.Value;
set => triangleScale.Value = value;
}
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/// <summary>
/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
/// shape is drawn to the screen.
/// </summary>
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public bool Masking { get; set; }
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/// <summary>
/// Whether we should drop-off alpha values of triangles more quickly to improve
/// the visual appearance of fading. This defaults to on as it is generally more
/// aesthetically pleasing, but should be turned off in buffered containers.
/// </summary>
public bool HideAlphaDiscrepancies = true;
/// <summary>
/// The relative velocity of the triangles. Default is 1.
/// </summary>
public float Velocity = 1;
private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
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private Random stableRandom;
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private IShader shader;
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private Texture texture;
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/// <summary>
/// Construct a new triangle visualisation.
/// </summary>
/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
public Triangles(int? seed = null)
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{
if (seed != null)
stableRandom = new Random(seed.Value);
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}
[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder");
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}
protected override void LoadComplete()
{
base.LoadComplete();
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triangleScale.BindValueChanged(_ => Reset(), true);
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}
protected override void Update()
{
base.Update();
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Invalidate(Invalidation.DrawNode);
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if (CreateNewTriangles)
addTriangles(false);
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float adjustedAlpha = HideAlphaDiscrepancies
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// Cubically scale alpha to make it drop off more sharply.
? MathF.Pow(DrawColourInfo.Colour.AverageColour.Linear.A, 3)
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: 1;
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float elapsedSeconds = (float)Time.Elapsed / 1000;
// Since position is relative, the velocity needs to scale inversely with DrawHeight.
// Since we will later multiply by the scale of individual triangles we normalize by
// dividing by triangleScale.
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float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
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for (int i = 0; i < parts.Count; i++)
{
TriangleParticle newParticle = parts[i];
// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
newParticle.Position.Y += Math.Max(0.5f, parts[i].Scale) * movedDistance;
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newParticle.Colour.A = adjustedAlpha;
parts[i] = newParticle;
float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
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if (bottomPos < 0)
parts.RemoveAt(i);
}
}
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/// <summary>
/// Clears and re-initialises triangles according to a given seed.
/// </summary>
/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
public void Reset(int? seed = null)
{
if (seed != null)
stableRandom = new Random(seed.Value);
parts.Clear();
addTriangles(true);
}
protected int AimCount { get; private set; }
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private void addTriangles(bool randomY)
{
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// Limited by the maximum size of QuadVertexBuffer for safety.
const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
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AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
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int currentCount = parts.Count;
for (int i = 0; i < AimCount - currentCount; i++)
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parts.Add(createTriangle(randomY));
}
private TriangleParticle createTriangle(bool randomY)
{
TriangleParticle particle = CreateTriangle();
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particle.Position = getRandomPosition(randomY, particle.Scale);
particle.ColourShade = nextRandom();
particle.Colour = CreateTriangleShade(particle.ColourShade);
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return particle;
}
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private Vector2 getRandomPosition(bool randomY, float scale)
{
float y = 1;
if (randomY)
{
// since triangles are drawn from the top - allow them to be positioned a bit above the screen
float maxOffset = triangle_size * scale * equilateral_triangle_ratio / DrawHeight;
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y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
}
return new Vector2(nextRandom(), y);
}
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/// <summary>
/// Creates a triangle particle with a random scale.
/// </summary>
/// <returns>The triangle particle.</returns>
protected virtual TriangleParticle CreateTriangle()
{
const float std_dev = 0.16f;
const float mean = 0.5f;
float u1 = 1 - nextRandom(); //uniform(0,1] random floats
float u2 = 1 - nextRandom();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
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float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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return new TriangleParticle { Scale = scale };
}
/// <summary>
/// Creates a shade of colour for the triangles.
/// </summary>
/// <returns>The colour.</returns>
protected virtual Color4 CreateTriangleShade(float shade) => Interpolation.ValueAt(shade, colourDark, colourLight, 0, 1);
private void updateColours()
{
for (int i = 0; i < parts.Count; i++)
{
TriangleParticle newParticle = parts[i];
newParticle.Colour = CreateTriangleShade(newParticle.ColourShade);
parts[i] = newParticle;
}
}
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private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
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protected override DrawNode CreateDrawNode() => new TrianglesDrawNode(this);
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private class TrianglesDrawNode : DrawNode
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{
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private const float fill = 1f;
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protected new Triangles Source => (Triangles)base.Source;
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private IShader shader;
private Texture texture;
private bool masking;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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private Vector2 size;
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private IVertexBatch<TexturedVertex2D> vertexBatch;
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public TrianglesDrawNode(Triangles source)
: base(source)
{
}
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public override void ApplyState()
{
base.ApplyState();
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shader = Source.shader;
texture = Source.texture;
size = Source.DrawSize;
masking = Source.Masking;
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parts.Clear();
parts.AddRange(Source.parts);
}
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private IUniformBuffer<TriangleBorderData> borderDataBuffer;
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
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{
vertexBatch?.Dispose();
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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borderDataBuffer ??= renderer.CreateUniformBuffer<TriangleBorderData>();
borderDataBuffer.Data = borderDataBuffer.Data with
{
Thickness = fill,
// Due to triangles having various sizes we would need to set a different "TexelSize" value for each of them, which is insanely expensive, thus we should use one single value.
// TexelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them.
TexelSize = 0
};
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shader.Bind();
shader.BindUniformBlock(@"m_BorderData", borderDataBuffer);
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foreach (TriangleParticle particle in parts)
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{
Vector2 relativeSize = Vector2.Divide(triangleSize * particle.Scale, size);
Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
var drawQuad = new Quad(
Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.TopRight * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.BottomLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.BottomRight * size, DrawInfo.Matrix)
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);
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
RectangleF textureCoords = new RectangleF(
triangleQuad.TopLeft.X - topLeft.X,
triangleQuad.TopLeft.Y - topLeft.Y,
triangleQuad.Width,
triangleQuad.Height
) / relativeSize;
renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
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}
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shader.Unbind();
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}
private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
{
float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
return new Quad(
leftClamped,
topClamped,
Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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vertexBatch?.Dispose();
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borderDataBuffer?.Dispose();
}
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}
protected struct TriangleParticle : IComparable<TriangleParticle>
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{
/// <summary>
/// The position of the top vertex of the triangle.
/// </summary>
public Vector2 Position;
/// <summary>
/// The colour shade of the triangle.
/// This is needed for colour recalculation of visible triangles when <see cref="ColourDark"/> or <see cref="ColourLight"/> is changed.
/// </summary>
public float ColourShade;
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/// <summary>
/// The colour of the triangle.
/// </summary>
public Color4 Colour;
/// <summary>
/// The scale of the triangle.
/// </summary>
public float Scale;
/// <summary>
/// Compares two <see cref="TriangleParticle"/>s. This is a reverse comparer because when the
/// triangles are added to the particles list, they should be drawn from largest to smallest
/// such that the smaller triangles appear on top.
/// </summary>
/// <param name="other"></param>
public int CompareTo(TriangleParticle other) => other.Scale.CompareTo(Scale);
}
}
}