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osu-lazer/osu.Game/Graphics/Sprites/LogoAnimation.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 System;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
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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.Graphics.Shaders;
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using osu.Framework.Graphics.Shaders.Types;
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using osu.Framework.Graphics.Sprites;
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using osuTK;
using osuTK.Graphics;
using osuTK.Graphics.ES30;
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namespace osu.Game.Graphics.Sprites
{
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public partial class LogoAnimation : Sprite
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{
[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
TextureShader = shaders.Load(@"LogoAnimation", @"LogoAnimation");
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}
private float animationProgress;
public float AnimationProgress
{
get => animationProgress;
set
{
if (animationProgress == value) return;
animationProgress = value;
Invalidate(Invalidation.DrawInfo);
}
}
public override bool IsPresent => true;
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protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this);
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private class LogoAnimationDrawNode : SpriteDrawNode
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{
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private LogoAnimation source => (LogoAnimation)Source;
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private readonly Action<TexturedVertex2D> addVertexAction;
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private float progress;
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public LogoAnimationDrawNode(LogoAnimation source)
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: base(source)
{
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addVertexAction = v =>
{
animationVertexBatch!.Add(new LogoAnimationVertex
{
Position = v.Position,
Colour = v.Colour,
TexturePosition = v.TexturePosition,
});
};
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}
public override void ApplyState()
{
base.ApplyState();
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progress = source.animationProgress;
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}
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private IUniformBuffer<AnimationData> animationDataBuffer;
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private IVertexBatch<LogoAnimationVertex> animationVertexBatch;
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protected override void BindUniformResources(IShader shader, IRenderer renderer)
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{
base.BindUniformResources(shader, renderer);
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animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
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animationVertexBatch ??= renderer.CreateQuadBatch<LogoAnimationVertex>(1, 2);
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animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
shader.BindUniformBlock(@"m_AnimationData", animationDataBuffer);
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}
protected override void Blit(IRenderer renderer)
{
if (DrawRectangle.Width == 0 || DrawRectangle.Height == 0)
return;
base.Blit(renderer);
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renderer.DrawQuad(
Texture,
ScreenSpaceDrawQuad,
DrawColourInfo.Colour,
inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
textureCoords: TextureCoords,
vertexAction: addVertexAction);
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}
protected override bool CanDrawOpaqueInterior => false;
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
animationDataBuffer?.Dispose();
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct AnimationData
{
public UniformFloat Progress;
private readonly UniformPadding12 pad1;
}
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[StructLayout(LayoutKind.Sequential)]
private struct LogoAnimationVertex : IEquatable<LogoAnimationVertex>, IVertex
{
[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 Position;
[VertexMember(4, VertexAttribPointerType.Float)]
public Color4 Colour;
[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 TexturePosition;
public readonly bool Equals(LogoAnimationVertex other) =>
Position.Equals(other.Position)
&& TexturePosition.Equals(other.TexturePosition)
&& Colour.Equals(other.Colour);
}
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}
}
}