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osu-lazer/osu.Game/Screens/Menu/LogoVisualisation.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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using System;
using System.Collections.Generic;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
{
/// <summary>
/// A visualiser that reacts to music coming from beatmaps.
/// </summary>
public partial class LogoVisualisation : Drawable
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{
/// <summary>
/// The number of bars to jump each update iteration.
/// </summary>
private const int index_change = 5;
/// <summary>
/// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated.
/// </summary>
private const float bar_length = 600;
/// <summary>
/// The number of bars in one rotation of the visualiser.
/// </summary>
private const int bars_per_visualiser = 200;
/// <summary>
/// How many times we should stretch around the circumference (overlapping overselves).
/// </summary>
private const float visualiser_rounds = 5;
/// <summary>
/// How much should each bar go down each millisecond (based on a full bar).
/// </summary>
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private const float decay_per_millisecond = 0.0024f;
/// <summary>
/// Number of milliseconds between each amplitude update.
/// </summary>
private const float time_between_updates = 50;
/// <summary>
/// The minimum amplitude to show a bar.
/// </summary>
private const float amplitude_dead_zone = 1f / bar_length;
private int indexOffset;
/// <summary>
/// The relative movement of bars based on input amplification. Defaults to 1.
/// </summary>
public float Magnitude { get; set; } = 1;
private readonly float[] frequencyAmplitudes = new float[256];
private IShader shader = null!;
private Texture texture = null!;
public LogoVisualisation()
{
Blending = BlendingParameters.Additive;
}
private readonly List<IHasAmplitudes> amplitudeSources = new List<IHasAmplitudes>();
public void AddAmplitudeSource(IHasAmplitudes amplitudeSource)
{
amplitudeSources.Add(amplitudeSource);
}
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[BackgroundDependencyLoader]
private void load(IRenderer renderer, ShaderManager shaders)
{
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texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
}
private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
[Resolved]
private IBeatSyncProvider beatSyncProvider { get; set; } = null!;
private void updateAmplitudes()
{
for (int i = 0; i < temporalAmplitudes.Length; i++)
temporalAmplitudes[i] = 0;
addAmplitudesFromSource(beatSyncProvider);
foreach (var source in amplitudeSources)
addAmplitudesFromSource(source);
for (int i = 0; i < bars_per_visualiser; i++)
{
float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (beatSyncProvider.CheckIsKiaiTime() ? 1 : 0.5f);
if (targetAmplitude > frequencyAmplitudes[i])
frequencyAmplitudes[i] = targetAmplitude;
}
indexOffset = (indexOffset + index_change) % bars_per_visualiser;
}
protected override void LoadComplete()
{
base.LoadComplete();
var delayed = Scheduler.AddDelayed(updateAmplitudes, time_between_updates, true);
delayed.PerformRepeatCatchUpExecutions = false;
}
protected override void Update()
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{
base.Update();
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float decayFactor = (float)Time.Elapsed * decay_per_millisecond;
for (int i = 0; i < bars_per_visualiser; i++)
{
//3% of extra bar length to make it a little faster when bar is almost at it's minimum
frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);
if (frequencyAmplitudes[i] < 0)
frequencyAmplitudes[i] = 0;
}
Invalidate(Invalidation.DrawNode);
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
private void addAmplitudesFromSource(IHasAmplitudes source)
{
ArgumentNullException.ThrowIfNull(source);
var amplitudes = source.CurrentAmplitudes.FrequencyAmplitudes.Span;
for (int i = 0; i < amplitudes.Length; i++)
{
if (i < temporalAmplitudes.Length)
temporalAmplitudes[i] += amplitudes[i];
}
}
private class VisualisationDrawNode : DrawNode
{
protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
private IShader shader = null!;
private Texture texture = null!;
// Assuming the logo is a circle, we don't need a second dimension.
private float size;
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private static readonly Color4 transparent_white = Color4.White.Opacity(0.2f);
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private readonly float[] audioData = new float[256];
private IVertexBatch<TexturedVertex2D>? vertexBatch;
public VisualisationDrawNode(LogoVisualisation source)
: base(source)
{
}
public override void ApplyState()
{
base.ApplyState();
shader = Source.shader;
texture = Source.texture;
size = Source.DrawSize.X;
Source.frequencyAmplitudes.AsSpan().CopyTo(audioData);
}
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protected override void Draw(IRenderer renderer)
{
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base.Draw(renderer);
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vertexBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(100, 10);
shader.Bind();
Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
ColourInfo colourInfo = DrawColourInfo.Colour;
colourInfo.ApplyChild(transparent_white);
for (int j = 0; j < visualiser_rounds; j++)
{
for (int i = 0; i < bars_per_visualiser; i++)
{
if (audioData[i] < amplitude_dead_zone)
continue;
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float rotation = float.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = MathF.Cos(rotation);
float rotationSin = MathF.Sin(rotation);
// taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
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var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(float.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
// The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
// The distance between the bottom side of the bar and the top side.
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
var rectangle = new Quad(
Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
);
renderer.DrawQuad(
texture,
rectangle,
colourInfo,
null,
vertexBatch.AddAction,
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx));
}
}
shader.Unbind();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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vertexBatch?.Dispose();
}
}
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}
}