2020-06-24 20:11:38 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2022-06-17 15:37:17 +08:00
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#nullable disable
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2023-02-25 00:21:37 +08:00
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using System.Runtime.InteropServices;
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2020-06-24 20:11:38 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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2022-07-29 21:33:34 +08:00
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using osu.Framework.Graphics.Rendering;
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2020-06-24 20:11:38 +08:00
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using osu.Framework.Graphics.Shaders;
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2023-02-25 00:21:37 +08:00
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using osu.Framework.Graphics.Shaders.Types;
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2020-06-24 20:11:38 +08:00
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Graphics.Sprites
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{
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2020-07-23 04:10:59 +08:00
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public partial class LogoAnimation : Sprite
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2020-06-24 20:11:38 +08:00
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{
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[BackgroundDependencyLoader]
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2022-01-15 08:06:39 +08:00
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private void load(ShaderManager shaders)
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2020-06-24 20:11:38 +08:00
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{
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2020-07-23 04:10:59 +08:00
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
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2020-06-24 20:11:38 +08:00
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}
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private float animationProgress;
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public float AnimationProgress
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{
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get => animationProgress;
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set
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{
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if (animationProgress == value) return;
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animationProgress = value;
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Invalidate(Invalidation.DrawInfo);
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}
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}
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public override bool IsPresent => true;
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2020-07-23 04:10:59 +08:00
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protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this);
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2020-07-23 04:10:59 +08:00
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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 float progress;
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2020-07-23 04:10:59 +08:00
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public LogoAnimationDrawNode(LogoAnimation source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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2020-06-25 06:59:12 +08:00
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progress = source.animationProgress;
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2020-06-24 20:11:38 +08:00
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}
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2023-02-25 00:21:37 +08:00
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private IUniformBuffer<AnimationData> animationDataBuffer;
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2023-03-16 19:06:35 +08:00
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protected override void BindUniformResources(IShader shader, IRenderer renderer)
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2020-06-24 20:11:38 +08:00
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{
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base.BindUniformResources(shader, renderer);
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2023-02-25 00:21:37 +08:00
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animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
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animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
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2023-03-16 19:06:35 +08:00
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shader.BindUniformBlock(@"m_AnimationData", animationDataBuffer);
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2020-06-24 20:11:38 +08:00
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}
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protected override bool CanDrawOpaqueInterior => false;
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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animationDataBuffer?.Dispose();
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}
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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private record struct AnimationData
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{
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public UniformFloat Progress;
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private readonly UniformPadding12 pad1;
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}
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2020-06-24 20:11:38 +08:00
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}
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}
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}
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