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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
using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osuTK;
using osuTK.Graphics;
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;
using osu.Framework.Lists;
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using osu.Framework.Bindables;
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namespace osu.Game.Graphics.Backgrounds
{
public partial class Triangles : Drawable
{
private const float triangle_size = 100;
private const float base_velocity = 50;
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/// <summary>
/// sqrt(3) / 2
/// </summary>
private const float equilateral_triangle_ratio = 0.866f;
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/// <summary>
/// How many screen-space pixels are smoothed over.
/// Same behavior as Sprite's EdgeSmoothness.
/// </summary>
private const float edge_smoothness = 1;
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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;
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/// <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>
/// 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
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/// aesthetically pleasing, but should be turned off in buffered containers.
/// </summary>
public bool HideAlphaDiscrepancies = true;
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/// <summary>
/// The relative velocity of the triangles. Default is 1.
/// </summary>
public float Velocity = 1;
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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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texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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}
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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
// 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];
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// 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;
newParticle.Colour.A = adjustedAlpha;
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parts[i] = newParticle;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
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; }
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++)
parts.Add(createTriangle(randomY));
}
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private TriangleParticle createTriangle(bool randomY)
{
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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);
}
/// <summary>
/// Creates a triangle particle with a random scale.
/// </summary>
/// <returns>The triangle particle.</returns>
protected virtual TriangleParticle CreateTriangle()
{
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const float std_dev = 0.16f;
const float mean = 0.5f;
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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 };
}
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/// <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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protected new Triangles Source => (Triangles)base.Source;
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private IShader shader;
private Texture texture;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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;
parts.Clear();
parts.AddRange(Source.parts);
}
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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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shader.Bind();
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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foreach (TriangleParticle particle in parts)
{
var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * equilateral_triangle_ratio);
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var triangle = new Triangle(
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Vector2Extensions.Transform(particle.Position * size, DrawInfo.Matrix),
Vector2Extensions.Transform(particle.Position * size + offset, DrawInfo.Matrix),
Vector2Extensions.Transform(particle.Position * size + new Vector2(-offset.X, offset.Y), DrawInfo.Matrix)
);
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ColourInfo colourInfo = DrawColourInfo.Colour;
colourInfo.ApplyChild(particle.Colour);
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renderer.DrawTriangle(
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texture,
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triangle,
colourInfo,
null,
vertexBatch.AddAction,
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Vector2.Divide(localInflationAmount, new Vector2(2 * offset.X, offset.Y)));
}
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shader.Unbind();
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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vertexBatch?.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;
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/// <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;
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/// <summary>
/// The scale of the triangle.
/// </summary>
public float Scale;
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/// <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);
}
}
}