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Make CursorTrail use VertexBatch
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164b05abd6
commit
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@ -6,7 +6,7 @@ using System.Diagnostics;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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@ -57,7 +57,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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// InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node
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// This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms
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parts[i].InvalidationID = 1;
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parts[i].WasUpdated = true;
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}
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}
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@ -149,7 +148,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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public Vector2 Position;
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public float Time;
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public long InvalidationID;
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public bool WasUpdated;
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}
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private class TrailDrawNode : DrawNode
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@ -164,16 +162,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2 size;
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private readonly VertexBuffer<TexturedTrailVertex> vertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw);
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private readonly VertexBatch<TexturedTrailVertex> vertexBatch = new QuadBatch<TexturedTrailVertex>(max_sprites, 1);
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public TrailDrawNode(CursorTrail source)
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: base(source)
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{
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for (int i = 0; i < max_sprites; i++)
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{
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parts[i].InvalidationID = 0;
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parts[i].WasUpdated = false;
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}
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}
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public override void ApplyState()
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@ -194,56 +189,29 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
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int updateStart = -1, updateEnd = 0;
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for (int i = 0; i < parts.Length; ++i)
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{
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if (parts[i].WasUpdated)
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{
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if (updateStart == -1)
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updateStart = i;
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updateEnd = i + 1;
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int start = i * 4;
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int end = start;
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Vector2 pos = parts[i].Position;
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float localTime = parts[i].Time;
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DrawQuad(
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texture,
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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DrawColourInfo.Colour,
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null,
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v => vertexBuffer.Vertices[end++] = new TexturedTrailVertex
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{
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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Time = localTime + 1,
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Colour = v.Colour,
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});
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parts[i].WasUpdated = false;
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}
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else if (updateStart != -1)
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{
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vertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
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updateStart = -1;
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}
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}
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// Update all remaining vertices that have been changed.
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if (updateStart != -1)
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vertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
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base.Draw(vertexAction);
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shader.Bind();
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shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
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texture.TextureGL.Bind();
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vertexBuffer.Draw();
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for (int i = 0; i < parts.Length; ++i)
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{
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Vector2 pos = parts[i].Position;
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float localTime = parts[i].Time;
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DrawQuad(
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texture,
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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DrawColourInfo.Colour,
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null,
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v => vertexBatch.Add(new TexturedTrailVertex
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{
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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Time = localTime + 1,
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Colour = v.Colour,
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}));
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}
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shader.Unbind();
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}
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@ -252,7 +220,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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base.Dispose(isDisposing);
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vertexBuffer.Dispose();
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vertexBatch.Dispose();
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}
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}
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