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Remove texture from TrianglesV2
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@ -7,6 +7,7 @@ using osu.Framework.Graphics.Shapes;
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using osuTK;
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using osuTK.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Framework.Graphics.Colour;
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namespace osu.Game.Tests.Visual.Background
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{
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@ -42,8 +43,7 @@ namespace osu.Game.Tests.Visual.Background
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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ColourTop = Color4.White,
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ColourBottom = Color4.Red
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Colour = ColourInfo.GradientVertical(Color4.White, Color4.Red)
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}
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}
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}
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@ -11,9 +11,7 @@ using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.ImageSharp;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -23,28 +21,12 @@ namespace osu.Game.Graphics.Backgrounds
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{
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private const float triangle_size = 100;
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private const float base_velocity = 50;
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private const int texture_height = 128;
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/// <summary>
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/// sqrt(3) / 2
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/// </summary>
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private const float equilateral_triangle_ratio = 0.866f;
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private readonly Bindable<Color4> colourTop = new Bindable<Color4>(Color4.White);
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private readonly Bindable<Color4> colourBottom = new Bindable<Color4>(Color4.Black);
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public Color4 ColourTop
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{
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get => colourTop.Value;
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set => colourTop.Value = value;
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}
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public Color4 ColourBottom
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{
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get => colourBottom.Value;
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set => colourBottom.Value = value;
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}
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public float Thickness { get; set; } = 0.02f; // No need for invalidation since it's happening in Update()
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/// <summary>
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@ -89,42 +71,19 @@ namespace osu.Game.Graphics.Backgrounds
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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private void load(ShaderManager shaders, IRenderer renderer)
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{
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder");
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texture = renderer.WhitePixel;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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colourTop.BindValueChanged(_ => updateTexture());
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colourBottom.BindValueChanged(_ => updateTexture(), true);
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spawnRatio.BindValueChanged(_ => Reset(), true);
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}
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private void updateTexture()
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{
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var image = new Image<Rgba32>(texture_height, 1);
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texture = renderer.CreateTexture(1, texture_height, true);
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for (int i = 0; i < texture_height; i++)
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{
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float ratio = (float)i / texture_height;
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image[i, 0] = new Rgba32(
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colourBottom.Value.R * ratio + colourTop.Value.R * (1f - ratio),
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colourBottom.Value.G * ratio + colourTop.Value.G * (1f - ratio),
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colourBottom.Value.B * ratio + colourTop.Value.B * (1f - ratio)
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);
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}
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texture.SetData(new TextureUpload(image));
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Invalidate(Invalidation.DrawNode);
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}
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protected override void Update()
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{
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base.Update();
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@ -280,36 +239,42 @@ namespace osu.Game.Graphics.Backgrounds
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shader.GetUniform<float>("thickness").UpdateValue(ref thickness);
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shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
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float texturePartWidth = triangleSize.X / size.X;
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float texturePartHeight = triangleSize.Y / size.Y * texture_height;
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float relativeHeight = triangleSize.Y / size.Y;
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float relativeWidth = triangleSize.X / size.X;
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foreach (TriangleParticle particle in parts)
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{
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Vector2 topLeft = particle.Position * size - new Vector2(triangleSize.X * 0.5f, 0f);
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Vector2 topRight = topLeft + new Vector2(triangleSize.X, 0f);
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Vector2 bottomLeft = topLeft + new Vector2(0f, triangleSize.Y);
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Vector2 bottomRight = topLeft + triangleSize;
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Vector2 topLeft = particle.Position - new Vector2(relativeWidth * 0.5f, 0f);
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Vector2 topRight = topLeft + new Vector2(relativeWidth, 0f);
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Vector2 bottomLeft = topLeft + new Vector2(0f, relativeHeight);
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Vector2 bottomRight = bottomLeft + new Vector2(relativeWidth, 0f);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(topRight, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomRight, DrawInfo.Matrix)
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Vector2Extensions.Transform(topLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(topRight * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomRight * size, DrawInfo.Matrix)
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);
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var tRect = new Quad(
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topLeft.X / size.X,
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topLeft.Y / size.Y * texture_height,
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texturePartWidth,
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texturePartHeight
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).AABBFloat;
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ColourInfo colourInfo = triangleColourInfo(DrawColourInfo.Colour, new Quad(topLeft, topRight, bottomLeft, bottomRight));
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renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour, tRect, vertexBatch.AddAction, textureCoords: tRect);
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renderer.DrawQuad(texture, drawQuad, colourInfo, vertexAction: vertexBatch.AddAction);
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}
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shader.Unbind();
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}
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private static ColourInfo triangleColourInfo(ColourInfo source, Quad quad)
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{
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return new ColourInfo
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{
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TopLeft = source.Interpolate(quad.TopLeft),
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TopRight = source.Interpolate(quad.TopRight),
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BottomLeft = source.Interpolate(quad.BottomLeft),
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BottomRight = source.Interpolate(quad.BottomRight)
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};
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}
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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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@ -6,6 +6,7 @@ using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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@ -79,8 +80,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
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Debug.Assert(triangleGradientSecondColour != null);
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Triangles.ColourTop = triangleGradientSecondColour.Value;
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Triangles.ColourBottom = BackgroundColour;
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Triangles.Colour = ColourInfo.GradientVertical(triangleGradientSecondColour.Value, BackgroundColour);
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}
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protected override bool OnHover(HoverEvent e)
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