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Merge pull request #26677 from EVAST9919/triangles-better-clamp
Implement per-axis clamping in `Triangles` backgrounds
This commit is contained in:
commit
413c34ce06
@ -1,6 +1,7 @@
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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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using osu.Framework.Graphics;
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using osu.Game.Graphics.Backgrounds;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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@ -15,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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TriangleScale = 1.2f;
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HideAlphaDiscrepancies = false;
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ClampToDrawable = false;
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ClampAxes = Axes.None;
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}
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protected override void Update()
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@ -29,7 +29,8 @@ namespace osu.Game.Tests.Visual.Background
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ColourDark = Color4.Gray,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(0.9f)
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Size = new Vector2(0.9f),
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ClampAxes = Axes.None
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}
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};
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}
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@ -40,7 +41,10 @@ namespace osu.Game.Tests.Visual.Background
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AddSliderStep("Triangle scale", 0f, 10f, 1f, s => triangles.TriangleScale = s);
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AddSliderStep("Seed", 0, 1000, 0, s => triangles.Reset(s));
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AddToggleStep("ClampToDrawable", c => triangles.ClampToDrawable = c);
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AddStep("ClampAxes X", () => triangles.ClampAxes = Axes.X);
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AddStep("ClampAxes Y", () => triangles.ClampAxes = Axes.Y);
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AddStep("ClampAxes Both", () => triangles.ClampAxes = Axes.Both);
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AddStep("ClampAxes None", () => triangles.ClampAxes = Axes.None);
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}
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}
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}
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@ -86,7 +86,8 @@ namespace osu.Game.Tests.Visual.Background
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{
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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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RelativeSizeAxes = Axes.Both,
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ClampAxes = Axes.None
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}
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}
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},
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@ -128,7 +129,10 @@ namespace osu.Game.Tests.Visual.Background
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AddStep("White colour", () => box.Colour = triangles.Colour = maskedTriangles.Colour = Color4.White);
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AddStep("Vertical gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientVertical(Color4.White, Color4.Red));
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AddStep("Horizontal gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.Red));
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AddToggleStep("ClampToDrawable", c => maskedTriangles.ClampToDrawable = c);
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AddStep("ClampAxes X", () => maskedTriangles.ClampAxes = Axes.X);
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AddStep("ClampAxes Y", () => maskedTriangles.ClampAxes = Axes.Y);
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AddStep("ClampAxes Both", () => maskedTriangles.ClampAxes = Axes.Both);
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AddStep("ClampAxes None", () => maskedTriangles.ClampAxes = Axes.None);
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}
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}
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}
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@ -77,10 +77,10 @@ namespace osu.Game.Graphics.Backgrounds
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}
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/// <summary>
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/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen. Default is true.
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/// Controls on which <see cref="Axes"/> the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen. Default is Axes.Both.
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/// </summary>
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public bool ClampToDrawable { get; set; } = true;
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public Axes ClampAxes { get; set; } = Axes.Both;
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/// <summary>
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/// Whether we should drop-off alpha values of triangles more quickly to improve
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@ -257,7 +257,7 @@ namespace osu.Game.Graphics.Backgrounds
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private IShader shader;
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private Texture texture;
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private bool clamp;
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private Axes clampAxes;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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@ -276,7 +276,7 @@ namespace osu.Game.Graphics.Backgrounds
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize;
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clamp = Source.ClampToDrawable;
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clampAxes = Source.ClampAxes;
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parts.Clear();
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parts.AddRange(Source.parts);
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@ -306,7 +306,7 @@ namespace osu.Game.Graphics.Backgrounds
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Quad triangleQuad = clamp ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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Quad triangleQuad = getClampedQuad(clampAxes, topLeft, relativeSize);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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@ -331,17 +331,23 @@ namespace osu.Game.Graphics.Backgrounds
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shader.Unbind();
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}
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private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
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private static Quad getClampedQuad(Axes clampAxes, Vector2 topLeft, Vector2 size)
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{
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float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
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float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
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Vector2 clampedTopLeft = topLeft;
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return new Quad(
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leftClamped,
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topClamped,
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Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
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Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
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);
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if (clampAxes == Axes.X || clampAxes == Axes.Both)
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{
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clampedTopLeft.X = Math.Clamp(topLeft.X, 0f, 1f);
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size.X = Math.Clamp(topLeft.X + size.X, 0f, 1f) - clampedTopLeft.X;
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}
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if (clampAxes == Axes.Y || clampAxes == Axes.Both)
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{
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clampedTopLeft.Y = Math.Clamp(topLeft.Y, 0f, 1f);
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size.Y = Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - clampedTopLeft.Y;
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}
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return new Quad(clampedTopLeft.X, clampedTopLeft.Y, size.X, size.Y);
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}
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protected override void Dispose(bool isDisposing)
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@ -33,10 +33,10 @@ namespace osu.Game.Graphics.Backgrounds
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protected virtual bool CreateNewTriangles => true;
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/// <summary>
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/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen. Default is true.
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/// Controls on which <see cref="Axes"/> the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen. Default is Axes.Both.
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/// </summary>
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public bool ClampToDrawable { get; set; } = true;
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public Axes ClampAxes { get; set; } = Axes.Both;
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private readonly BindableFloat spawnRatio = new BindableFloat(1f);
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@ -193,7 +193,7 @@ namespace osu.Game.Graphics.Backgrounds
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private Vector2 size;
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private float thickness;
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private float texelSize;
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private bool clamp;
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private Axes clampAxes;
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public TrianglesDrawNode(TrianglesV2 source)
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: base(source)
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@ -208,7 +208,7 @@ namespace osu.Game.Graphics.Backgrounds
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texture = Source.texture;
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size = Source.DrawSize;
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thickness = Source.Thickness;
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clamp = Source.ClampToDrawable;
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clampAxes = Source.ClampAxes;
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Quad triangleQuad = new Quad(
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Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix),
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@ -248,7 +248,7 @@ namespace osu.Game.Graphics.Backgrounds
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{
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Quad triangleQuad = clamp ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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Quad triangleQuad = getClampedQuad(clampAxes, topLeft, relativeSize);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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@ -270,17 +270,23 @@ namespace osu.Game.Graphics.Backgrounds
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shader.Unbind();
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}
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private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
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private static Quad getClampedQuad(Axes clampAxes, Vector2 topLeft, Vector2 size)
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{
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float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
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float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
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Vector2 clampedTopLeft = topLeft;
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return new Quad(
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leftClamped,
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topClamped,
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Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
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Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
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);
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if (clampAxes == Axes.X || clampAxes == Axes.Both)
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{
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clampedTopLeft.X = Math.Clamp(topLeft.X, 0f, 1f);
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size.X = Math.Clamp(topLeft.X + size.X, 0f, 1f) - clampedTopLeft.X;
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}
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if (clampAxes == Axes.Y || clampAxes == Axes.Both)
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{
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clampedTopLeft.Y = Math.Clamp(topLeft.Y, 0f, 1f);
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size.Y = Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - clampedTopLeft.Y;
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}
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return new Quad(clampedTopLeft.X, clampedTopLeft.Y, size.X, size.Y);
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}
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protected override void Dispose(bool isDisposing)
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@ -150,7 +150,7 @@ namespace osu.Game.Graphics.UserInterface
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TriangleScale = 4,
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ColourDark = OsuColour.Gray(0.88f),
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Shear = new Vector2(-0.2f, 0),
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ClampToDrawable = false
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ClampAxes = Axes.Y
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},
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},
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},
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@ -34,7 +34,7 @@ namespace osu.Game.Overlays.Mods
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var hsv = new Colour4(value.R, value.G, value.B, 1f).ToHSV();
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var trianglesColour = Colour4.FromHSV(hsv.X, hsv.Y + 0.2f, hsv.Z - 0.1f);
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triangles.Colour = ColourInfo.GradientVertical(trianglesColour, trianglesColour.MultiplyAlpha(0f));
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triangles.Colour = ColourInfo.GradientVertical(trianglesColour, value);
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}
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}
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@ -95,7 +95,7 @@ namespace osu.Game.Overlays.Mods
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Height = header_height,
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Shear = new Vector2(-ShearedOverlayContainer.SHEAR, 0),
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Velocity = 0.7f,
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ClampToDrawable = false
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ClampAxes = Axes.Y
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},
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headerText = new OsuTextFlowContainer(t =>
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{
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