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Replace logo-triangles.mp4 with shadered logo-triangles.png
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parent
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commit
68f078c9e6
@ -3,7 +3,6 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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@ -12,7 +11,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Video;
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using osu.Framework.Utils;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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@ -88,7 +86,7 @@ namespace osu.Game.Screens.Menu
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private RulesetFlow rulesets;
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private Container rulesetsScale;
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private Container logoContainerSecondary;
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private Drawable lazerLogo;
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private LazerLogo lazerLogo;
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private GlitchingTriangles triangles;
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@ -139,10 +137,10 @@ namespace osu.Game.Screens.Menu
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = lazerLogo = new LazerLogo(textures.GetStream("Menu/logo-triangles.mp4"))
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Child = lazerLogo = new LazerLogo()
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre
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}
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},
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};
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@ -218,6 +216,7 @@ namespace osu.Game.Screens.Menu
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// matching flyte curve y = 0.25x^2 + (max(0, x - 0.7) / 0.3) ^ 5
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lazerLogo.FadeIn().ScaleTo(scale_start).Then().Delay(logo_scale_duration * 0.7f).ScaleTo(scale_start - scale_adjust, logo_scale_duration * 0.3f, Easing.InQuint);
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lazerLogo.Start(logo_1, logo_scale_duration);
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logoContainerSecondary.ScaleTo(scale_start).Then().ScaleTo(scale_start - scale_adjust * 0.25f, logo_scale_duration, Easing.InQuad);
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}
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109
osu.Game/Screens/Menu/LazerLogo.cs
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109
osu.Game/Screens/Menu/LazerLogo.cs
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@ -0,0 +1,109 @@
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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 System;
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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.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.MathUtils;
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using osuTK;
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namespace osu.Game.Screens.Menu
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{
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public class LazerLogo : Drawable
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{
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private IShader shader;
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private Texture texture;
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private double startTime = -1000;
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private double animationTime = -1000;
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private float animation;
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private float highlight;
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public LazerLogo()
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{
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Size = new Vector2(960);
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, TextureStore textures)
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{
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LazerLogo");
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texture = textures.Get("Menu/logo-triangles.png");
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}
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public void Start(double delay, double duration)
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{
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startTime = Clock.CurrentTime + delay;
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animationTime = duration;
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}
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public override bool IsPresent => true;
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protected override void Update()
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{
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base.Update();
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if (animationTime < 0) return;
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highlight = Clock.CurrentTime < startTime + 0.4 * animationTime
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? Interpolation.ValueAt(Clock.CurrentTime, 0f, 1f, startTime, startTime + animationTime * 1.07, Easing.OutCirc)
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: Interpolation.ValueAt(Clock.CurrentTime, 0.6f, 1f, startTime, startTime + animationTime * 0.9);
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animation = Clock.CurrentTime < startTime + 0.5 * animationTime
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? Interpolation.ValueAt(Clock.CurrentTime, 0f, 0.8f, startTime, startTime + animationTime * 1.23, Easing.OutQuart)
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: Interpolation.ValueAt(Clock.CurrentTime, 0.4f, 1f, startTime, startTime + animationTime);
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}
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protected override DrawNode CreateDrawNode() => new LazerLogoDrawNode(this);
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private class LazerLogoDrawNode : DrawNode
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{
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protected new LazerLogo Source => (LazerLogo)base.Source;
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private IShader shader;
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private Texture texture;
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private Quad screenSpaceDrawQuad;
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private float animation;
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private float highlight;
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public LazerLogoDrawNode(LazerLogo 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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shader = Source.shader;
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texture = Source.texture;
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screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
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animation = Source.animation;
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highlight = Source.highlight;
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}
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protected virtual void Blit(Action<TexturedVertex2D> vertexAction)
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{
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DrawQuad(texture, screenSpaceDrawQuad, DrawColourInfo.Colour, null, vertexAction);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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shader.Bind();
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shader.GetUniform<float>("highlight").Value = highlight;
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shader.GetUniform<float>("animation").Value = animation;
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Blit(vertexAction);
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shader.Unbind();
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}
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}
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}
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}
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