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Merge pull request #879 from Tom94/fix-triangle-smoothness
Fix triangle smoothness and optimize further
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commit
751e954735
@ -23,6 +23,13 @@ namespace osu.Game.Graphics.Backgrounds
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public class Triangles : Drawable
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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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/// <summary>
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/// How many screen-space pixels are smoothed over.
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/// Same behavior as Sprite's EdgeSmoothness.
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/// </summary>
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private const float edge_smoothness = 1;
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public override bool HandleInput => false;
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@ -103,31 +110,34 @@ namespace osu.Game.Graphics.Backgrounds
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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if (CreateNewTriangles)
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addTriangles(false);
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float adjustedAlpha = HideAlphaDiscrepancies ?
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// Cubically scale alpha to make it drop off more sharply.
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(float)Math.Pow(DrawInfo.Colour.AverageColour.Linear.A, 3) :
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1;
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float elapsedSeconds = (float)Time.Elapsed / 1000;
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// Since position is relative, the velocity needs to scale inversely with DrawHeight.
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// Since we will later multiply by the scale of individual triangles we normalize by
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// dividing by triangleScale.
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float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * triangleScale);
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newParticle.Position += new Vector2(0, -(parts[i].Scale * (50 / DrawHeight)) / triangleScale * Velocity) * ((float)Time.Elapsed / 950);
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
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newParticle.Position.Y += parts[i].Scale * movedDistance;
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newParticle.Colour.A = adjustedAlpha;
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parts[i] = newParticle;
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if (!CreateNewTriangles)
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continue;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * 0.866f / DrawHeight;
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if (bottomPos < 0)
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parts.RemoveAt(i);
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}
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addTriangles(false);
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}
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private void addTriangles(bool randomY)
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@ -211,20 +221,28 @@ namespace osu.Game.Graphics.Backgrounds
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Shader.Bind();
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Texture.TextureGL.Bind();
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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foreach (TriangleParticle particle in Parts)
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{
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var offset = new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
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var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
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var size = new Vector2(2 * offset.X, offset.Y);
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var triangle = new Triangle(
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particle.Position * Size * DrawInfo.Matrix,
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(particle.Position * Size + offset * triangle_size) * DrawInfo.Matrix,
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(particle.Position * Size + new Vector2(-offset.X, offset.Y) * triangle_size) * DrawInfo.Matrix
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(particle.Position * Size + offset) * DrawInfo.Matrix,
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(particle.Position * Size + new Vector2(-offset.X, offset.Y)) * DrawInfo.Matrix
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);
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ColourInfo colourInfo = DrawInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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Texture.DrawTriangle(triangle, colourInfo, null, Shared.VertexBatch.Add);
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Texture.DrawTriangle(
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triangle,
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colourInfo,
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null,
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Shared.VertexBatch.Add,
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Vector2.Divide(localInflationAmount, size));
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}
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Shader.Unbind();
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