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mirror of https://github.com/ppy/osu.git synced 2024-12-15 00:53:22 +08:00

Implement masking property for TrianglesV2 background

This commit is contained in:
Andrei Zavatski 2023-01-26 09:46:41 +03:00
parent 044234b1ba
commit 7cd21e12f3
2 changed files with 90 additions and 18 deletions

View File

@ -8,12 +8,14 @@ using osuTK;
using osuTK.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Framework.Graphics.Colour;
using osu.Game.Graphics.Sprites;
namespace osu.Game.Tests.Visual.Background
{
public partial class TestSceneTrianglesV2Background : OsuTestScene
{
private readonly TrianglesV2 triangles;
private readonly TrianglesV2 maskedTriangles;
private readonly Box box;
public TestSceneTrianglesV2Background()
@ -31,12 +33,20 @@ namespace osu.Game.Tests.Visual.Background
Origin = Anchor.Centre,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 5),
Spacing = new Vector2(0, 10),
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "Masked"
},
new Container
{
Size = new Vector2(500, 100),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Masking = true,
CornerRadius = 40,
Children = new Drawable[]
@ -54,9 +64,43 @@ namespace osu.Game.Tests.Visual.Background
}
}
},
new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "Non-masked"
},
new Container
{
Size = new Vector2(500, 100),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Red
},
maskedTriangles = new TrianglesV2
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
}
}
},
new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "Gradient comparison box"
},
new Container
{
Size = new Vector2(500, 100),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Masking = true,
CornerRadius = 40,
Child = box = new Box
@ -75,14 +119,16 @@ namespace osu.Game.Tests.Visual.Background
AddSliderStep("Spawn ratio", 0f, 10f, 1f, s =>
{
triangles.SpawnRatio = s;
triangles.SpawnRatio = maskedTriangles.SpawnRatio = s;
triangles.Reset(1234);
maskedTriangles.Reset(1234);
});
AddSliderStep("Thickness", 0f, 1f, 0.02f, t => triangles.Thickness = t);
AddSliderStep("Thickness", 0f, 1f, 0.02f, t => triangles.Thickness = maskedTriangles.Thickness = t);
AddStep("White colour", () => box.Colour = triangles.Colour = Color4.White);
AddStep("Vertical gradient", () => box.Colour = triangles.Colour = ColourInfo.GradientVertical(Color4.White, Color4.Red));
AddStep("Horizontal gradient", () => box.Colour = triangles.Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.Red));
AddStep("White colour", () => box.Colour = triangles.Colour = maskedTriangles.Colour = Color4.White);
AddStep("Vertical gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientVertical(Color4.White, Color4.Red));
AddStep("Horizontal gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.Red));
AddToggleStep("Masking", m => maskedTriangles.Masking = m);
}
}
}

View File

@ -34,6 +34,12 @@ namespace osu.Game.Graphics.Backgrounds
/// </summary>
protected virtual bool CreateNewTriangles => true;
/// <summary>
/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
/// shape is drawn to the screen.
/// </summary>
public bool Masking { get; set; }
private readonly BindableFloat spawnRatio = new BindableFloat(1f);
/// <summary>
@ -189,6 +195,7 @@ namespace osu.Game.Graphics.Backgrounds
private Vector2 size;
private float thickness;
private float texelSize;
private bool masking;
private IVertexBatch<TexturedVertex2D>? vertexBatch;
@ -205,6 +212,7 @@ namespace osu.Game.Graphics.Backgrounds
texture = Source.texture;
size = Source.DrawSize;
thickness = Source.Thickness;
masking = Source.Masking;
Quad triangleQuad = new Quad(
Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix),
@ -236,26 +244,31 @@ namespace osu.Game.Graphics.Backgrounds
shader.GetUniform<float>("thickness").UpdateValue(ref thickness);
shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
float relativeHeight = triangleSize.Y / size.Y;
float relativeWidth = triangleSize.X / size.X;
Vector2 relativeSize = Vector2.Divide(triangleSize, size);
foreach (TriangleParticle particle in parts)
{
Vector2 topLeft = particle.Position - new Vector2(relativeWidth * 0.5f, 0f);
Vector2 topRight = topLeft + new Vector2(relativeWidth, 0f);
Vector2 bottomLeft = topLeft + new Vector2(0f, relativeHeight);
Vector2 bottomRight = bottomLeft + new Vector2(relativeWidth, 0f);
Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
var drawQuad = new Quad(
Vector2Extensions.Transform(topLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(topRight * size, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomRight * size, DrawInfo.Matrix)
Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.TopRight * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.BottomLeft * size, DrawInfo.Matrix),
Vector2Extensions.Transform(triangleQuad.BottomRight * size, DrawInfo.Matrix)
);
ColourInfo colourInfo = triangleColourInfo(DrawColourInfo.Colour, new Quad(topLeft, topRight, bottomLeft, bottomRight));
ColourInfo colourInfo = triangleColourInfo(DrawColourInfo.Colour, triangleQuad);
renderer.DrawQuad(texture, drawQuad, colourInfo, vertexAction: vertexBatch.AddAction);
RectangleF textureCoords = new RectangleF(
triangleQuad.TopLeft.X - topLeft.X,
triangleQuad.TopLeft.Y - topLeft.Y,
triangleQuad.Width,
triangleQuad.Height
) / relativeSize;
renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
}
shader.Unbind();
@ -272,6 +285,19 @@ namespace osu.Game.Graphics.Backgrounds
};
}
private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
{
float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
return new Quad(
leftClamped,
topClamped,
Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);