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Use sprite visualiser lines instead of shader.
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parent
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commit
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@ -1 +1 @@
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Subproject commit 3e6d254790e9150f2eae63140587742b7a8770eb
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Subproject commit 9ecb4826baff0a1a25a1c6ce445b4d1878ce7c7a
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@ -9,6 +9,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.OpenGL;
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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.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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@ -48,15 +50,14 @@ namespace osu.Game.Screens.Tournament.Components
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{
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RelativeSizeAxes = Axes.Both,
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PeriodOffset = offset,
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Period = 2 * (float)Math.PI,
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CycleTime = RNG.Next(10000, 12000)
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Offset = offset,
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CycleTime = RNG.Next(10000, 12000),
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};
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allLines.Add(newLine);
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Add(newLine);
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offset += (float)Math.PI / 6f;
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offset += RNG.Next(100, 5000);
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}
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private void removeLine()
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@ -68,141 +69,66 @@ namespace osu.Game.Screens.Tournament.Components
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allLines.Remove(allLines.First());
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}
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class VisualiserLine : Drawable
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class VisualiserLine : Container
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{
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/// <summary>
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/// Width of the line strokes.
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/// Time offset.
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/// </summary>
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public float StrokeWidth = 1f;
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public float Offset;
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/// <summary>
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/// Height of the line strokes.
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/// </summary>
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public float StrokeHeight = 1f;
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/// <summary>
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/// Separation between strokes in the line.
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/// </summary>
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public float Separation = 0;
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/// <summary>
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/// Period offset of the line.
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/// </summary>
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public float PeriodOffset;
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/// <summary>
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/// Period of the line.
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/// </summary>
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public float Period;
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/// <summary>
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/// The time to cycle one period of the line in milliseconds.
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/// </summary>
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public double CycleTime;
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private Shader shader;
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private float leftPos => -(float)((Time.Current + Offset) / CycleTime) + expiredCount;
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private VisualiserLineDrawNodeSharedData visualiserLineDrawNodeSharedData => new VisualiserLineDrawNodeSharedData();
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private Texture texture;
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private float runningPeriodOffset;
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protected override void Update()
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{
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base.Update();
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if (CycleTime != 0)
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{
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runningPeriodOffset += (float)(Time.Elapsed / CycleTime) * Period;
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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}
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}
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protected override DrawNode CreateDrawNode() => new VisualiserLineDrawNode();
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private int expiredCount = 0;
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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private void load(TextureStore textures)
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{
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shader = shaders?.Load(VertexShaderDescriptor.Colour, @"DottedLine");
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texture = textures.Get("Drawings/visualiser-line");
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}
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protected override void ApplyDrawNode(DrawNode node)
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protected override void UpdateAfterChildren()
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{
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base.ApplyDrawNode(node);
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base.UpdateAfterChildren();
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VisualiserLineDrawNode vNode = node as VisualiserLineDrawNode;
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vNode.Shader = shader;
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vNode.Shared = visualiserLineDrawNodeSharedData;
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vNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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while (Children.Count() < 3)
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addLine();
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vNode.Period = Period;
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vNode.PeriodOffset = PeriodOffset + runningPeriodOffset;
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vNode.StrokeWidth = StrokeWidth;
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vNode.StrokeHeight = StrokeHeight;
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vNode.Separation = Separation;
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}
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float pos = leftPos;
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class VisualiserLineDrawNodeSharedData
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{
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public QuadBatch<Vertex2D> QuadBatch = new QuadBatch<Vertex2D>(1, 1);
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}
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class VisualiserLineDrawNode : DrawNode
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{
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public Shader Shader;
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public VisualiserLineDrawNodeSharedData Shared;
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public Quad ScreenSpaceDrawQuad;
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public float Period;
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public float PeriodOffset;
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public float StrokeWidth;
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public float StrokeHeight;
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public float Separation;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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foreach (var c in Children)
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{
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base.Draw(vertexAction);
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Shader.Bind();
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Shader.GetUniform<Vector2>(@"g_Position").Value = ScreenSpaceDrawQuad.TopLeft;
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Shader.GetUniform<Vector2>(@"g_Size").Value = ScreenSpaceDrawQuad.Size;
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Shader.GetUniform<float>(@"g_Period").Value = Period;
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Shader.GetUniform<float>(@"g_PeriodOffset").Value = PeriodOffset;
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Shader.GetUniform<float>(@"g_StrokeWidth").Value = StrokeWidth;
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Shader.GetUniform<float>(@"g_StrokeHeight").Value = StrokeHeight;
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Shader.GetUniform<float>(@"g_Separation").Value = Separation;
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Shared.QuadBatch.Add(new Vertex2D()
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if (c.Position.X < -1)
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{
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Position = ScreenSpaceDrawQuad.BottomLeft,
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Colour = DrawInfo.Colour.BottomLeft.Linear
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});
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c.ClearTransforms();
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c.Expire();
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expiredCount++;
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}
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else
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c.MoveToX(pos, 100);
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Shared.QuadBatch.Add(new Vertex2D()
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{
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Position = ScreenSpaceDrawQuad.BottomRight,
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Colour = DrawInfo.Colour.BottomRight.Linear
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});
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Shared.QuadBatch.Add(new Vertex2D()
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{
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Position = ScreenSpaceDrawQuad.TopRight,
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Colour = DrawInfo.Colour.TopRight.Linear
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});
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Shared.QuadBatch.Add(new Vertex2D()
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{
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Position = ScreenSpaceDrawQuad.TopLeft,
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Colour = DrawInfo.Colour.TopLeft.Linear
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});
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Shader.Unbind();
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pos += 1;
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}
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}
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private void addLine()
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{
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Add(new Sprite()
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativePositionAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Texture = texture,
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X = leftPos + 1
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});
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}
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}
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}
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}
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