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Make triangles use raw vertices instead of sprites.
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@ -1 +1 @@
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Subproject commit 777996fb9731ba1895a5ab1323cbbc97259ff741
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Subproject commit 3e989ae63031a75e622225d6f4d14c6e26170b97
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@ -5,16 +5,28 @@ using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using OpenTK;
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using OpenTK.Graphics;
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using System;
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using System.Runtime.InteropServices;
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using osu.Framework.Graphics.OpenGL;
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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.Graphics.OpenGL.Buffers;
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using OpenTK.Graphics.ES30;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Batches;
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namespace osu.Game.Graphics.Backgrounds
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{
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public class Triangles : Container<Triangle>
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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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public override bool HandleInput => false;
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public Color4 ColourLight = Color4.White;
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@ -49,6 +61,28 @@ namespace osu.Game.Graphics.Backgrounds
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/// </summary>
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public float Velocity = 1;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private Shader shader;
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private readonly Texture texture;
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public Triangles()
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{
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texture = Texture.WhitePixel;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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shader = shaders?.Load("Triangles", FragmentShaderDescriptor.TEXTURE_ROUNDED);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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addTriangles(true);
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}
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public float TriangleScale
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{
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get { return triangleScale; }
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@ -57,42 +91,69 @@ namespace osu.Game.Graphics.Backgrounds
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float change = value / triangleScale;
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triangleScale = value;
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if (change != 1)
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Children.ForEach(t => t.Scale *= change);
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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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newParticle.Scale *= change;
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parts[i] = newParticle;
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}
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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addTriangles(true);
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}
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private int aimTriangleCount => (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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protected override void Update()
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{
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base.Update();
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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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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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foreach (var t in Children)
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for (int i = 0; i < parts.Count; i++)
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{
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t.Alpha = adjustedAlpha;
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t.Position -= new Vector2(0, (float)(t.Scale.X * (50 / DrawHeight) * (Time.Elapsed / 950)) / triangleScale * Velocity);
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if (ExpireOffScreenTriangles && t.DrawPosition.Y + t.DrawSize.Y * t.Scale.Y < 0)
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t.Expire();
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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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newParticle.Position += new Vector2(0, -(float)(parts[i].Scale * (50 / DrawHeight)) / triangleScale * Velocity) * ((float)Time.Elapsed / 950);
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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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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[i] = createTriangle(false);
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}
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}
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protected virtual Triangle CreateTriangle()
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private void addTriangles(bool randomY)
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{
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int aimTriangleCount = (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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for (int i = 0; i < aimTriangleCount; i++)
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parts.Add(createTriangle(randomY));
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}
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private TriangleParticle createTriangle(bool randomY)
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{
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var particle = CreateTriangle();
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particle.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() : 1);
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particle.Colour = CreateTriangleShade();
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return particle;
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}
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/// <summary>
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/// Creates a triangle particle with a random scale.
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/// </summary>
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/// <returns>The triangle particle.</returns>
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protected virtual TriangleParticle CreateTriangle()
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{
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const float std_dev = 0.16f;
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const float mean = 0.5f;
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@ -102,32 +163,90 @@ namespace osu.Game.Graphics.Backgrounds
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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const float size = 100;
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return new EquilateralTriangle
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{
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Origin = Anchor.TopCentre,
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RelativePositionAxes = Axes.Both,
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Size = new Vector2(size),
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Scale = new Vector2(scale),
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EdgeSmoothness = new Vector2(1),
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Colour = GetTriangleShade(),
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Depth = scale,
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};
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return new TriangleParticle { Scale = scale };
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}
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protected virtual Color4 GetTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
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/// <summary>
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/// Creates a shade of colour for the triangles.
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/// </summary>
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/// <returns>The colour.</returns>
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protected virtual Color4 CreateTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
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private void addTriangles(bool randomY)
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protected override DrawNode CreateDrawNode() => new TrianglesDrawNode();
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private TrianglesDrawNodeSharedData sharedData = new TrianglesDrawNodeSharedData();
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protected override void ApplyDrawNode(DrawNode node)
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{
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int addCount = aimTriangleCount - Children.Count();
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for (int i = 0; i < addCount; i++)
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base.ApplyDrawNode(node);
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var trianglesNode = node as TrianglesDrawNode;
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trianglesNode.Shader = shader;
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trianglesNode.Texture = texture;
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trianglesNode.Size = DrawSize;
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trianglesNode.Shared = sharedData;
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trianglesNode.Parts.Clear();
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trianglesNode.Parts.AddRange(parts);
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}
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public class TrianglesDrawNodeSharedData
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{
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public LinearBatch<TexturedVertex2D> VertexBatch = new LinearBatch<TexturedVertex2D>(100 * 3, 10, PrimitiveType.Triangles);
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}
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public class TrianglesDrawNode : DrawNode
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{
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public Shader Shader;
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public Texture Texture;
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public float Time;
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public TrianglesDrawNodeSharedData Shared;
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public readonly List<TriangleParticle> Parts = new List<TriangleParticle>();
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public Vector2 Size;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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var sprite = CreateTriangle();
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float triangleHeight = sprite.DrawHeight / DrawHeight;
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sprite.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() * (1 + triangleHeight) - triangleHeight : 1);
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Add(sprite);
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base.Draw(vertexAction);
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Shader.Bind();
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Texture.TextureGL.Bind();
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int updateStart = -1, updateEnd = 0;
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for (int i = 0; i < Parts.Count; ++i)
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{
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if (updateStart == -1)
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updateStart = i;
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updateEnd = i + 1;
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TriangleParticle particle = Parts[i];
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Vector2 offset = new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
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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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);
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int index = i * 6;
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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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}
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Shader.Unbind();
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}
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}
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public struct TriangleParticle
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{
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public Vector2 Position;
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public Color4 Colour;
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public float Scale;
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}
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}
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}
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