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Merge pull request #26647 from EVAST9919/triangles-masking
Enable masking for `Triangles` backgrounds where possible
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commit
b588715d21
@ -15,6 +15,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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TriangleScale = 1.2f;
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HideAlphaDiscrepancies = false;
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ClampToDrawable = false;
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}
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protected override void Update()
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@ -40,7 +40,7 @@ namespace osu.Game.Tests.Visual.Background
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AddSliderStep("Triangle scale", 0f, 10f, 1f, s => triangles.TriangleScale = s);
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AddSliderStep("Seed", 0, 1000, 0, s => triangles.Reset(s));
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AddToggleStep("Masking", m => triangles.Masking = m);
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AddToggleStep("ClampToDrawable", c => triangles.ClampToDrawable = c);
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}
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}
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}
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@ -128,7 +128,7 @@ namespace osu.Game.Tests.Visual.Background
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AddStep("White colour", () => box.Colour = triangles.Colour = maskedTriangles.Colour = Color4.White);
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AddStep("Vertical gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientVertical(Color4.White, Color4.Red));
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AddStep("Horizontal gradient", () => box.Colour = triangles.Colour = maskedTriangles.Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.Red));
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AddToggleStep("Masking", m => maskedTriangles.Masking = m);
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AddToggleStep("ClampToDrawable", c => maskedTriangles.ClampToDrawable = c);
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}
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}
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}
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@ -78,9 +78,9 @@ namespace osu.Game.Graphics.Backgrounds
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/// <summary>
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/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen.
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/// shape is drawn to the screen. Default is true.
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/// </summary>
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public bool Masking { get; set; }
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public bool ClampToDrawable { get; set; } = true;
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/// <summary>
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/// Whether we should drop-off alpha values of triangles more quickly to improve
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@ -257,7 +257,7 @@ namespace osu.Game.Graphics.Backgrounds
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private IShader shader;
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private Texture texture;
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private bool masking;
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private bool clamp;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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@ -276,7 +276,7 @@ namespace osu.Game.Graphics.Backgrounds
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize;
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masking = Source.Masking;
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clamp = Source.ClampToDrawable;
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parts.Clear();
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parts.AddRange(Source.parts);
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@ -306,7 +306,7 @@ namespace osu.Game.Graphics.Backgrounds
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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Quad triangleQuad = clamp ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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@ -34,9 +34,9 @@ namespace osu.Game.Graphics.Backgrounds
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/// <summary>
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/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen.
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/// shape is drawn to the screen. Default is true.
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/// </summary>
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public bool Masking { get; set; }
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public bool ClampToDrawable { get; set; } = true;
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private readonly BindableFloat spawnRatio = new BindableFloat(1f);
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@ -193,7 +193,7 @@ namespace osu.Game.Graphics.Backgrounds
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private Vector2 size;
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private float thickness;
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private float texelSize;
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private bool masking;
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private bool clamp;
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public TrianglesDrawNode(TrianglesV2 source)
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: base(source)
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@ -208,7 +208,7 @@ namespace osu.Game.Graphics.Backgrounds
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texture = Source.texture;
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size = Source.DrawSize;
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thickness = Source.Thickness;
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masking = Source.Masking;
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clamp = Source.ClampToDrawable;
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Quad triangleQuad = new Quad(
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Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix),
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@ -248,7 +248,7 @@ namespace osu.Game.Graphics.Backgrounds
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{
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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Quad triangleQuad = clamp ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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@ -150,6 +150,7 @@ namespace osu.Game.Graphics.UserInterface
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TriangleScale = 4,
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ColourDark = OsuColour.Gray(0.88f),
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Shear = new Vector2(-0.2f, 0),
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ClampToDrawable = false
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},
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},
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},
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@ -95,6 +95,7 @@ namespace osu.Game.Overlays.Mods
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Height = header_height,
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Shear = new Vector2(-ShearedOverlayContainer.SHEAR, 0),
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Velocity = 0.7f,
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ClampToDrawable = false
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},
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headerText = new OsuTextFlowContainer(t =>
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{
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