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Merge branch 'master' into fix-full-area-reset
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commit
c1673771eb
@ -0,0 +1,40 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Graphics.Backgrounds;
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using osu.Framework.Graphics;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Tests.Visual.Background
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{
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public class TestSceneTrianglesBackground : OsuTestScene
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{
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private readonly Triangles triangles;
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public TestSceneTrianglesBackground()
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black
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},
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triangles = new Triangles
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{
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RelativeSizeAxes = Axes.Both,
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ColourLight = Color4.White,
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ColourDark = Color4.Gray
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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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AddSliderStep("Triangle scale", 0f, 10f, 1f, s => triangles.TriangleScale = s);
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}
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}
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}
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@ -17,6 +17,7 @@ using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Lists;
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using osu.Framework.Bindables;
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namespace osu.Game.Graphics.Backgrounds
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{
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@ -25,6 +26,11 @@ namespace osu.Game.Graphics.Backgrounds
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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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/// sqrt(3) / 2
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/// </summary>
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private const float equilateral_triangle_ratio = 0.866f;
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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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@ -69,7 +75,13 @@ namespace osu.Game.Graphics.Backgrounds
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/// </summary>
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protected virtual float SpawnRatio => 1;
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private float triangleScale = 1;
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private readonly BindableFloat triangleScale = new BindableFloat(1f);
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public float TriangleScale
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{
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get => triangleScale.Value;
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set => triangleScale.Value = value;
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}
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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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@ -109,24 +121,7 @@ namespace osu.Game.Graphics.Backgrounds
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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 => triangleScale;
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set
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{
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float change = value / triangleScale;
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triangleScale = value;
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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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triangleScale.BindValueChanged(_ => Reset(), true);
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}
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protected override void Update()
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@ -147,7 +142,7 @@ namespace osu.Game.Graphics.Backgrounds
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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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float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
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for (int i = 0; i < parts.Count; i++)
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{
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@ -159,7 +154,7 @@ namespace osu.Game.Graphics.Backgrounds
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parts[i] = newParticle;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * 0.866f / DrawHeight;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
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if (bottomPos < 0)
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parts.RemoveAt(i);
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}
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@ -185,9 +180,11 @@ namespace osu.Game.Graphics.Backgrounds
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// Limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
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AimCount = (int)Math.Min(max_triangles, (DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio));
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AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
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for (int i = 0; i < AimCount - parts.Count; i++)
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int currentCount = parts.Count;
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for (int i = 0; i < AimCount - currentCount; i++)
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parts.Add(createTriangle(randomY));
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}
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@ -195,13 +192,27 @@ namespace osu.Game.Graphics.Backgrounds
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{
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TriangleParticle particle = CreateTriangle();
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particle.Position = new Vector2(nextRandom(), randomY ? nextRandom() : 1);
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particle.Position = getRandomPosition(randomY, particle.Scale);
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particle.ColourShade = nextRandom();
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particle.Colour = CreateTriangleShade(particle.ColourShade);
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return particle;
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}
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private Vector2 getRandomPosition(bool randomY, float scale)
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{
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float y = 1;
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if (randomY)
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{
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// since triangles are drawn from the top - allow them to be positioned a bit above the screen
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float maxOffset = triangle_size * scale * equilateral_triangle_ratio / DrawHeight;
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y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
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}
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return new Vector2(nextRandom(), y);
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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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@ -214,7 +225,7 @@ namespace osu.Game.Graphics.Backgrounds
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float u1 = 1 - nextRandom(); //uniform(0,1] random floats
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float u2 = 1 - nextRandom();
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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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float scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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return new TriangleParticle { Scale = scale };
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}
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@ -284,7 +295,7 @@ namespace osu.Game.Graphics.Backgrounds
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foreach (TriangleParticle particle in parts)
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{
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var offset = triangle_size * 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 * equilateral_triangle_ratio);
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var triangle = new Triangle(
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Vector2Extensions.Transform(particle.Position * size, DrawInfo.Matrix),
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