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Implement Masking property for TrianglesBackground
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@ -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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Masking = false;
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}
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protected override void Update()
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@ -5,6 +5,7 @@ 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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using osuTK;
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namespace osu.Game.Tests.Visual.Background
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{
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@ -25,7 +26,10 @@ namespace osu.Game.Tests.Visual.Background
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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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ColourDark = Color4.Gray,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(0.9f)
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}
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};
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}
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@ -36,6 +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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}
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}
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}
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@ -77,6 +77,12 @@ namespace osu.Game.Graphics.Backgrounds
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set => triangleScale.Value = value;
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}
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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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/// </summary>
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public bool Masking { 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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/// the visual appearance of fading. This defaults to on as it is generally more
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@ -252,6 +258,7 @@ 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 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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@ -271,6 +278,7 @@ 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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parts.Clear();
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parts.AddRange(Source.parts);
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@ -294,26 +302,45 @@ namespace osu.Game.Graphics.Backgrounds
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Vector2 relativeSize = Vector2.Divide(triangleSize * particle.Scale, size);
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Vector2 topRight = topLeft + new Vector2(relativeSize.X, 0f);
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Vector2 bottomLeft = topLeft + new Vector2(0f, relativeSize.Y);
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Vector2 bottomRight = bottomLeft + new Vector2(relativeSize.X, 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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var drawQuad = new Quad(
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Vector2Extensions.Transform(topLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(topRight * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomRight * size, DrawInfo.Matrix)
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.TopRight * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.BottomLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.BottomRight * size, DrawInfo.Matrix)
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);
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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renderer.DrawQuad(texture, drawQuad, colourInfo, vertexAction: vertexBatch.AddAction);
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RectangleF textureCoords = new RectangleF(
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triangleQuad.TopLeft.X - topLeft.X,
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triangleQuad.TopLeft.Y - topLeft.Y,
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triangleQuad.Width,
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triangleQuad.Height
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) / relativeSize;
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renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
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}
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shader.Unbind();
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}
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private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
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{
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float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
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float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
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return new Quad(
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leftClamped,
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topClamped,
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Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
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Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
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);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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