mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:17:23 +08:00
Implement Masking property for TrianglesBackground
This commit is contained in:
parent
67e9de43be
commit
d09d6f31d7
@ -15,6 +15,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
{
|
||||
TriangleScale = 1.2f;
|
||||
HideAlphaDiscrepancies = false;
|
||||
Masking = false;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
|
@ -5,6 +5,7 @@ using osu.Game.Graphics.Backgrounds;
|
||||
using osu.Framework.Graphics;
|
||||
using osuTK.Graphics;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Background
|
||||
{
|
||||
@ -25,7 +26,10 @@ namespace osu.Game.Tests.Visual.Background
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ColourLight = Color4.White,
|
||||
ColourDark = Color4.Gray
|
||||
ColourDark = Color4.Gray,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Size = new Vector2(0.9f)
|
||||
}
|
||||
};
|
||||
}
|
||||
@ -36,6 +40,7 @@ namespace osu.Game.Tests.Visual.Background
|
||||
|
||||
AddSliderStep("Triangle scale", 0f, 10f, 1f, s => triangles.TriangleScale = s);
|
||||
AddSliderStep("Seed", 0, 1000, 0, s => triangles.Reset(s));
|
||||
AddToggleStep("Masking", m => triangles.Masking = m);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -77,6 +77,12 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
set => triangleScale.Value = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
|
||||
/// shape is drawn to the screen.
|
||||
/// </summary>
|
||||
public bool Masking { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we should drop-off alpha values of triangles more quickly to improve
|
||||
/// the visual appearance of fading. This defaults to on as it is generally more
|
||||
@ -252,6 +258,7 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
|
||||
private IShader shader;
|
||||
private Texture texture;
|
||||
private bool masking;
|
||||
|
||||
private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
|
||||
private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
|
||||
@ -271,6 +278,7 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
shader = Source.shader;
|
||||
texture = Source.texture;
|
||||
size = Source.DrawSize;
|
||||
masking = Source.Masking;
|
||||
|
||||
parts.Clear();
|
||||
parts.AddRange(Source.parts);
|
||||
@ -294,26 +302,45 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
Vector2 relativeSize = Vector2.Divide(triangleSize * particle.Scale, size);
|
||||
|
||||
Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
|
||||
Vector2 topRight = topLeft + new Vector2(relativeSize.X, 0f);
|
||||
Vector2 bottomLeft = topLeft + new Vector2(0f, relativeSize.Y);
|
||||
Vector2 bottomRight = bottomLeft + new Vector2(relativeSize.X, 0f);
|
||||
|
||||
Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
|
||||
|
||||
var drawQuad = new Quad(
|
||||
Vector2Extensions.Transform(topLeft * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(topRight * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(bottomLeft * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(bottomRight * size, DrawInfo.Matrix)
|
||||
Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(triangleQuad.TopRight * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(triangleQuad.BottomLeft * size, DrawInfo.Matrix),
|
||||
Vector2Extensions.Transform(triangleQuad.BottomRight * size, DrawInfo.Matrix)
|
||||
);
|
||||
|
||||
ColourInfo colourInfo = DrawColourInfo.Colour;
|
||||
colourInfo.ApplyChild(particle.Colour);
|
||||
|
||||
renderer.DrawQuad(texture, drawQuad, colourInfo, vertexAction: vertexBatch.AddAction);
|
||||
RectangleF textureCoords = new RectangleF(
|
||||
triangleQuad.TopLeft.X - topLeft.X,
|
||||
triangleQuad.TopLeft.Y - topLeft.Y,
|
||||
triangleQuad.Width,
|
||||
triangleQuad.Height
|
||||
) / relativeSize;
|
||||
|
||||
renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
|
||||
}
|
||||
|
||||
shader.Unbind();
|
||||
}
|
||||
|
||||
private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
|
||||
{
|
||||
float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
|
||||
float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
|
||||
|
||||
return new Quad(
|
||||
leftClamped,
|
||||
topClamped,
|
||||
Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
|
||||
Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
|
||||
);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
Loading…
Reference in New Issue
Block a user