// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Framework.Input; using OpenTK; using System; using osu.Framework.Graphics.OpenGL; using osu.Framework.Graphics.OpenGL.Buffers; using OpenTK.Graphics.ES30; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Colour; using osu.Framework.Timing; namespace osu.Game.Graphics.Cursor { internal class CursorTrail : Drawable { public override bool HandleInput => true; private int currentIndex; private Shader shader; private Texture texture; private Vector2 size => texture.Size * Scale; private double timeOffset; private float time; private readonly TrailDrawNodeSharedData trailDrawNodeSharedData = new TrailDrawNodeSharedData(); private const int max_sprites = 2048; private readonly TrailPart[] parts = new TrailPart[max_sprites]; private Vector2? lastPosition; private readonly InputResampler resampler = new InputResampler(); protected override DrawNode CreateDrawNode() => new TrailDrawNode(); protected override void ApplyDrawNode(DrawNode node) { base.ApplyDrawNode(node); TrailDrawNode tNode = (TrailDrawNode)node; tNode.Shader = shader; tNode.Texture = texture; tNode.Size = size; tNode.Time = time; tNode.Shared = trailDrawNodeSharedData; for (int i = 0; i < parts.Length; ++i) if (parts[i].InvalidationID > tNode.Parts[i].InvalidationID) tNode.Parts[i] = parts[i]; } public CursorTrail() { // as we are currently very dependent on having a running clock, let's make our own clock for the time being. Clock = new FramedClock(); AlwaysReceiveInput = true; RelativeSizeAxes = Axes.Both; for (int i = 0; i < max_sprites; i++) { parts[i].InvalidationID = 0; parts[i].WasUpdated = true; } } [BackgroundDependencyLoader] private void load(ShaderManager shaders, TextureStore textures) { shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.Texture); texture = textures.Get(@"Cursor/cursortrail"); Scale = new Vector2(1 / texture.ScaleAdjust); } protected override void LoadComplete() { base.LoadComplete(); resetTime(); } protected override void Update() { base.Update(); Invalidate(Invalidation.DrawNode, shallPropagate: false); const int fade_clock_reset_threshold = 1000000; time = (float)(Time.Current - timeOffset) / 500f; if (time > fade_clock_reset_threshold) resetTime(); } private void resetTime() { for (int i = 0; i < parts.Length; ++i) { parts[i].Time -= time; ++parts[i].InvalidationID; } time = 0; timeOffset = Time.Current; } protected override bool OnMouseMove(InputState state) { if (lastPosition == null) { lastPosition = state.Mouse.NativeState.Position; resampler.AddPosition(lastPosition.Value); return base.OnMouseMove(state); } Vector2 pos1 = lastPosition.Value; foreach (Vector2 pos2 in resampler.AddPosition(state.Mouse.NativeState.Position)) { Vector2 diff = pos2 - pos1; float distance = diff.Length; Vector2 direction = diff / distance; float interval = size.X / 2 * 0.9f; for (float d = interval; d < distance; d += interval) { lastPosition = pos1 + direction * d; addPosition(lastPosition.Value); } } return base.OnMouseMove(state); } private void addPosition(Vector2 pos) { parts[currentIndex].Position = pos; parts[currentIndex].Time = time; ++parts[currentIndex].InvalidationID; currentIndex = (currentIndex + 1) % max_sprites; } private struct TrailPart { public Vector2 Position; public float Time; public long InvalidationID; public bool WasUpdated; } private class TrailDrawNodeSharedData { public VertexBuffer VertexBuffer; } private class TrailDrawNode : DrawNode { public Shader Shader; public Texture Texture; public float Time; public TrailDrawNodeSharedData Shared; public readonly TrailPart[] Parts = new TrailPart[max_sprites]; public Vector2 Size; public TrailDrawNode() { for (int i = 0; i < max_sprites; i++) { Parts[i].InvalidationID = 0; Parts[i].WasUpdated = false; } } public override void Draw(Action vertexAction) { if (Shared.VertexBuffer == null) Shared.VertexBuffer = new QuadVertexBuffer(max_sprites, BufferUsageHint.DynamicDraw); Shader.GetUniform("g_FadeClock").Value = Time; int updateStart = -1, updateEnd = 0; for (int i = 0; i < Parts.Length; ++i) { if (Parts[i].WasUpdated) { if (updateStart == -1) updateStart = i; updateEnd = i + 1; int start = i * 4; int end = start; Vector2 pos = Parts[i].Position; ColourInfo colour = DrawInfo.Colour; colour.TopLeft.Linear.A = Parts[i].Time + colour.TopLeft.Linear.A; colour.TopRight.Linear.A = Parts[i].Time + colour.TopRight.Linear.A; colour.BottomLeft.Linear.A = Parts[i].Time + colour.BottomLeft.Linear.A; colour.BottomRight.Linear.A = Parts[i].Time + colour.BottomRight.Linear.A; Texture.DrawQuad( new Quad(pos.X - Size.X / 2, pos.Y - Size.Y / 2, Size.X, Size.Y), colour, null, v => Shared.VertexBuffer.Vertices[end++] = v); Parts[i].WasUpdated = false; } else if (updateStart != -1) { Shared.VertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4); updateStart = -1; } } // Update all remaining vertices that have been changed. if (updateStart != -1) Shared.VertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4); base.Draw(vertexAction); Shader.Bind(); Texture.TextureGL.Bind(); Shared.VertexBuffer.Draw(); Shader.Unbind(); } } } }