// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Framework.Utils; using osuTK; namespace osu.Game.Graphics.Backgrounds { public partial class TrianglesV2 : Drawable { private const float triangle_size = 100; private const float base_velocity = 50; /// /// sqrt(3) / 2 /// private const float equilateral_triangle_ratio = 0.866f; public float Thickness { get; set; } = 0.02f; // No need for invalidation since it's happening in Update() public float ScaleAdjust { get; set; } = 1; /// /// Whether we should create new triangles as others expire. /// protected virtual bool CreateNewTriangles => true; /// /// Controls on which the portion of triangles that falls within this 's /// shape is drawn to the screen. Default is Axes.Both. /// public Axes ClampAxes { get; set; } = Axes.Both; private readonly BindableFloat spawnRatio = new BindableFloat(1f); /// /// The amount of triangles we want compared to the default distribution. /// public float SpawnRatio { get => spawnRatio.Value; set => spawnRatio.Value = value; } /// /// The relative velocity of the triangles. Default is 1. /// public float Velocity = 1; private readonly List parts = new List(); private Random? stableRandom; private IShader shader = null!; private Texture texture = null!; /// /// Construct a new triangle visualisation. /// /// An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time. public TrianglesV2(int? seed = null) { if (seed != null) stableRandom = new Random(seed.Value); } [BackgroundDependencyLoader] private void load(ShaderManager shaders, IRenderer renderer) { shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder"); texture = renderer.WhitePixel; } protected override void LoadComplete() { base.LoadComplete(); spawnRatio.BindValueChanged(_ => Reset(), true); } protected override void Update() { base.Update(); Invalidate(Invalidation.DrawNode); if (CreateNewTriangles) addTriangles(false); float elapsedSeconds = (float)Time.Elapsed / 1000; // Since position is relative, the velocity needs to scale inversely with DrawHeight. float movedDistance = -elapsedSeconds * Velocity * base_velocity / DrawHeight; for (int i = 0; i < parts.Count; i++) { TriangleParticle newParticle = parts[i]; newParticle.Position.Y += Math.Max(0.5f, parts[i].SpeedMultiplier) * movedDistance; parts[i] = newParticle; float bottomPos = parts[i].Position.Y + triangle_size * ScaleAdjust * equilateral_triangle_ratio / DrawHeight; if (bottomPos < 0) parts.RemoveAt(i); } } /// /// Clears and re-initialises triangles according to a given seed. /// /// An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time. public void Reset(int? seed = null) { if (seed != null) stableRandom = new Random(seed.Value); parts.Clear(); addTriangles(true); } protected int AimCount { get; private set; } private void addTriangles(bool randomY) { // Limited by the maximum size of QuadVertexBuffer for safety. const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2); AimCount = (int)Math.Clamp(DrawWidth * 0.02f * SpawnRatio, 1, max_triangles); int currentCount = parts.Count; for (int i = 0; i < AimCount - currentCount; i++) parts.Add(createTriangle(randomY)); } private TriangleParticle createTriangle(bool randomY) { TriangleParticle particle = CreateTriangle(); float y = 1; if (randomY) { // since triangles are drawn from the top - allow them to be positioned a bit above the screen float maxOffset = triangle_size * ScaleAdjust * equilateral_triangle_ratio / DrawHeight; y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f); } particle.Position = new Vector2(nextRandom(), y); return particle; } /// /// Creates a triangle particle with a random speed multiplier. /// /// The triangle particle. protected virtual TriangleParticle CreateTriangle() { const float std_dev = 0.16f; const float mean = 0.5f; float u1 = 1 - nextRandom(); //uniform(0,1] random floats float u2 = 1 - nextRandom(); float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1) float speedMultiplier = Math.Max(mean + std_dev * randStdNormal, 0.1f); // random normal(mean,stdDev^2) return new TriangleParticle { SpeedMultiplier = speedMultiplier }; } private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle()); protected override DrawNode CreateDrawNode() => new TrianglesDrawNode(this); private class TrianglesDrawNode : DrawNode { protected new TrianglesV2 Source => (TrianglesV2)base.Source; private IShader shader = null!; private Texture texture = null!; private readonly List parts = new List(); private Vector2 triangleSize; private Vector2 size; private float thickness; private float texelSize; private Axes clampAxes; public TrianglesDrawNode(TrianglesV2 source) : base(source) { } public override void ApplyState() { base.ApplyState(); shader = Source.shader; texture = Source.texture; size = Source.DrawSize; thickness = Source.Thickness; clampAxes = Source.ClampAxes; triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size * Source.ScaleAdjust; Quad triangleQuad = new Quad( Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix), Vector2Extensions.Transform(new Vector2(triangle_size, 0f), DrawInfo.Matrix), Vector2Extensions.Transform(new Vector2(0f, triangleSize.Y), DrawInfo.Matrix), Vector2Extensions.Transform(triangleSize, DrawInfo.Matrix) ); texelSize = 1.5f / triangleQuad.Height; parts.Clear(); parts.AddRange(Source.parts); } private IUniformBuffer? borderDataBuffer; protected override void Draw(IRenderer renderer) { base.Draw(renderer); if (Source.AimCount == 0 || thickness == 0) return; borderDataBuffer ??= renderer.CreateUniformBuffer(); borderDataBuffer.Data = borderDataBuffer.Data with { Thickness = thickness, TexelSize = texelSize }; shader.Bind(); shader.BindUniformBlock(@"m_BorderData", borderDataBuffer); Vector2 relativeSize = Vector2.Divide(triangleSize, size); foreach (TriangleParticle particle in parts) { Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f); Quad triangleQuad = getClampedQuad(clampAxes, topLeft, relativeSize); var drawQuad = new Quad( 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) ); RectangleF textureCoords = new RectangleF( triangleQuad.TopLeft.X - topLeft.X, triangleQuad.TopLeft.Y - topLeft.Y, triangleQuad.Width, triangleQuad.Height ) / relativeSize; renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour.Interpolate(triangleQuad), new RectangleF(0, 0, 1, 1), textureCoords: textureCoords); } shader.Unbind(); } private static Quad getClampedQuad(Axes clampAxes, Vector2 topLeft, Vector2 size) { Vector2 clampedTopLeft = topLeft; if (clampAxes == Axes.X || clampAxes == Axes.Both) { clampedTopLeft.X = Math.Clamp(topLeft.X, 0f, 1f); size.X = Math.Clamp(topLeft.X + size.X, 0f, 1f) - clampedTopLeft.X; } if (clampAxes == Axes.Y || clampAxes == Axes.Both) { clampedTopLeft.Y = Math.Clamp(topLeft.Y, 0f, 1f); size.Y = Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - clampedTopLeft.Y; } return new Quad(clampedTopLeft.X, clampedTopLeft.Y, size.X, size.Y); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); borderDataBuffer?.Dispose(); } } protected struct TriangleParticle { /// /// The position of the top vertex of the triangle. /// public Vector2 Position; /// /// The speed multiplier of the triangle. /// public float SpeedMultiplier; } } }