// 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.Audio; using osu.Framework.Audio.Track; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Rendering.Vertices; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Framework.Utils; using osu.Game.Beatmaps; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Menu { /// /// A visualiser that reacts to music coming from beatmaps. /// public partial class LogoVisualisation : Drawable { /// /// The number of bars to jump each update iteration. /// private const int index_change = 5; /// /// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated. /// private const float bar_length = 600; /// /// The number of bars in one rotation of the visualiser. /// private const int bars_per_visualiser = 200; /// /// How many times we should stretch around the circumference (overlapping overselves). /// private const float visualiser_rounds = 5; /// /// How much should each bar go down each millisecond (based on a full bar). /// private const float decay_per_millisecond = 0.0024f; /// /// Number of milliseconds between each amplitude update. /// private const float time_between_updates = 50; /// /// The minimum amplitude to show a bar. /// private const float amplitude_dead_zone = 1f / bar_length; private int indexOffset; /// /// The relative movement of bars based on input amplification. Defaults to 1. /// public float Magnitude { get; set; } = 1; private readonly float[] frequencyAmplitudes = new float[256]; private IShader shader = null!; private Texture texture = null!; public LogoVisualisation() { Blending = BlendingParameters.Additive; } private readonly List amplitudeSources = new List(); public void AddAmplitudeSource(IHasAmplitudes amplitudeSource) { amplitudeSources.Add(amplitudeSource); } [BackgroundDependencyLoader] private void load(IRenderer renderer, ShaderManager shaders) { texture = renderer.WhitePixel; shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE); } private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE]; [Resolved] private IBeatSyncProvider beatSyncProvider { get; set; } = null!; private void updateAmplitudes() { for (int i = 0; i < temporalAmplitudes.Length; i++) temporalAmplitudes[i] = 0; addAmplitudesFromSource(beatSyncProvider); foreach (var source in amplitudeSources) addAmplitudesFromSource(source); for (int i = 0; i < bars_per_visualiser; i++) { float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (beatSyncProvider.CheckIsKiaiTime() ? 1 : 0.5f); if (targetAmplitude > frequencyAmplitudes[i]) frequencyAmplitudes[i] = targetAmplitude; } indexOffset = (indexOffset + index_change) % bars_per_visualiser; } protected override void LoadComplete() { base.LoadComplete(); var delayed = Scheduler.AddDelayed(updateAmplitudes, time_between_updates, true); delayed.PerformRepeatCatchUpExecutions = false; } protected override void Update() { base.Update(); float decayFactor = (float)Time.Elapsed * decay_per_millisecond; for (int i = 0; i < bars_per_visualiser; i++) { //3% of extra bar length to make it a little faster when bar is almost at it's minimum frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f); if (frequencyAmplitudes[i] < 0) frequencyAmplitudes[i] = 0; } Invalidate(Invalidation.DrawNode); } protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this); private void addAmplitudesFromSource(IHasAmplitudes source) { ArgumentNullException.ThrowIfNull(source); var amplitudes = source.CurrentAmplitudes.FrequencyAmplitudes.Span; for (int i = 0; i < amplitudes.Length; i++) { if (i < temporalAmplitudes.Length) temporalAmplitudes[i] += amplitudes[i]; } } private class VisualisationDrawNode : DrawNode { protected new LogoVisualisation Source => (LogoVisualisation)base.Source; private IShader shader = null!; private Texture texture = null!; // Assuming the logo is a circle, we don't need a second dimension. private float size; private static readonly Color4 transparent_white = Color4.White.Opacity(0.2f); private readonly float[] audioData = new float[256]; private IVertexBatch? vertexBatch; public VisualisationDrawNode(LogoVisualisation source) : base(source) { } public override void ApplyState() { base.ApplyState(); shader = Source.shader; texture = Source.texture; size = Source.DrawSize.X; Source.frequencyAmplitudes.AsSpan().CopyTo(audioData); } public override void Draw(IRenderer renderer) { base.Draw(renderer); vertexBatch ??= renderer.CreateQuadBatch(100, 10); shader.Bind(); Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy; ColourInfo colourInfo = DrawColourInfo.Colour; colourInfo.ApplyChild(transparent_white); for (int j = 0; j < visualiser_rounds; j++) { for (int i = 0; i < bars_per_visualiser; i++) { if (audioData[i] < amplitude_dead_zone) continue; float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds); float rotationCos = MathF.Cos(rotation); float rotationSin = MathF.Sin(rotation); // taking the cos and sin to the 0..1 range var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size; var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]); // The distance between the position and the sides of the bar. var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2); // The distance between the bottom side of the bar and the top side. var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y); var rectangle = new Quad( Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix), Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix), Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix), Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix) ); renderer.DrawQuad( texture, rectangle, colourInfo, null, vertexBatch.AddAction, // barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that. Vector2.Divide(inflation, barSize.Yx)); } } shader.Unbind(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); vertexBatch?.Dispose(); } } } }