// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.ES30; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Batches; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.OpenGL.Vertices; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps; using osu.Game.Graphics; using System; namespace osu.Game.Screens.Menu { internal class LogoVisualisation : Drawable, IHasAccentColour { private readonly Bindable beatmap = new Bindable(); private Color4 barColour; private const int index_change = 5; private const float bar_length = 1200; private const int bars_per_visualizer = 250; private const float visualizers = 5; /// /// How much should each bar go down each milisecond (based on a full bar) /// private const float decay_per_milisecond = 0.0024f; private int indexOffset; public Color4 AccentColour { get { return barColour; } set { //Half alpha makes it look really good! value.A = 0.5f; barColour = value; } } private readonly float[] frequencyAmplitudes = new float[256]; public override bool HandleInput => false; private Shader shader; private readonly Texture texture; public LogoVisualisation() { texture = Texture.WhitePixel; AccentColour = Color4.White; } [BackgroundDependencyLoader(true)] private void load(ShaderManager shaders, OsuGame game) { if (game?.Beatmap != null) beatmap.BindTo(game.Beatmap); shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); } private void ensureAmplitudes() { float[] temporalAmplitudes = beatmap?.Value?.Track?.CurrentAmplitudes.FrequencyAmplitudes ?? new float[256]; for (int i = 0; i < bars_per_visualizer; i++) { int index = (i + indexOffset) % bars_per_visualizer; if (beatmap?.Value?.Track?.IsRunning ?? false) { if (temporalAmplitudes[index] > frequencyAmplitudes[i]) frequencyAmplitudes[i] = temporalAmplitudes[index]; } else { if (frequencyAmplitudes[(i + index_change) % bars_per_visualizer] > frequencyAmplitudes[i]) frequencyAmplitudes[i] = frequencyAmplitudes[(i + index_change) % bars_per_visualizer]; } } indexOffset = (indexOffset + index_change) % bars_per_visualizer; Scheduler.AddDelayed(ensureAmplitudes, 50); } protected override void LoadComplete() { base.LoadComplete(); ensureAmplitudes(); } protected override void Update() { base.Update(); float decayFactor = (float)Time.Elapsed * decay_per_milisecond; for (int i = 0; i < bars_per_visualizer; i++) { //0.03% 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, shallPropagate: false); } protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(); private readonly VisualizerSharedData sharedData = new VisualizerSharedData(); protected override void ApplyDrawNode(DrawNode node) { base.ApplyDrawNode(node); var visNode = (VisualisationDrawNode)node; visNode.Shader = shader; visNode.Texture = texture; visNode.Size = DrawSize.X; visNode.Shared = sharedData; visNode.Colour = barColour; visNode.AudioData = frequencyAmplitudes; } private class VisualizerSharedData { public readonly LinearBatch VertexBatch = new LinearBatch(100 * 4, 10, PrimitiveType.Quads); } private class VisualisationDrawNode : DrawNode { public Shader Shader; public Texture Texture; public VisualizerSharedData Shared; //Asuming the logo is a circle, we don't need a second dimension. public float Size; public Color4 Colour; public float[] AudioData; public override void Draw(Action vertexAction) { base.Draw(vertexAction); Shader.Bind(); Texture.TextureGL.Bind(); Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy; ColourInfo colourInfo = DrawInfo.Colour; colourInfo.ApplyChild(Colour); if (AudioData != null) { for (int i = 0; i < bars_per_visualizer * visualizers; i++) { float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualizer * 360 + (i / bars_per_visualizer) * (360 / visualizers)); float rotationCos = (float)Math.Cos(rotation); float rotationSin = (float)Math.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 * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualizer)))) / 2f, bar_length * AudioData[i % bars_per_visualizer]); //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( (barPosition - bottomOffset) * DrawInfo.Matrix, (barPosition - bottomOffset + amplitudeOffset) * DrawInfo.Matrix, (barPosition + bottomOffset) * DrawInfo.Matrix, (barPosition + bottomOffset + amplitudeOffset) * DrawInfo.Matrix ); Texture.DrawQuad( rectangle, colourInfo, null, Shared.VertexBatch.Add, //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(); } } } }