// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Runtime.InteropServices; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Shaders.Types; using osu.Framework.Graphics.Sprites; namespace osu.Game.Graphics.Sprites { public partial class LogoAnimation : Sprite { [BackgroundDependencyLoader] private void load(ShaderManager shaders) { TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); } private float animationProgress; public float AnimationProgress { get => animationProgress; set { if (animationProgress == value) return; animationProgress = value; Invalidate(Invalidation.DrawInfo); } } public override bool IsPresent => true; protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this); private class LogoAnimationDrawNode : SpriteDrawNode { private LogoAnimation source => (LogoAnimation)Source; private float progress; public LogoAnimationDrawNode(LogoAnimation source) : base(source) { } public override void ApplyState() { base.ApplyState(); progress = source.animationProgress; } private IUniformBuffer animationDataBuffer; protected override void BindUniformResources(IShader shader, IRenderer renderer) { base.BindUniformResources(shader, renderer); animationDataBuffer ??= renderer.CreateUniformBuffer(); animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress }; shader.BindUniformBlock(@"m_AnimationData", animationDataBuffer); } protected override bool CanDrawOpaqueInterior => false; protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); animationDataBuffer?.Dispose(); } [StructLayout(LayoutKind.Sequential, Pack = 1)] private record struct AnimationData { public UniformFloat Progress; private readonly UniformPadding12 pad1; } } } }