// 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.Runtime.InteropServices; using osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Shaders.Types; using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.UserInterface; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Argon { public partial class ArgonSpinnerProgressArc : CompositeDrawable { private const float arc_fill = 0.15f; private const float arc_radius = 0.12f; private ProgressFill fill = null!; private DrawableSpinner spinner = null!; private CircularProgress background = null!; [BackgroundDependencyLoader] private void load(DrawableHitObject drawableHitObject) { RelativeSizeAxes = Axes.Both; spinner = (DrawableSpinner)drawableHitObject; InternalChildren = new Drawable[] { background = new CircularProgress { Anchor = Anchor.Centre, Origin = Anchor.Centre, Colour = Color4.White.Opacity(0.25f), RelativeSizeAxes = Axes.Both, Progress = arc_fill, Rotation = 90 - arc_fill * 180, InnerRadius = arc_radius, RoundedCaps = true, }, fill = new ProgressFill { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, InnerRadius = arc_radius, RoundedCaps = true, GlowColour = new Color4(171, 255, 255, 180) } }; } protected override void Update() { base.Update(); background.Alpha = spinner.Progress >= 1 ? 0 : 1; fill.Alpha = (float)Interpolation.DampContinuously(fill.Alpha, spinner.Progress > 0 && spinner.Progress < 1 ? 1 : 0, 40f, (float)Math.Abs(Time.Elapsed)); fill.Progress = (float)Interpolation.DampContinuously(fill.Progress, spinner.Progress >= 1 ? 0 : arc_fill * spinner.Progress, 40f, (float)Math.Abs(Time.Elapsed)); fill.Rotation = (float)(90 - fill.Progress * 180); } private partial class ProgressFill : CircularProgress { private Color4 glowColour = Color4.White; public Color4 GlowColour { get => glowColour; set { glowColour = value; Invalidate(Invalidation.DrawNode); } } private Texture glowTexture = null!; private IShader glowShader = null!; private float glowSize; [BackgroundDependencyLoader] private void load(TextureStore textures, ShaderManager shaders) { glowTexture = textures.Get("Gameplay/osu/spinner-glow"); glowShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "SpinnerGlow"); glowSize = Blur.KernelSize(50); // Half of the maximum blur sigma in the design (which is 100) } protected override DrawNode CreateDrawNode() => new ProgressFillDrawNode(this); private class ProgressFillDrawNode : CircularProgressDrawNode { protected new ProgressFill Source => (ProgressFill)base.Source; public ProgressFillDrawNode(CircularProgress source) : base(source) { } private Texture glowTexture = null!; private IShader glowShader = null!; private Quad glowQuad; private float relativeGlowSize; private Color4 glowColour; public override void ApplyState() { base.ApplyState(); glowTexture = Source.glowTexture; glowShader = Source.glowShader; glowColour = Source.glowColour; // Inflated draw quad by the size of the blur. glowQuad = Source.ToScreenSpace(DrawRectangle.Inflate(Source.glowSize)); relativeGlowSize = Source.glowSize / Source.DrawSize.X; } protected override void Draw(IRenderer renderer) { base.Draw(renderer); drawGlow(renderer); } private void drawGlow(IRenderer renderer) { renderer.SetBlend(BlendingParameters.Additive); glowShader.Bind(); bindGlowUniformResources(glowShader, renderer); ColourInfo col = DrawColourInfo.Colour; col.ApplyChild(glowColour); renderer.DrawQuad(glowTexture, glowQuad, col); glowShader.Unbind(); } private IUniformBuffer? progressGlowParametersBuffer; private void bindGlowUniformResources(IShader shader, IRenderer renderer) { progressGlowParametersBuffer ??= renderer.CreateUniformBuffer(); progressGlowParametersBuffer.Data = new ProgressGlowParameters { InnerRadius = InnerRadius, Progress = Progress, TexelSize = TexelSize, GlowSize = relativeGlowSize }; shader.BindUniformBlock("m_ProgressGlowParameters", progressGlowParametersBuffer); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); progressGlowParametersBuffer?.Dispose(); } [StructLayout(LayoutKind.Sequential, Pack = 1)] private record struct ProgressGlowParameters { public UniformFloat InnerRadius; public UniformFloat Progress; public UniformFloat TexelSize; public UniformFloat GlowSize; } } } } }