// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Utils; using osuTK; using System; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Primitives; using osu.Framework.Allocation; using System.Collections.Generic; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Rendering.Vertices; using SixLabors.ImageSharp.PixelFormats; using SixLabors.ImageSharp; using osuTK.Graphics; using osu.Framework.Bindables; using osu.Framework.Graphics; namespace osu.Game.Graphics.Backgrounds { public partial class TrianglesV2 : Drawable { private const float triangle_size = 100; private const float base_velocity = 50; private const int texture_height = 128; /// /// sqrt(3) / 2 /// private const float equilateral_triangle_ratio = 0.866f; private readonly Bindable colourTop = new Bindable(Color4.White); private readonly Bindable colourBottom = new Bindable(Color4.Black); public Color4 ColourTop { get => colourTop.Value; set => colourTop.Value = value; } public Color4 ColourBottom { get => colourBottom.Value; set => colourBottom.Value = value; } public float Thickness { get; set; } = 0.02f; // No need for invalidation since it's happening in Update() /// /// Whether we should create new triangles as others expire. /// protected virtual bool CreateNewTriangles => true; 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(); [Resolved] private IRenderer renderer { get; set; } = null!; 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) { shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder"); } protected override void LoadComplete() { base.LoadComplete(); colourTop.BindValueChanged(_ => updateTexture()); colourBottom.BindValueChanged(_ => updateTexture(), true); spawnRatio.BindValueChanged(_ => Reset(), true); } private void updateTexture() { var image = new Image(texture_height, 1); texture = renderer.CreateTexture(1, texture_height, true); for (int i = 0; i < texture_height; i++) { float ratio = (float)i / texture_height; image[i, 0] = new Rgba32( colourBottom.Value.R * ratio + colourTop.Value.R * (1f - ratio), colourBottom.Value.G * ratio + colourTop.Value.G * (1f - ratio), colourBottom.Value.B * ratio + colourTop.Value.B * (1f - ratio) ); } texture.SetData(new TextureUpload(image)); Invalidate(Invalidation.DrawNode); } 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 * 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 * 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 size; private float thickness; private float texelSize; private IVertexBatch? vertexBatch; public TrianglesDrawNode(TrianglesV2 source) : base(source) { } public override void ApplyState() { base.ApplyState(); shader = Source.shader; texture = Source.texture; size = Source.DrawSize; thickness = Source.Thickness; texelSize = Math.Max(1.5f / Source.ScreenSpaceDrawQuad.Size.X, 1.5f / Source.ScreenSpaceDrawQuad.Size.Y); parts.Clear(); parts.AddRange(Source.parts); } public override void Draw(IRenderer renderer) { base.Draw(renderer); if (Source.AimCount == 0) return; if (vertexBatch == null || vertexBatch.Size != Source.AimCount) { vertexBatch?.Dispose(); vertexBatch = renderer.CreateQuadBatch(Source.AimCount, 1); } shader.Bind(); shader.GetUniform("thickness").UpdateValue(ref thickness); shader.GetUniform("texelSize").UpdateValue(ref texelSize); foreach (TriangleParticle particle in parts) { var offset = triangle_size * new Vector2(0.5f, equilateral_triangle_ratio); Vector2 topLeft = particle.Position * size + new Vector2(-offset.X, 0f); Vector2 topRight = particle.Position * size + new Vector2(offset.X, 0); Vector2 bottomLeft = particle.Position * size + new Vector2(-offset.X, offset.Y); Vector2 bottomRight = particle.Position * size + new Vector2(offset.X, offset.Y); var drawQuad = new Quad( Vector2Extensions.Transform(topLeft, DrawInfo.Matrix), Vector2Extensions.Transform(topRight, DrawInfo.Matrix), Vector2Extensions.Transform(bottomLeft, DrawInfo.Matrix), Vector2Extensions.Transform(bottomRight, DrawInfo.Matrix) ); var tRect = new Quad( topLeft.X / size.X, topLeft.Y / size.Y * texture_height, (topRight.X - topLeft.X) / size.X, (bottomRight.Y - topRight.Y) / size.Y * texture_height ).AABBFloat; renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour, tRect, vertexBatch.AddAction, textureCoords: tRect); } shader.Unbind(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); vertexBatch?.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; } } }