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244 lines
9.4 KiB
C#
244 lines
9.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osu.Game.Online.API;
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using osu.Game.Users;
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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namespace osu.Game.Screens.Menu
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{
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public class LogoVisualisation : Drawable, IHasAccentColour
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{
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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/// <summary>
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/// The number of bars to jump each update iteration.
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/// </summary>
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private const int index_change = 5;
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/// <summary>
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/// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated.
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/// </summary>
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private const float bar_length = 600;
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/// <summary>
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/// The number of bars in one rotation of the visualiser.
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/// </summary>
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private const int bars_per_visualiser = 200;
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/// <summary>
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/// How many times we should stretch around the circumference (overlapping overselves).
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/// </summary>
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private const float visualiser_rounds = 5;
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/// <summary>
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/// How much should each bar go down each milisecond (based on a full bar).
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/// </summary>
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private const float decay_per_milisecond = 0.0024f;
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/// <summary>
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/// Number of milliseconds between each amplitude update.
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/// </summary>
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private const float time_between_updates = 50;
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/// <summary>
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/// The minimum amplitude to show a bar.
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/// </summary>
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private const float amplitude_dead_zone = 1f / bar_length;
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private int indexOffset;
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public Color4 AccentColour { get; set; }
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private readonly float[] frequencyAmplitudes = new float[256];
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private IShader shader;
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private readonly Texture texture;
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private Bindable<User> user;
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private Bindable<Skin> skin;
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public LogoVisualisation()
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{
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texture = Texture.WhitePixel;
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Blending = BlendingMode.Additive;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap, IAPIProvider api, SkinManager skinManager)
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{
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this.beatmap.BindTo(beatmap);
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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user.ValueChanged += _ => updateColour();
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skin.BindValueChanged(_ => updateColour(), true);
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}
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private void updateAmplitudes()
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{
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var track = beatmap.Value.TrackLoaded ? beatmap.Value.Track : null;
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var effect = beatmap.Value.BeatmapLoaded ? beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(track?.CurrentTime ?? Time.Current) : null;
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float[] temporalAmplitudes = track?.CurrentAmplitudes.FrequencyAmplitudes ?? new float[256];
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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if (track?.IsRunning ?? false)
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{
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float targetAmplitude = temporalAmplitudes[(i + indexOffset) % bars_per_visualiser] * (effect?.KiaiMode == true ? 1 : 0.5f);
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if (targetAmplitude > frequencyAmplitudes[i])
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frequencyAmplitudes[i] = targetAmplitude;
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}
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else
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{
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int index = (i + index_change) % bars_per_visualiser;
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if (frequencyAmplitudes[index] > frequencyAmplitudes[i])
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frequencyAmplitudes[i] = frequencyAmplitudes[index];
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}
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}
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indexOffset = (indexOffset + index_change) % bars_per_visualiser;
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Scheduler.AddDelayed(updateAmplitudes, time_between_updates);
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}
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private void updateColour()
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{
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Color4 defaultColour = Color4.White.Opacity(0.2f);
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if (user.Value?.IsSupporter ?? false)
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AccentColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? defaultColour;
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else
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AccentColour = defaultColour;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateAmplitudes();
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}
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protected override void Update()
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{
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base.Update();
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float decayFactor = (float)Time.Elapsed * decay_per_milisecond;
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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//3% of extra bar length to make it a little faster when bar is almost at it's minimum
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frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);
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if (frequencyAmplitudes[i] < 0)
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frequencyAmplitudes[i] = 0;
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}
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var visNode = (VisualisationDrawNode)node;
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visNode.Shader = shader;
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visNode.Texture = texture;
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visNode.Size = DrawSize.X;
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visNode.Colour = AccentColour;
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visNode.AudioData = frequencyAmplitudes;
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}
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private class VisualisationDrawNode : DrawNode
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{
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public IShader Shader;
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public Texture Texture;
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//Asuming the logo is a circle, we don't need a second dimension.
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public float Size;
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public Color4 Colour;
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public float[] AudioData;
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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Shader.Bind();
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Texture.TextureGL.Bind();
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(Colour);
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if (AudioData != null)
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{
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for (int j = 0; j < visualiser_rounds; j++)
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{
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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if (AudioData[i] < amplitude_dead_zone)
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continue;
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float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = (float)Math.Cos(rotation);
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float rotationSin = (float)Math.Sin(rotation);
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//taking the cos and sin to the 0..1 range
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
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var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i]);
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//The distance between the position and the sides of the bar.
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var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
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//The distance between the bottom side of the bar and the top side.
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var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
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var rectangle = new Quad(
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Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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);
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Texture.DrawQuad(
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rectangle,
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colourInfo,
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null,
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vertexBatch.AddAction,
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//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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Vector2.Divide(inflation, barSize.Yx));
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}
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}
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}
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Shader.Unbind();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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vertexBatch.Dispose();
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}
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}
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}
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}
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