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255 lines
9.3 KiB
C#
255 lines
9.3 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 System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
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/// <summary>
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/// A visualiser that reacts to music coming from beatmaps.
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/// </summary>
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public partial class LogoVisualisation : Drawable
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{
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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 millisecond (based on a full bar).
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/// </summary>
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private const float decay_per_millisecond = 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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/// <summary>
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/// The relative movement of bars based on input amplification. Defaults to 1.
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/// </summary>
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public float Magnitude { get; set; } = 1;
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private readonly float[] frequencyAmplitudes = new float[256];
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private IShader shader = null!;
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private Texture texture = null!;
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public LogoVisualisation()
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{
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Blending = BlendingParameters.Additive;
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}
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private readonly List<IHasAmplitudes> amplitudeSources = new List<IHasAmplitudes>();
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public void AddAmplitudeSource(IHasAmplitudes amplitudeSource)
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{
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amplitudeSources.Add(amplitudeSource);
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}
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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}
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private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
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[Resolved]
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private IBeatSyncProvider beatSyncProvider { get; set; } = null!;
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private void updateAmplitudes()
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{
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for (int i = 0; i < temporalAmplitudes.Length; i++)
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temporalAmplitudes[i] = 0;
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if (beatSyncProvider.Clock != null)
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addAmplitudesFromSource(beatSyncProvider);
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foreach (var source in amplitudeSources)
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addAmplitudesFromSource(source);
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (beatSyncProvider.CheckIsKiaiTime() ? 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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indexOffset = (indexOffset + index_change) % bars_per_visualiser;
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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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var delayed = Scheduler.AddDelayed(updateAmplitudes, time_between_updates, true);
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delayed.PerformRepeatCatchUpExecutions = false;
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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_millisecond;
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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);
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
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private void addAmplitudesFromSource(IHasAmplitudes source)
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{
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ArgumentNullException.ThrowIfNull(source);
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var amplitudes = source.CurrentAmplitudes.FrequencyAmplitudes.Span;
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for (int i = 0; i < amplitudes.Length; i++)
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{
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if (i < temporalAmplitudes.Length)
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temporalAmplitudes[i] += amplitudes[i];
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}
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}
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private class VisualisationDrawNode : DrawNode
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{
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protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
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private IShader shader = null!;
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private Texture texture = null!;
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// Assuming the logo is a circle, we don't need a second dimension.
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private float size;
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private static readonly Color4 transparent_white = Color4.White.Opacity(0.2f);
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private readonly float[] audioData = new float[256];
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private IVertexBatch<TexturedVertex2D>? vertexBatch;
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public VisualisationDrawNode(LogoVisualisation source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize.X;
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Source.frequencyAmplitudes.AsSpan().CopyTo(audioData);
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}
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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vertexBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(100, 10);
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shader.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(transparent_white);
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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 = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = MathF.Cos(rotation);
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float rotationSin = MathF.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 * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.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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renderer.DrawQuad(
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texture,
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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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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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