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44d0dc6113
Closes https://github.com/ppy/osu/issues/27522. Concerns mostly taiko and catch. Not much of a proper fix rather than a workaround but it is what it is. I tried a few other things, including setting `MaskingSmoothness = 0` on the scaling container itself, to no avail.
325 lines
11 KiB
C#
325 lines
11 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.Diagnostics;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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.Shaders.Types;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.OpenGL.Vertices;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModFlashlight : Mod
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{
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public override string Name => "Flashlight";
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public override string Acronym => "FL";
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public override IconUsage? Icon => OsuIcon.ModFlashlight;
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public override ModType Type => ModType.DifficultyIncrease;
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public override LocalisableString Description => "Restricted view area.";
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public override bool Ranked => UsesDefaultConfiguration;
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[SettingSource("Flashlight size", "Multiplier applied to the default flashlight size.")]
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public abstract BindableFloat SizeMultiplier { get; }
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[SettingSource("Change size based on combo", "Decrease the flashlight size as combo increases.")]
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public abstract BindableBool ComboBasedSize { get; }
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/// <summary>
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/// The default size of the flashlight in ruleset-appropriate dimensions.
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/// <see cref="SizeMultiplier"/> and <see cref="ComboBasedSize"/> will apply their adjustments on top of this size.
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/// </summary>
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public abstract float DefaultFlashlightSize { get; }
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}
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public abstract partial class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
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where T : HitObject
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{
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public const double FLASHLIGHT_FADE_DURATION = 800;
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protected readonly BindableInt Combo = new BindableInt();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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Combo.BindTo(scoreProcessor.Combo);
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy)
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{
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switch (rank)
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{
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case ScoreRank.X:
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return ScoreRank.XH;
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case ScoreRank.S:
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return ScoreRank.SH;
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default:
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return rank;
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}
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}
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public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
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{
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var flashlight = CreateFlashlight();
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flashlight.RelativeSizeAxes = Axes.Both;
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flashlight.Colour = Color4.Black;
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// Flashlight mods should always draw above any other mod adding overlays.
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flashlight.Depth = float.MinValue;
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flashlight.Combo.BindTo(Combo);
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flashlight.GetPlayfieldScale = () => drawableRuleset.Playfield.Scale;
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drawableRuleset.Overlays.Add(new Container
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{
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RelativeSizeAxes = Axes.Both,
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// workaround for 1px gaps on the edges of the playfield which would sometimes show with "gameplay" screen scaling active.
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Padding = new MarginPadding(-1),
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Child = flashlight,
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});
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}
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protected abstract Flashlight CreateFlashlight();
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public abstract partial class Flashlight : Drawable
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{
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public readonly BindableInt Combo = new BindableInt();
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private IShader shader = null!;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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public override bool RemoveCompletedTransforms => false;
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internal Func<Vector2>? GetPlayfieldScale;
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private readonly float defaultFlashlightSize;
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private readonly float sizeMultiplier;
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private readonly bool comboBasedSize;
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protected Flashlight(ModFlashlight modFlashlight)
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{
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defaultFlashlightSize = modFlashlight.DefaultFlashlightSize;
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sizeMultiplier = modFlashlight.SizeMultiplier.Value;
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comboBasedSize = modFlashlight.ComboBasedSize.Value;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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{
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shader = shaderManager.Load("PositionAndColour", FragmentShader);
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}
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[Resolved]
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private Player? player { get; set; }
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private readonly IBindable<bool> isBreakTime = new BindableBool();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Combo.ValueChanged += _ => UpdateFlashlightSize(GetSize());
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if (player != null)
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{
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isBreakTime.BindTo(player.IsBreakTime);
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isBreakTime.BindValueChanged(_ => UpdateFlashlightSize(GetSize()), true);
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}
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}
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protected abstract void UpdateFlashlightSize(float size);
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protected abstract string FragmentShader { get; }
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public float GetSize()
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{
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float size = defaultFlashlightSize * sizeMultiplier;
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if (GetPlayfieldScale != null)
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{
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Vector2 playfieldScale = GetPlayfieldScale();
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Debug.Assert(Precision.AlmostEquals(Math.Abs(playfieldScale.X), Math.Abs(playfieldScale.Y)),
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@"Playfield has non-proportional scaling. Flashlight implementations should be revisited with regard to balance.");
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size *= Math.Abs(playfieldScale.X);
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}
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if (isBreakTime.Value)
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size *= 2.5f;
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else if (comboBasedSize)
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size *= GetComboScaleFor(Combo.Value);
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return size;
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}
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protected virtual float GetComboScaleFor(int combo)
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{
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if (combo >= 200)
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return 0.625f;
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if (combo >= 100)
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return 0.8125f;
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return 1.0f;
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}
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private Vector2 flashlightPosition;
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protected Vector2 FlashlightPosition
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{
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get => flashlightPosition;
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set
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{
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if (flashlightPosition == value) return;
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flashlightPosition = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private Vector2 flashlightSize;
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protected Vector2 FlashlightSize
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{
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get => flashlightSize;
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set
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{
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if (flashlightSize == value) return;
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flashlightSize = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float flashlightDim;
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public float FlashlightDim
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{
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get => flashlightDim;
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set
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{
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if (flashlightDim == value) return;
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flashlightDim = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float flashlightSmoothness = 1.1f;
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public float FlashlightSmoothness
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{
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get => flashlightSmoothness;
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set
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{
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if (flashlightSmoothness == value) return;
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flashlightSmoothness = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private class FlashlightDrawNode : DrawNode
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{
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protected new Flashlight Source => (Flashlight)base.Source;
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private IShader shader = null!;
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private Quad screenSpaceDrawQuad;
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private Vector2 flashlightPosition;
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private Vector2 flashlightSize;
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private float flashlightDim;
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private float flashlightSmoothness;
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private IVertexBatch<PositionAndColourVertex>? quadBatch;
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private Action<TexturedVertex2D>? addAction;
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public FlashlightDrawNode(Flashlight 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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screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
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flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix);
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flashlightSize = Source.FlashlightSize * DrawInfo.Matrix.ExtractScale().Xy;
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flashlightDim = Source.FlashlightDim;
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flashlightSmoothness = Source.flashlightSmoothness;
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}
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private IUniformBuffer<FlashlightParameters>? flashlightParametersBuffer;
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protected override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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if (quadBatch == null)
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{
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quadBatch = renderer.CreateQuadBatch<PositionAndColourVertex>(1, 1);
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addAction = v => quadBatch.Add(new PositionAndColourVertex
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{
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Position = v.Position,
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Colour = v.Colour
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});
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}
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flashlightParametersBuffer ??= renderer.CreateUniformBuffer<FlashlightParameters>();
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flashlightParametersBuffer.Data = flashlightParametersBuffer.Data with
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{
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Position = flashlightPosition,
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Size = flashlightSize,
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Dim = flashlightDim,
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Smoothness = flashlightSmoothness
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};
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shader.Bind();
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shader.BindUniformBlock(@"m_FlashlightParameters", flashlightParametersBuffer);
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renderer.DrawQuad(renderer.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction);
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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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quadBatch?.Dispose();
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flashlightParametersBuffer?.Dispose();
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}
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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private record struct FlashlightParameters
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{
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public UniformVector2 Position;
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public UniformVector2 Size;
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public UniformFloat Dim;
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public UniformFloat Smoothness;
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private readonly UniformPadding8 pad1;
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}
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}
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}
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}
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}
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