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126 lines
4.0 KiB
C#
126 lines
4.0 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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#nullable disable
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using System;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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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 osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics.ES30;
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namespace osu.Game.Graphics.Sprites
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{
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public partial class LogoAnimation : Sprite
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{
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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TextureShader = shaders.Load(@"LogoAnimation", @"LogoAnimation");
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}
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private float animationProgress;
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public float AnimationProgress
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{
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get => animationProgress;
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set
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{
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if (animationProgress == value) return;
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animationProgress = value;
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Invalidate(Invalidation.DrawInfo);
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}
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}
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public override bool IsPresent => true;
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protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this);
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private class LogoAnimationDrawNode : SpriteDrawNode
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{
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private LogoAnimation source => (LogoAnimation)Source;
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private readonly Action<TexturedVertex2D> addVertexAction;
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private float progress;
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public LogoAnimationDrawNode(LogoAnimation source)
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: base(source)
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{
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addVertexAction = v =>
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{
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animationVertexBatch!.Add(new LogoAnimationVertex
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{
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Position = v.Position,
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Colour = v.Colour,
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TexturePosition = v.TexturePosition,
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});
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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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progress = source.animationProgress;
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}
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private IUniformBuffer<AnimationData> animationDataBuffer;
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private IVertexBatch<LogoAnimationVertex> animationVertexBatch;
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protected override void Blit(IRenderer renderer)
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{
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animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
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animationVertexBatch ??= renderer.CreateQuadBatch<LogoAnimationVertex>(1, 2);
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animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
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TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer);
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base.Blit(renderer);
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}
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protected override bool CanDrawOpaqueInterior => false;
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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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animationDataBuffer?.Dispose();
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}
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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private record struct AnimationData
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{
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public UniformFloat Progress;
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private readonly UniformPadding12 pad1;
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct LogoAnimationVertex : IEquatable<LogoAnimationVertex>, IVertex
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{
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 Position;
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[VertexMember(4, VertexAttribPointerType.Float)]
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public Color4 Colour;
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 TexturePosition;
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public readonly bool Equals(LogoAnimationVertex other) =>
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Position.Equals(other.Position)
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&& TexturePosition.Equals(other.TexturePosition)
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&& Colour.Equals(other.Colour);
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}
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}
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}
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}
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