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osu-lazer/osu.Game/Screens/Menu/LogoVisualisation.cs
2017-06-18 19:33:50 -05:00

199 lines
7.5 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.ES30;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using System;
namespace osu.Game.Screens.Menu
{
internal class LogoVisualisation : Drawable, IHasAccentColour
{
private Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private Color4 barColour;
private const int index_change = 5;
private const int bar_length = 1200;
private const int bars_per_visualizer = 250;
private const int visualizers = 5;
/// <summary>
/// How much should each bar go down each milisecond (based on a full bar)
/// </summary>
private const float decay_per_milisecond = 0.0024f;
private int indexOffset;
public Color4 AccentColour
{
get
{
return barColour;
}
set
{
//Half alpha makes it look really good!
value.A = 0.5f;
barColour = value;
}
}
private float[] fftData = new float[256];
public override bool HandleInput => false;
private Shader shader;
private readonly Texture texture;
public LogoVisualisation()
{
texture = Texture.WhitePixel;
AccentColour = Color4.White;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders, OsuGame game)
{
beatmap.BindTo(game.Beatmap);
shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
}
private void ensureFFTData()
{
float[] temporalFFTData = beatmap?.Value?.Track?.CurrentAmplitudes.FrequencyAmplitudes ?? new float[256];
for (int i = 0; i < bars_per_visualizer; i++)
{
int index = (i + indexOffset) % bars_per_visualizer;
if (beatmap?.Value?.Track?.IsRunning ?? false)
{
if (temporalFFTData[index] > fftData[i])
fftData[i] = temporalFFTData[index];
}
else
{
if (fftData[(i + index_change) % bars_per_visualizer] > fftData[i])
fftData[i] = fftData[(i + index_change) % bars_per_visualizer];
}
}
indexOffset = (indexOffset + index_change) % bars_per_visualizer;
Scheduler.AddDelayed(ensureFFTData, 50);
}
protected override void LoadComplete()
{
base.LoadComplete();
ensureFFTData();
}
protected override void Update()
{
base.Update();
float decayFactor = (float)Time.Elapsed * decay_per_milisecond;
for (int i = 0; i < bars_per_visualizer; i++)
{
//0.03% of extra bar length to make it a little faster when bar is almost at it's minimum
fftData[i] -= decayFactor * (fftData[i] + 0.03f);
if (fftData[i] < 0)
fftData[i] = 0;
}
Invalidate(Invalidation.DrawNode, shallPropagate: false);
}
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
private readonly VisualizerSharedData sharedData = new VisualizerSharedData();
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
var visNode = (VisualisationDrawNode)node;
visNode.Shader = shader;
visNode.Texture = texture;
visNode.Size = DrawSize.X;
visNode.Shared = sharedData;
visNode.Colour = barColour;
visNode.AudioData = fftData;
}
private class VisualizerSharedData
{
public readonly LinearBatch<TexturedVertex2D> VertexBatch = new LinearBatch<TexturedVertex2D>(100 * 4, 10, PrimitiveType.Quads);
}
private class VisualisationDrawNode : DrawNode
{
public Shader Shader;
public Texture Texture;
public VisualizerSharedData Shared;
//Asuming the logo is a circle, we don't need a second dimension.
public float Size;
public Color4 Colour;
public float[] AudioData;
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
base.Draw(vertexAction);
Shader.Bind();
Texture.TextureGL.Bind();
Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
ColourInfo colourInfo = DrawInfo.Colour;
colourInfo.ApplyChild(Colour);
if (AudioData != null)
{
for (int i = 0; i < bars_per_visualizer * visualizers; i++)
{
float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualizer * 360 + (i / bars_per_visualizer * (360 / visualizers)));
float rotationCos = (float)Math.Cos(rotation);
float rotationSin = (float)Math.Sin(rotation);
//taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualizer)))) / 2f, bar_length * AudioData[i % bars_per_visualizer]);
//The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
//The distance between the bottom side of the bar and the top side.
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
var rectangle = new Quad(
(barPosition - bottomOffset) * DrawInfo.Matrix,
(barPosition - bottomOffset + amplitudeOffset) * DrawInfo.Matrix,
(barPosition + bottomOffset) * DrawInfo.Matrix,
(barPosition + bottomOffset + amplitudeOffset) * DrawInfo.Matrix
);
Texture.DrawQuad(
rectangle,
colourInfo,
null,
Shared.VertexBatch.Add,
//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx));
}
}
Shader.Unbind();
}
}
}
}