mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 13:47:38 +08:00
281 lines
10 KiB
C#
281 lines
10 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.MathUtils;
|
|
using OpenTK;
|
|
using OpenTK.Graphics;
|
|
using System;
|
|
using osu.Framework.Graphics.Shaders;
|
|
using osu.Framework.Graphics.Textures;
|
|
using OpenTK.Graphics.ES30;
|
|
using osu.Framework.Graphics.Colour;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Allocation;
|
|
using System.Collections.Generic;
|
|
using osu.Framework.Graphics.Batches;
|
|
using osu.Framework.Graphics.OpenGL.Vertices;
|
|
using osu.Framework.Lists;
|
|
|
|
namespace osu.Game.Graphics.Backgrounds
|
|
{
|
|
public class Triangles : Drawable
|
|
{
|
|
private const float triangle_size = 100;
|
|
private const float base_velocity = 50;
|
|
|
|
/// <summary>
|
|
/// How many screen-space pixels are smoothed over.
|
|
/// Same behavior as Sprite's EdgeSmoothness.
|
|
/// </summary>
|
|
private const float edge_smoothness = 1;
|
|
|
|
public override bool HandleKeyboardInput => false;
|
|
public override bool HandleMouseInput => false;
|
|
|
|
|
|
public Color4 ColourLight = Color4.White;
|
|
public Color4 ColourDark = Color4.Black;
|
|
|
|
/// <summary>
|
|
/// Whether we want to expire triangles as they exit our draw area completely.
|
|
/// </summary>
|
|
protected virtual bool ExpireOffScreenTriangles => true;
|
|
|
|
/// <summary>
|
|
/// Whether we should create new triangles as others expire.
|
|
/// </summary>
|
|
protected virtual bool CreateNewTriangles => true;
|
|
|
|
/// <summary>
|
|
/// The amount of triangles we want compared to the default distribution.
|
|
/// </summary>
|
|
protected virtual float SpawnRatio => 1;
|
|
|
|
private float triangleScale = 1;
|
|
|
|
/// <summary>
|
|
/// Whether we should drop-off alpha values of triangles more quickly to improve
|
|
/// the visual appearance of fading. This defaults to on as it is generally more
|
|
/// aesthetically pleasing, but should be turned off in buffered containers.
|
|
/// </summary>
|
|
public bool HideAlphaDiscrepancies = true;
|
|
|
|
/// <summary>
|
|
/// The relative velocity of the triangles. Default is 1.
|
|
/// </summary>
|
|
public float Velocity = 1;
|
|
|
|
private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
|
|
|
|
private Shader shader;
|
|
private readonly Texture texture;
|
|
|
|
public Triangles()
|
|
{
|
|
texture = Texture.WhitePixel;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ShaderManager shaders)
|
|
{
|
|
shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
addTriangles(true);
|
|
}
|
|
|
|
public float TriangleScale
|
|
{
|
|
get { return triangleScale; }
|
|
set
|
|
{
|
|
float change = value / triangleScale;
|
|
triangleScale = value;
|
|
|
|
for (int i = 0; i < parts.Count; i++)
|
|
{
|
|
TriangleParticle newParticle = parts[i];
|
|
newParticle.Scale *= change;
|
|
parts[i] = newParticle;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
Invalidate(Invalidation.DrawNode, shallPropagate: false);
|
|
|
|
if (CreateNewTriangles)
|
|
addTriangles(false);
|
|
|
|
float adjustedAlpha = HideAlphaDiscrepancies ?
|
|
// Cubically scale alpha to make it drop off more sharply.
|
|
(float)Math.Pow(DrawInfo.Colour.AverageColour.Linear.A, 3) :
|
|
1;
|
|
|
|
float elapsedSeconds = (float)Time.Elapsed / 1000;
|
|
// Since position is relative, the velocity needs to scale inversely with DrawHeight.
|
|
// Since we will later multiply by the scale of individual triangles we normalize by
|
|
// dividing by triangleScale.
|
|
float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * triangleScale);
|
|
|
|
for (int i = 0; i < parts.Count; i++)
|
|
{
|
|
TriangleParticle newParticle = parts[i];
|
|
|
|
// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
|
|
newParticle.Position.Y += parts[i].Scale * movedDistance;
|
|
newParticle.Colour.A = adjustedAlpha;
|
|
|
|
parts[i] = newParticle;
|
|
|
|
float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * 0.866f / DrawHeight;
|
|
if (bottomPos < 0)
|
|
parts.RemoveAt(i);
|
|
}
|
|
}
|
|
|
|
private void addTriangles(bool randomY)
|
|
{
|
|
int aimTriangleCount = (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
|
|
|
|
for (int i = 0; i < aimTriangleCount - parts.Count; i++)
|
|
parts.Add(createTriangle(randomY));
|
|
}
|
|
|
|
private TriangleParticle createTriangle(bool randomY)
|
|
{
|
|
TriangleParticle particle = CreateTriangle();
|
|
|
|
particle.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() : 1);
|
|
particle.Colour = CreateTriangleShade();
|
|
|
|
return particle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a triangle particle with a random scale.
|
|
/// </summary>
|
|
/// <returns>The triangle particle.</returns>
|
|
protected virtual TriangleParticle CreateTriangle()
|
|
{
|
|
const float std_dev = 0.16f;
|
|
const float mean = 0.5f;
|
|
|
|
float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
|
|
float u2 = 1 - RNG.NextSingle();
|
|
float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
|
|
var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
|
|
|
|
return new TriangleParticle { Scale = scale };
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a shade of colour for the triangles.
|
|
/// </summary>
|
|
/// <returns>The colour.</returns>
|
|
protected virtual Color4 CreateTriangleShade() => Interpolation.ValueAt(RNG.NextSingle(), ColourDark, ColourLight, 0, 1);
|
|
|
|
protected override DrawNode CreateDrawNode() => new TrianglesDrawNode();
|
|
|
|
private readonly TrianglesDrawNodeSharedData sharedData = new TrianglesDrawNodeSharedData();
|
|
protected override void ApplyDrawNode(DrawNode node)
|
|
{
|
|
base.ApplyDrawNode(node);
|
|
|
|
var trianglesNode = (TrianglesDrawNode)node;
|
|
|
|
trianglesNode.Shader = shader;
|
|
trianglesNode.Texture = texture;
|
|
trianglesNode.Size = DrawSize;
|
|
trianglesNode.Shared = sharedData;
|
|
|
|
trianglesNode.Parts.Clear();
|
|
trianglesNode.Parts.AddRange(parts);
|
|
}
|
|
|
|
private class TrianglesDrawNodeSharedData
|
|
{
|
|
public readonly LinearBatch<TexturedVertex2D> VertexBatch = new LinearBatch<TexturedVertex2D>(100 * 3, 10, PrimitiveType.Triangles);
|
|
}
|
|
|
|
private class TrianglesDrawNode : DrawNode
|
|
{
|
|
public Shader Shader;
|
|
public Texture Texture;
|
|
|
|
public TrianglesDrawNodeSharedData Shared;
|
|
|
|
public readonly List<TriangleParticle> Parts = new List<TriangleParticle>();
|
|
public Vector2 Size;
|
|
|
|
public override void Draw(Action<TexturedVertex2D> vertexAction)
|
|
{
|
|
base.Draw(vertexAction);
|
|
|
|
Shader.Bind();
|
|
Texture.TextureGL.Bind();
|
|
|
|
Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
|
|
|
|
foreach (TriangleParticle particle in Parts)
|
|
{
|
|
var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
|
|
var size = new Vector2(2 * offset.X, offset.Y);
|
|
|
|
var triangle = new Triangle(
|
|
Vector2Extensions.Transform(particle.Position * Size, DrawInfo.Matrix),
|
|
Vector2Extensions.Transform(particle.Position * Size + offset, DrawInfo.Matrix),
|
|
Vector2Extensions.Transform(particle.Position * Size + new Vector2(-offset.X, offset.Y), DrawInfo.Matrix)
|
|
);
|
|
|
|
ColourInfo colourInfo = DrawInfo.Colour;
|
|
colourInfo.ApplyChild(particle.Colour);
|
|
|
|
Texture.DrawTriangle(
|
|
triangle,
|
|
colourInfo,
|
|
null,
|
|
Shared.VertexBatch.AddAction,
|
|
Vector2.Divide(localInflationAmount, size));
|
|
}
|
|
|
|
Shader.Unbind();
|
|
}
|
|
}
|
|
|
|
protected struct TriangleParticle : IComparable<TriangleParticle>
|
|
{
|
|
/// <summary>
|
|
/// The position of the top vertex of the triangle.
|
|
/// </summary>
|
|
public Vector2 Position;
|
|
|
|
/// <summary>
|
|
/// The colour of the triangle.
|
|
/// </summary>
|
|
public Color4 Colour;
|
|
|
|
/// <summary>
|
|
/// The scale of the triangle.
|
|
/// </summary>
|
|
public float Scale;
|
|
|
|
/// <summary>
|
|
/// Compares two <see cref="TriangleParticle"/>s. This is a reverse comparer because when the
|
|
/// triangles are added to the particles list, they should be drawn from largest to smallest
|
|
/// such that the smaller triangles appear on top.
|
|
/// </summary>
|
|
/// <param name="other"></param>
|
|
/// <returns></returns>
|
|
public int CompareTo(TriangleParticle other) => other.Scale.CompareTo(Scale);
|
|
}
|
|
}
|
|
}
|