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osu-lazer/osu.Game/Graphics/Sprites/LogoAnimation.cs
2023-02-25 01:42:55 +09:00

89 lines
2.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Runtime.InteropServices;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Shaders.Types;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Graphics.Sprites
{
public partial class LogoAnimation : Sprite
{
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
}
private float animationProgress;
public float AnimationProgress
{
get => animationProgress;
set
{
if (animationProgress == value) return;
animationProgress = value;
Invalidate(Invalidation.DrawInfo);
}
}
public override bool IsPresent => true;
protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this);
private class LogoAnimationDrawNode : SpriteDrawNode
{
private LogoAnimation source => (LogoAnimation)Source;
private float progress;
public LogoAnimationDrawNode(LogoAnimation source)
: base(source)
{
}
public override void ApplyState()
{
base.ApplyState();
progress = source.animationProgress;
}
private IUniformBuffer<AnimationData> animationDataBuffer;
protected override void Blit(IRenderer renderer)
{
animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer);
base.Blit(renderer);
}
protected override bool CanDrawOpaqueInterior => false;
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
animationDataBuffer?.Dispose();
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct AnimationData
{
public UniformFloat Progress;
private readonly UniformPadding12 pad1;
}
}
}
}