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https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
Improve slider rendering by using a buffered container (with depth attachment) and proper alpha blending.
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@ -1 +1 @@
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Subproject commit cc28af53d93e2f1c5f0707c5616ed601e0cf9339
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Subproject commit e125c03d8c39fd86e02e872a8d46654d2ea2759f
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@ -8,6 +8,9 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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using OpenTK.Graphics.ES30;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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@ -29,7 +32,10 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Children = new Drawable[]
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{
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body = new Body(s),
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body = new Body(s)
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{
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Position = s.Position,
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},
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ball = new Ball(),
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startCircle = new DrawableHitCircle(new HitCircle
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{
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@ -167,29 +173,40 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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private class Body : Container
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{
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private Path path;
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private BufferedContainer container;
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private double? drawnProgress;
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private Slider slider;
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public Body(Slider s)
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{
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slider = s;
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Children = new Drawable[]
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{
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//new BufferedContainer
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//{
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// RelativeSizeAxes = Axes.Both,
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// Children = new Drawable[]
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// {
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container = new BufferedContainer
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{
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CacheDrawnFrameBuffer = true,
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Children = new Drawable[]
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{
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path = new Path
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{
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Colour = s.Colour,
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BlendingMode = BlendingMode.None,
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},
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// }
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//}
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}
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}
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};
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container.Attach(RenderbufferInternalFormat.DepthComponent16);
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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// Surprisingly, this looks somewhat okay and works well as a test for self-overlaps.
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// TODO: Don't do this.
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path.Texture = textures.Get(@"Menu/logo");
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}
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protected override void LoadComplete()
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@ -202,26 +219,40 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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base.Update();
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updateSnaking();
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if (updateSnaking())
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{
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// Autosizing does not give us the desired behaviour here.
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// We want the container to have the same size as the slider,
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// and to be positioned such that the slider head is at (0,0).
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container.Size = path.Size;
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container.Position = -path.HeadPosition;
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container.ForceRedraw();
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}
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}
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private void updateSnaking()
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private bool updateSnaking()
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{
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT / 2) / TIME_FADEIN, 0, 1);
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT) / TIME_FADEIN, 0, 1);
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if (progress == drawnProgress) return;
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if (progress == drawnProgress) return false;
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bool madeChanges = false;
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if (progress == 0)
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{
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//if we have gone backwards, just clear the path for now.
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drawnProgress = 0;
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path.ClearVertices();
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madeChanges = true;
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}
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Vector2 startPosition = slider.Curve.PositionAt(0);
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if (drawnProgress == null)
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{
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drawnProgress = 0;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value));
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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double segmentSize = 1 / (slider.Curve.Length / 5);
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@ -229,16 +260,18 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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while (drawnProgress + segmentSize < progress)
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{
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drawnProgress += segmentSize;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value));
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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if (progress == 1 && drawnProgress != progress)
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{
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drawnProgress = progress;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value));
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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path.Invalidate(Invalidation.DrawNode);
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return madeChanges;
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}
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}
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}
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