Make TestCaseWaveform use a custom drawnode instead of boxes

This commit is contained in:
smoogipoo 2017-10-03 21:19:38 +09:00
parent 1a7e3fa09e
commit 319649f446

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@ -5,12 +5,19 @@ using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.ES30;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
@ -92,51 +99,118 @@ namespace osu.Game.Tests.Visual
private void processWaveform(Waveform waveform) => Schedule(() => displays.ForEach(d => d.Display(waveform)));
private class WaveformDisplay : CompositeDrawable
private class WaveformDisplay : Drawable
{
private List<WaveformPoint> points;
private int channels;
private Shader shader;
private readonly Texture texture;
private readonly int resolution;
public WaveformDisplay(int resolution)
{
this.resolution = resolution;
texture = Texture.WhitePixel;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
}
public void Display(Waveform waveform)
{
ClearInternal();
points = waveform.Generate((int)MathHelper.Clamp(Math.Ceiling(DrawWidth), 0, waveform.TotalPoints) / resolution);
channels = waveform.Channels;
Invalidate(Invalidation.DrawNode);
}
var generated = waveform.Generate((int)MathHelper.Clamp(Math.Ceiling(DrawWidth), 0, waveform.TotalPoints) / resolution);
protected override DrawNode CreateDrawNode() => new WaveformDrawNode();
for (int i = 0; i < generated.Count; i++)
private readonly WaveformDrawNodeSharedData sharedData = new WaveformDrawNodeSharedData();
protected override void ApplyDrawNode(DrawNode node)
{
var n = (WaveformDrawNode)node;
n.Shader = shader;
n.Texture = texture;
n.Points = points;
n.Channels = channels;
n.Size = DrawSize;
n.Shared = sharedData;
base.ApplyDrawNode(node);
}
private class WaveformDrawNodeSharedData
{
public readonly QuadBatch<TexturedVertex2D> VertexBatch = new QuadBatch<TexturedVertex2D>(1000, 10);
}
private class WaveformDrawNode : DrawNode
{
public Shader Shader;
public Texture Texture;
public WaveformDrawNodeSharedData Shared;
public List<WaveformPoint> Points;
public Vector2 Size;
public int Channels;
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
var point = generated[i];
base.Draw(vertexAction);
// Left channel
AddInternal(new NonInputBox
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.BottomLeft,
RelativePositionAxes = Axes.X,
RelativeSizeAxes = Axes.Both,
X = 1f / generated.Count * i,
Size = new Vector2(1f / generated.Count, point.Amplitude[0] / 2),
Colour = Color4.Red
});
if (Points == null || Points.Count == 0)
return;
if (waveform.Channels >= 2)
Shader.Bind();
Texture.TextureGL.Bind();
float separation = Size.X / (Points.Count - 1);
Vector2 localInflationAmount = new Vector2(0, 1) * DrawInfo.MatrixInverse.ExtractScale().Xy;
for (int i = 0; i < Points.Count - 1; i++)
{
// Right channel
AddInternal(new NonInputBox
ColourInfo colour = DrawInfo.Colour;
Quad quadToDraw;
switch (Channels)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.TopLeft,
RelativePositionAxes = Axes.X,
RelativeSizeAxes = Axes.Both,
X = 1f / generated.Count * i,
Size = new Vector2(1f / generated.Count, point.Amplitude[1] / 2),
Colour = Color4.Green
});
default:
case 2:
{
float height = Size.Y / 2;
quadToDraw = new Quad(
new Vector2(i * separation, height - Points[i].Amplitude[0] * height),
new Vector2((i + 1) * separation, height - Points[i + 1].Amplitude[0] * height),
new Vector2(i * separation, height + Points[i].Amplitude[1] * height),
new Vector2((i + 1) * separation, height + Points[i + 1].Amplitude[1] * height)
);
}
break;
case 1:
{
quadToDraw = new Quad(
new Vector2(i * separation, Size.Y - Points[i].Amplitude[0] * Size.Y),
new Vector2((i + 1) * separation, Size.Y - Points[i + 1].Amplitude[0] * Size.Y),
new Vector2(i * separation, Size.Y),
new Vector2((i + 1) * separation, Size.Y)
);
break;
}
}
Texture.DrawQuad(quadToDraw * DrawInfo.Matrix, colour, null, Shared.VertexBatch.Add, Vector2.Divide(localInflationAmount, quadToDraw.Size));
}
Shader.Unbind();
}
}