mirror of
https://github.com/ppy/osu
synced 2025-01-18 20:10:49 +00:00
Make TestCaseWaveform use a custom drawnode instead of boxes
This commit is contained in:
parent
1a7e3fa09e
commit
319649f446
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user