Remove smoke point maximum/cap

This commit is contained in:
Alden Wu 2022-10-18 03:33:03 -07:00
parent 09500882c2
commit 343c560b1b
1 changed files with 75 additions and 69 deletions

View File

@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
@ -22,8 +23,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
{
public abstract class SmokeSegment : Drawable, ITexturedShaderDrawable
{
private const int max_point_count = 18_000;
// fade anim values
private const double initial_fade_out_duration = 4000;
@ -85,12 +84,6 @@ protected override void LoadComplete()
totalDistance = pointInterval;
}
private Vector2 nextPointDirection()
{
float angle = RNG.NextSingle(0, 2 * MathF.PI);
return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
}
public void AddPosition(Vector2 position, double time)
{
lastPosition ??= position;
@ -107,33 +100,27 @@ public void AddPosition(Vector2 position, double time)
Vector2 pointPos = (pointInterval - (totalDistance - delta)) * increment + (Vector2)lastPosition;
increment *= pointInterval;
if (SmokePoints.Count > 0 && SmokePoints[^1].Time > time)
{
int index = ~SmokePoints.BinarySearch(new SmokePoint { Time = time }, new SmokePoint.UpperBoundComparer());
SmokePoints.RemoveRange(index, SmokePoints.Count - index);
}
totalDistance %= pointInterval;
for (int i = 0; i < count; i++)
if (SmokePoints.Count == 0 || SmokePoints[^1].Time <= time)
{
SmokePoints.Add(new SmokePoint
for (int i = 0; i < count; i++)
{
Position = pointPos,
Time = time,
Direction = nextPointDirection(),
});
SmokePoints.Add(new SmokePoint
{
Position = pointPos,
Time = time,
Angle = RNG.NextSingle(0, 2 * MathF.PI),
});
pointPos += increment;
pointPos += increment;
}
}
Invalidate(Invalidation.DrawNode);
}
lastPosition = position;
if (SmokePoints.Count >= max_point_count)
FinishDrawing(time);
}
public void FinishDrawing(double time)
@ -157,7 +144,7 @@ protected struct SmokePoint
{
public Vector2 Position;
public double Time;
public Vector2 Direction;
public float Angle;
public struct UpperBoundComparer : IComparer<SmokePoint>
{
@ -171,6 +158,17 @@ public int Compare(SmokePoint x, SmokePoint target)
return x.Time > target.Time ? 1 : -1;
}
}
public struct LowerBoundComparer : IComparer<SmokePoint>
{
public int Compare(SmokePoint x, SmokePoint target)
{
// Similar logic as UpperBoundComparer, except returned index will always be
// the first element larger or equal
return x.Time < target.Time ? -1 : 1;
}
}
}
protected class SmokeDrawNode : TexturedShaderDrawNode
@ -187,11 +185,11 @@ protected class SmokeDrawNode : TexturedShaderDrawNode
private Vector2 drawSize;
private Texture? texture;
private int rotationSeed;
private int rotationIndex;
private int firstVisibleIndex;
// anim calculation vars (color, scale, direction)
private double initialFadeOutDurationTrunc;
private double firstVisiblePointTime;
private double firstVisiblePointTimeAfterSmokeEnded;
private double initialFadeOutTime;
private double reFadeInTime;
@ -206,9 +204,6 @@ public override void ApplyState()
{
base.ApplyState();
points.Clear();
points.AddRange(Source.SmokePoints);
radius = Source.radius;
drawSize = Source.DrawSize;
texture = Source.Texture;
@ -220,11 +215,18 @@ public override void ApplyState()
rotationSeed = Source.rotationSeed;
initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
firstVisiblePointTime = SmokeEndTime - initialFadeOutDurationTrunc;
firstVisiblePointTimeAfterSmokeEnded = SmokeEndTime - initialFadeOutDurationTrunc;
initialFadeOutTime = CurrentTime;
reFadeInTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTime * (1 - 1 / re_fade_in_speed);
finalFadeOutTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTime * (1 - 1 / final_fade_out_speed);
initialFadeOutTime = Math.Min(CurrentTime, SmokeEndTime);
reFadeInTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTimeAfterSmokeEnded * (1 - 1 / re_fade_in_speed);
finalFadeOutTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTimeAfterSmokeEnded * (1 - 1 / final_fade_out_speed);
double firstVisibleTime = Math.Min(SmokeEndTime, CurrentTime) - initialFadeOutDurationTrunc;
firstVisibleIndex = ~Source.SmokePoints.BinarySearch(new SmokePoint { Time = firstVisibleTime }, new SmokePoint.LowerBoundComparer());
int futureIndex = ~Source.SmokePoints.BinarySearch(new SmokePoint { Time = CurrentTime }, new SmokePoint.UpperBoundComparer());
points.Clear();
points.AddRange(Source.SmokePoints.Skip(firstVisibleIndex).Take(futureIndex - firstVisibleIndex));
}
public sealed override void Draw(IRenderer renderer)
@ -234,9 +236,12 @@ public sealed override void Draw(IRenderer renderer)
if (points.Count == 0)
return;
rotationIndex = 0;
quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(max_point_count / 10, 10);
quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(200, 4);
if (points.Count > quadBatch.Size * 4 && quadBatch.Size != 10922)
{
int batchSize = Math.Min((int)(quadBatch.Size * 1.5f), 10922);
quadBatch = renderer.CreateQuadBatch<TexturedVertex2D>(batchSize, 4);
}
texture ??= renderer.WhitePixel;
RectangleF textureRect = texture.GetTextureRect();
@ -248,8 +253,8 @@ public sealed override void Draw(IRenderer renderer)
shader.Bind();
texture.Bind();
foreach (var point in points)
drawPointQuad(point, textureRect);
for (int i = 0; i < points.Count; i++)
drawPointQuad(points[i], textureRect, i + firstVisibleIndex);
shader.Unbind();
renderer.PopLocalMatrix();
@ -263,30 +268,31 @@ protected virtual Color4 PointColour(SmokePoint point)
{
var color = Color4.White;
double timeDoingInitialFadeOut = Math.Min(initialFadeOutTime, SmokeEndTime) - point.Time;
if (timeDoingInitialFadeOut > 0)
double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
if (timeDoingFinalFadeOut > 0 && point.Time > firstVisiblePointTimeAfterSmokeEnded)
{
float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
color.A = (1 - fraction) * initial_alpha;
float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
fraction = MathF.Pow(fraction, 5);
color.A = (1 - fraction) * re_fade_in_alpha;
}
if (color.A > 0)
else
{
double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
if (timeDoingFinalFadeOut > 0)
double timeDoingInitialFadeOut = initialFadeOutTime - point.Time;
if (timeDoingInitialFadeOut > 0)
{
float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
fraction = MathF.Pow(fraction, 5);
color.A = (1 - fraction) * re_fade_in_alpha;
float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
color.A = (1 - fraction) * initial_alpha;
}
else if (timeDoingReFadeIn > 0)
if (point.Time > firstVisiblePointTimeAfterSmokeEnded)
{
float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
fraction = 1 - MathF.Pow(1 - fraction, 5);
color.A = fraction * (re_fade_in_alpha - color.A) + color.A;
double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
if (timeDoingReFadeIn > 0)
{
float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
fraction = 1 - MathF.Pow(1 - fraction, 5);
color.A = fraction * (re_fade_in_alpha - color.A) + color.A;
}
}
}
@ -301,33 +307,33 @@ protected virtual float PointScale(SmokePoint point)
return fraction * (final_scale - initial_scale) + initial_scale;
}
protected virtual Vector2 PointDirection(SmokePoint point)
protected virtual Vector2 PointDirection(SmokePoint point, int index)
{
float initialAngle = MathF.Atan2(point.Direction.Y, point.Direction.X);
float finalAngle = initialAngle + nextRotation();
double timeDoingRotation = CurrentTime - point.Time;
float fraction = Math.Clamp((float)(timeDoingRotation / rotation_duration), 0, 1);
fraction = 1 - MathF.Pow(1 - fraction, 5);
float angle = fraction * (finalAngle - initialAngle) + initialAngle;
float angle = fraction * getRotation(index) + point.Angle;
return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
}
private float nextRotation() => max_rotation * (StatelessRNG.NextSingle(rotationSeed, rotationIndex++) * 2 - 1);
private float getRotation(int index) => max_rotation * (StatelessRNG.NextSingle(rotationSeed, index) * 2 - 1);
private void drawPointQuad(SmokePoint point, RectangleF textureRect)
private void drawPointQuad(SmokePoint point, RectangleF textureRect, int index)
{
Debug.Assert(quadBatch != null);
var colour = PointColour(point);
float scale = PointScale(point);
var dir = PointDirection(point);
var ortho = dir.PerpendicularLeft;
if (colour.A == 0 || scale == 0)
if (colour.A == 0)
return;
float scale = PointScale(point);
if (scale == 0)
return;
var dir = PointDirection(point, index);
var ortho = dir.PerpendicularLeft;
var localTopLeft = point.Position + (radius * scale * (-ortho - dir));
var localTopRight = point.Position + (radius * scale * (-ortho + dir));
var localBotLeft = point.Position + (radius * scale * (ortho - dir));