mirror of https://github.com/ppy/osu
Merge pull request #20827 from goodtrailer/smoke-uncapped-v3
Remove smoke point maximum
This commit is contained in:
commit
bcd65f3c3c
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@ -4,6 +4,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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@ -22,8 +23,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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public abstract class SmokeSegment : Drawable, ITexturedShaderDrawable
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{
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private const int max_point_count = 18_000;
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// fade anim values
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private const double initial_fade_out_duration = 4000;
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@ -85,12 +84,6 @@ protected override void LoadComplete()
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totalDistance = pointInterval;
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}
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private Vector2 nextPointDirection()
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{
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float angle = RNG.NextSingle(0, 2 * MathF.PI);
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return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
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}
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public void AddPosition(Vector2 position, double time)
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{
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lastPosition ??= position;
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@ -107,33 +100,27 @@ public void AddPosition(Vector2 position, double time)
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Vector2 pointPos = (pointInterval - (totalDistance - delta)) * increment + (Vector2)lastPosition;
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increment *= pointInterval;
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if (SmokePoints.Count > 0 && SmokePoints[^1].Time > time)
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{
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int index = ~SmokePoints.BinarySearch(new SmokePoint { Time = time }, new SmokePoint.UpperBoundComparer());
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SmokePoints.RemoveRange(index, SmokePoints.Count - index);
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}
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totalDistance %= pointInterval;
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for (int i = 0; i < count; i++)
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if (SmokePoints.Count == 0 || SmokePoints[^1].Time <= time)
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{
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SmokePoints.Add(new SmokePoint
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for (int i = 0; i < count; i++)
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{
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Position = pointPos,
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Time = time,
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Direction = nextPointDirection(),
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});
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SmokePoints.Add(new SmokePoint
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{
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Position = pointPos,
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Time = time,
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Angle = RNG.NextSingle(0, 2 * MathF.PI),
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});
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pointPos += increment;
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pointPos += increment;
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}
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}
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Invalidate(Invalidation.DrawNode);
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}
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lastPosition = position;
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if (SmokePoints.Count >= max_point_count)
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FinishDrawing(time);
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}
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public void FinishDrawing(double time)
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@ -157,7 +144,7 @@ protected struct SmokePoint
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{
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public Vector2 Position;
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public double Time;
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public Vector2 Direction;
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public float Angle;
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public struct UpperBoundComparer : IComparer<SmokePoint>
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{
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@ -171,6 +158,17 @@ public int Compare(SmokePoint x, SmokePoint target)
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return x.Time > target.Time ? 1 : -1;
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}
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}
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public struct LowerBoundComparer : IComparer<SmokePoint>
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{
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public int Compare(SmokePoint x, SmokePoint target)
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{
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// Similar logic as UpperBoundComparer, except returned index will always be
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// the first element larger or equal
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return x.Time < target.Time ? -1 : 1;
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}
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}
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}
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protected class SmokeDrawNode : TexturedShaderDrawNode
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@ -187,11 +185,11 @@ protected class SmokeDrawNode : TexturedShaderDrawNode
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private Vector2 drawSize;
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private Texture? texture;
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private int rotationSeed;
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private int rotationIndex;
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private int firstVisiblePointIndex;
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// anim calculation vars (color, scale, direction)
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private double initialFadeOutDurationTrunc;
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private double firstVisiblePointTime;
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private double firstVisiblePointTimeAfterSmokeEnded;
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private double initialFadeOutTime;
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private double reFadeInTime;
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@ -206,9 +204,6 @@ public override void ApplyState()
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{
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base.ApplyState();
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points.Clear();
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points.AddRange(Source.SmokePoints);
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radius = Source.radius;
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drawSize = Source.DrawSize;
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texture = Source.Texture;
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@ -220,11 +215,18 @@ public override void ApplyState()
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rotationSeed = Source.rotationSeed;
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initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
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firstVisiblePointTime = SmokeEndTime - initialFadeOutDurationTrunc;
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firstVisiblePointTimeAfterSmokeEnded = SmokeEndTime - initialFadeOutDurationTrunc;
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initialFadeOutTime = CurrentTime;
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reFadeInTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTime * (1 - 1 / re_fade_in_speed);
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finalFadeOutTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTime * (1 - 1 / final_fade_out_speed);
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initialFadeOutTime = Math.Min(CurrentTime, SmokeEndTime);
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reFadeInTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTimeAfterSmokeEnded * (1 - 1 / re_fade_in_speed);
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finalFadeOutTime = CurrentTime - initialFadeOutDurationTrunc - firstVisiblePointTimeAfterSmokeEnded * (1 - 1 / final_fade_out_speed);
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double firstVisiblePointTime = Math.Min(SmokeEndTime, CurrentTime) - initialFadeOutDurationTrunc;
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firstVisiblePointIndex = ~Source.SmokePoints.BinarySearch(new SmokePoint { Time = firstVisiblePointTime }, new SmokePoint.LowerBoundComparer());
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int futurePointIndex = ~Source.SmokePoints.BinarySearch(new SmokePoint { Time = CurrentTime }, new SmokePoint.UpperBoundComparer());
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points.Clear();
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points.AddRange(Source.SmokePoints.Skip(firstVisiblePointIndex).Take(futurePointIndex - firstVisiblePointIndex));
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}
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public sealed override void Draw(IRenderer renderer)
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@ -234,9 +236,14 @@ public sealed override void Draw(IRenderer renderer)
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if (points.Count == 0)
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return;
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rotationIndex = 0;
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quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(200, 4);
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if (points.Count > quadBatch.Size && quadBatch.Size != IRenderer.MAX_QUADS)
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{
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int batchSize = Math.Min(quadBatch.Size * 2, IRenderer.MAX_QUADS);
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quadBatch = renderer.CreateQuadBatch<TexturedVertex2D>(batchSize, 4);
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}
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quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(max_point_count / 10, 10);
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texture ??= renderer.WhitePixel;
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RectangleF textureRect = texture.GetTextureRect();
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@ -248,8 +255,8 @@ public sealed override void Draw(IRenderer renderer)
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shader.Bind();
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texture.Bind();
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foreach (var point in points)
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drawPointQuad(point, textureRect);
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for (int i = 0; i < points.Count; i++)
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drawPointQuad(points[i], textureRect, i + firstVisiblePointIndex);
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shader.Unbind();
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renderer.PopLocalMatrix();
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@ -263,30 +270,34 @@ protected virtual Color4 PointColour(SmokePoint point)
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{
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var color = Color4.White;
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double timeDoingInitialFadeOut = Math.Min(initialFadeOutTime, SmokeEndTime) - point.Time;
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double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
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if (timeDoingInitialFadeOut > 0)
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if (timeDoingFinalFadeOut > 0 && point.Time >= firstVisiblePointTimeAfterSmokeEnded)
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{
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float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
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color.A = (1 - fraction) * initial_alpha;
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float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
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fraction = MathF.Pow(fraction, 5);
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color.A = (1 - fraction) * re_fade_in_alpha;
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}
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if (color.A > 0)
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else
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{
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double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
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double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
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double timeDoingInitialFadeOut = initialFadeOutTime - point.Time;
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if (timeDoingFinalFadeOut > 0)
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if (timeDoingInitialFadeOut > 0)
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{
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float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
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fraction = MathF.Pow(fraction, 5);
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color.A = (1 - fraction) * re_fade_in_alpha;
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float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
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color.A = (1 - fraction) * initial_alpha;
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}
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else if (timeDoingReFadeIn > 0)
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if (point.Time > firstVisiblePointTimeAfterSmokeEnded)
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{
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float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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color.A = fraction * (re_fade_in_alpha - color.A) + color.A;
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double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
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if (timeDoingReFadeIn > 0)
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{
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float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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color.A = fraction * (re_fade_in_alpha - color.A) + color.A;
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}
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}
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}
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@ -301,33 +312,33 @@ protected virtual float PointScale(SmokePoint point)
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return fraction * (final_scale - initial_scale) + initial_scale;
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}
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protected virtual Vector2 PointDirection(SmokePoint point)
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protected virtual Vector2 PointDirection(SmokePoint point, int index)
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{
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float initialAngle = MathF.Atan2(point.Direction.Y, point.Direction.X);
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float finalAngle = initialAngle + nextRotation();
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double timeDoingRotation = CurrentTime - point.Time;
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float fraction = Math.Clamp((float)(timeDoingRotation / rotation_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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float angle = fraction * (finalAngle - initialAngle) + initialAngle;
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float angle = fraction * getRotation(index) + point.Angle;
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return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
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}
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private float nextRotation() => max_rotation * (StatelessRNG.NextSingle(rotationSeed, rotationIndex++) * 2 - 1);
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private float getRotation(int index) => max_rotation * (StatelessRNG.NextSingle(rotationSeed, index) * 2 - 1);
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private void drawPointQuad(SmokePoint point, RectangleF textureRect)
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private void drawPointQuad(SmokePoint point, RectangleF textureRect, int index)
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{
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Debug.Assert(quadBatch != null);
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var colour = PointColour(point);
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float scale = PointScale(point);
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var dir = PointDirection(point);
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var ortho = dir.PerpendicularLeft;
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if (colour.A == 0 || scale == 0)
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if (colour.A == 0)
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return;
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float scale = PointScale(point);
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if (scale == 0)
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return;
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var dir = PointDirection(point, index);
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var ortho = dir.PerpendicularLeft;
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var localTopLeft = point.Position + (radius * scale * (-ortho - dir));
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var localTopRight = point.Position + (radius * scale * (-ortho + dir));
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var localBotLeft = point.Position + (radius * scale * (ortho - dir));
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