mirror of https://github.com/ppy/osu
397 lines
14 KiB
C#
397 lines
14 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osuTK;
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using osuTK.Graphics;
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using System;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Lists;
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using osu.Framework.Bindables;
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namespace osu.Game.Graphics.Backgrounds
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{
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public partial class Triangles : Drawable
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{
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private const float triangle_size = 100;
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private const float base_velocity = 50;
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/// <summary>
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/// sqrt(3) / 2
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/// </summary>
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private const float equilateral_triangle_ratio = 0.866f;
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private Color4 colourLight = Color4.White;
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public Color4 ColourLight
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{
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get => colourLight;
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set
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{
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if (colourLight == value) return;
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colourLight = value;
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updateColours();
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}
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}
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private Color4 colourDark = Color4.Black;
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public Color4 ColourDark
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{
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get => colourDark;
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set
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{
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if (colourDark == value) return;
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colourDark = value;
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updateColours();
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}
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}
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/// <summary>
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/// Whether we should create new triangles as others expire.
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/// </summary>
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protected virtual bool CreateNewTriangles => true;
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/// <summary>
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/// The amount of triangles we want compared to the default distribution.
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/// </summary>
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protected virtual float SpawnRatio => 1;
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private readonly BindableFloat triangleScale = new BindableFloat(1f);
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public float TriangleScale
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{
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get => triangleScale.Value;
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set => triangleScale.Value = value;
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}
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/// <summary>
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/// If enabled, only the portion of triangles that falls within this <see cref="Drawable"/>'s
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/// shape is drawn to the screen.
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/// </summary>
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public bool Masking { get; set; }
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/// <summary>
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/// Whether we should drop-off alpha values of triangles more quickly to improve
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/// the visual appearance of fading. This defaults to on as it is generally more
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/// aesthetically pleasing, but should be turned off in buffered containers.
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/// </summary>
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public bool HideAlphaDiscrepancies = true;
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/// <summary>
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/// The relative velocity of the triangles. Default is 1.
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/// </summary>
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public float Velocity = 1;
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private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
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private Random stableRandom;
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private IShader shader;
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private Texture texture;
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/// <summary>
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/// Construct a new triangle visualisation.
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/// </summary>
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/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
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public Triangles(int? seed = null)
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{
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if (seed != null)
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stableRandom = new Random(seed.Value);
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}
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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triangleScale.BindValueChanged(_ => Reset(), true);
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}
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protected override void Update()
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{
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base.Update();
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Invalidate(Invalidation.DrawNode);
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if (CreateNewTriangles)
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addTriangles(false);
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float adjustedAlpha = HideAlphaDiscrepancies
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// Cubically scale alpha to make it drop off more sharply.
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? MathF.Pow(DrawColourInfo.Colour.AverageColour.Linear.A, 3)
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: 1;
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float elapsedSeconds = (float)Time.Elapsed / 1000;
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// Since position is relative, the velocity needs to scale inversely with DrawHeight.
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// Since we will later multiply by the scale of individual triangles we normalize by
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// dividing by triangleScale.
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float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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// Scale moved distance by the size of the triangle. Smaller triangles should move more slowly.
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newParticle.Position.Y += Math.Max(0.5f, parts[i].Scale) * movedDistance;
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newParticle.Colour.A = adjustedAlpha;
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parts[i] = newParticle;
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float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
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if (bottomPos < 0)
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parts.RemoveAt(i);
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}
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}
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/// <summary>
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/// Clears and re-initialises triangles according to a given seed.
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/// </summary>
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/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
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public void Reset(int? seed = null)
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{
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if (seed != null)
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stableRandom = new Random(seed.Value);
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parts.Clear();
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addTriangles(true);
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}
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protected int AimCount { get; private set; }
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private void addTriangles(bool randomY)
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{
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// Limited by the maximum size of QuadVertexBuffer for safety.
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const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
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AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
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int currentCount = parts.Count;
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for (int i = 0; i < AimCount - currentCount; i++)
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parts.Add(createTriangle(randomY));
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}
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private TriangleParticle createTriangle(bool randomY)
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{
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TriangleParticle particle = CreateTriangle();
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particle.Position = getRandomPosition(randomY, particle.Scale);
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particle.ColourShade = nextRandom();
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particle.Colour = CreateTriangleShade(particle.ColourShade);
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return particle;
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}
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private Vector2 getRandomPosition(bool randomY, float scale)
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{
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float y = 1;
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if (randomY)
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{
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// since triangles are drawn from the top - allow them to be positioned a bit above the screen
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float maxOffset = triangle_size * scale * equilateral_triangle_ratio / DrawHeight;
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y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
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}
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return new Vector2(nextRandom(), y);
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}
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/// <summary>
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/// Creates a triangle particle with a random scale.
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/// </summary>
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/// <returns>The triangle particle.</returns>
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protected virtual TriangleParticle CreateTriangle()
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{
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const float std_dev = 0.16f;
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const float mean = 0.5f;
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float u1 = 1 - nextRandom(); //uniform(0,1] random floats
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float u2 = 1 - nextRandom();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
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float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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return new TriangleParticle { Scale = scale };
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}
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/// <summary>
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/// Creates a shade of colour for the triangles.
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/// </summary>
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/// <returns>The colour.</returns>
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protected virtual Color4 CreateTriangleShade(float shade) => Interpolation.ValueAt(shade, colourDark, colourLight, 0, 1);
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private void updateColours()
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{
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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newParticle.Colour = CreateTriangleShade(newParticle.ColourShade);
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parts[i] = newParticle;
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}
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}
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private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
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protected override DrawNode CreateDrawNode() => new TrianglesDrawNode(this);
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private class TrianglesDrawNode : DrawNode
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{
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private const float fill = 1f;
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protected new Triangles Source => (Triangles)base.Source;
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private IShader shader;
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private Texture texture;
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private bool masking;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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private Vector2 size;
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private IVertexBatch<TexturedVertex2D> vertexBatch;
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public TrianglesDrawNode(Triangles source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize;
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masking = Source.Masking;
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parts.Clear();
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parts.AddRange(Source.parts);
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}
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private IUniformBuffer<TriangleBorderData> borderDataBuffer;
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
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{
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vertexBatch?.Dispose();
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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borderDataBuffer ??= renderer.CreateUniformBuffer<TriangleBorderData>();
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borderDataBuffer.Data = borderDataBuffer.Data with
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{
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Thickness = fill,
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// Due to triangles having various sizes we would need to set a different "TexelSize" value for each of them, which is insanely expensive, thus we should use one single value.
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// TexelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them.
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TexelSize = 0
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};
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shader.Bind();
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shader.BindUniformBlock(@"m_BorderData", borderDataBuffer);
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foreach (TriangleParticle particle in parts)
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{
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Vector2 relativeSize = Vector2.Divide(triangleSize * particle.Scale, size);
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Vector2 topLeft = particle.Position - new Vector2(relativeSize.X * 0.5f, 0f);
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Quad triangleQuad = masking ? clampToDrawable(topLeft, relativeSize) : new Quad(topLeft.X, topLeft.Y, relativeSize.X, relativeSize.Y);
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var drawQuad = new Quad(
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Vector2Extensions.Transform(triangleQuad.TopLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.TopRight * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.BottomLeft * size, DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleQuad.BottomRight * size, DrawInfo.Matrix)
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);
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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RectangleF textureCoords = new RectangleF(
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triangleQuad.TopLeft.X - topLeft.X,
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triangleQuad.TopLeft.Y - topLeft.Y,
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triangleQuad.Width,
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triangleQuad.Height
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) / relativeSize;
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renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
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}
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shader.Unbind();
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}
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private static Quad clampToDrawable(Vector2 topLeft, Vector2 size)
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{
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float leftClamped = Math.Clamp(topLeft.X, 0f, 1f);
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float topClamped = Math.Clamp(topLeft.Y, 0f, 1f);
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return new Quad(
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leftClamped,
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topClamped,
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Math.Clamp(topLeft.X + size.X, 0f, 1f) - leftClamped,
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Math.Clamp(topLeft.Y + size.Y, 0f, 1f) - topClamped
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);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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vertexBatch?.Dispose();
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borderDataBuffer?.Dispose();
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}
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}
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protected struct TriangleParticle : IComparable<TriangleParticle>
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{
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/// <summary>
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/// The position of the top vertex of the triangle.
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/// </summary>
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public Vector2 Position;
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/// <summary>
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/// The colour shade of the triangle.
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/// This is needed for colour recalculation of visible triangles when <see cref="ColourDark"/> or <see cref="ColourLight"/> is changed.
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/// </summary>
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public float ColourShade;
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/// <summary>
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/// The colour of the triangle.
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/// </summary>
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public Color4 Colour;
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/// <summary>
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/// The scale of the triangle.
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/// </summary>
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public float Scale;
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/// <summary>
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/// Compares two <see cref="TriangleParticle"/>s. This is a reverse comparer because when the
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/// triangles are added to the particles list, they should be drawn from largest to smallest
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/// such that the smaller triangles appear on top.
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/// </summary>
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/// <param name="other"></param>
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public int CompareTo(TriangleParticle other) => other.Scale.CompareTo(Scale);
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}
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}
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}
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