osu/osu.Game/Rulesets/Mods/ModFlashlight.cs
為什麼 317558f876 Mark the shader as non-nullable because shader should always has the value.
And initialize the breaks to avoid get the null instance.
2022-07-19 20:39:41 +08:00

262 lines
8.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.Timing;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.OpenGL.Vertices;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModFlashlight : Mod
{
public override string Name => "Flashlight";
public override string Acronym => "FL";
public override IconUsage? Icon => OsuIcon.ModFlashlight;
public override ModType Type => ModType.DifficultyIncrease;
public override string Description => "Restricted view area.";
[SettingSource("Flashlight size", "Multiplier applied to the default flashlight size.")]
public abstract BindableFloat SizeMultiplier { get; }
[SettingSource("Change size based on combo", "Decrease the flashlight size as combo increases.")]
public abstract BindableBool ComboBasedSize { get; }
/// <summary>
/// The default size of the flashlight in ruleset-appropriate dimensions.
/// <see cref="SizeMultiplier"/> and <see cref="ComboBasedSize"/> will apply their adjustments on top of this size.
/// </summary>
public abstract float DefaultFlashlightSize { get; }
}
public abstract class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
where T : HitObject
{
public const double FLASHLIGHT_FADE_DURATION = 800;
protected readonly BindableInt Combo = new BindableInt();
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Combo.BindTo(scoreProcessor.Combo);
// Default value of ScoreProcessor's Rank in Flashlight Mod should be SS+
scoreProcessor.Rank.Value = ScoreRank.XH;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy)
{
switch (rank)
{
case ScoreRank.X:
return ScoreRank.XH;
case ScoreRank.S:
return ScoreRank.SH;
default:
return rank;
}
}
public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
{
var flashlight = CreateFlashlight();
flashlight.RelativeSizeAxes = Axes.Both;
flashlight.Colour = Color4.Black;
flashlight.Combo.BindTo(Combo);
drawableRuleset.KeyBindingInputManager.Add(flashlight);
flashlight.Breaks = drawableRuleset.Beatmap.Breaks;
}
protected abstract Flashlight CreateFlashlight();
public abstract class Flashlight : Drawable
{
public readonly BindableInt Combo = new BindableInt();
private IShader shader = null!;
protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
public override bool RemoveCompletedTransforms => false;
public List<BreakPeriod> Breaks = new List<BreakPeriod>();
private readonly float defaultFlashlightSize;
private readonly float sizeMultiplier;
private readonly bool comboBasedSize;
protected Flashlight(ModFlashlight modFlashlight)
{
defaultFlashlightSize = modFlashlight.DefaultFlashlightSize;
sizeMultiplier = modFlashlight.SizeMultiplier.Value;
comboBasedSize = modFlashlight.ComboBasedSize.Value;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaderManager)
{
shader = shaderManager.Load("PositionAndColour", FragmentShader);
}
protected override void LoadComplete()
{
base.LoadComplete();
Combo.ValueChanged += OnComboChange;
using (BeginAbsoluteSequence(0))
{
foreach (var breakPeriod in Breaks)
{
if (!breakPeriod.HasEffect)
continue;
if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
}
}
}
protected abstract void OnComboChange(ValueChangedEvent<int> e);
protected abstract string FragmentShader { get; }
protected float GetSizeFor(int combo)
{
float size = defaultFlashlightSize * sizeMultiplier;
if (comboBasedSize)
{
if (combo > 200)
size *= 0.8f;
else if (combo > 100)
size *= 0.9f;
}
return size;
}
private Vector2 flashlightPosition;
protected Vector2 FlashlightPosition
{
get => flashlightPosition;
set
{
if (flashlightPosition == value) return;
flashlightPosition = value;
Invalidate(Invalidation.DrawNode);
}
}
private Vector2 flashlightSize;
protected Vector2 FlashlightSize
{
get => flashlightSize;
set
{
if (flashlightSize == value) return;
flashlightSize = value;
Invalidate(Invalidation.DrawNode);
}
}
private float flashlightDim;
public float FlashlightDim
{
get => flashlightDim;
set
{
if (flashlightDim == value) return;
flashlightDim = value;
Invalidate(Invalidation.DrawNode);
}
}
private class FlashlightDrawNode : DrawNode
{
protected new Flashlight Source => (Flashlight)base.Source;
private IShader shader = null!;
private Quad screenSpaceDrawQuad;
private Vector2 flashlightPosition;
private Vector2 flashlightSize;
private float flashlightDim;
private readonly VertexBatch<PositionAndColourVertex> quadBatch = new QuadBatch<PositionAndColourVertex>(1, 1);
private readonly Action<TexturedVertex2D> addAction;
public FlashlightDrawNode(Flashlight source)
: base(source)
{
addAction = v => quadBatch.Add(new PositionAndColourVertex
{
Position = v.Position,
Colour = v.Colour
});
}
public override void ApplyState()
{
base.ApplyState();
shader = Source.shader;
screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix);
flashlightSize = Source.FlashlightSize * DrawInfo.Matrix.ExtractScale().Xy;
flashlightDim = Source.FlashlightDim;
}
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
base.Draw(vertexAction);
shader.Bind();
shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref flashlightPosition);
shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction);
shader.Unbind();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
quadBatch.Dispose();
}
}
}
}
}