mirror of https://github.com/ppy/osu
125 lines
4.7 KiB
C#
125 lines
4.7 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 System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using osuTK;
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namespace osu.Game.Graphics.Backgrounds
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{
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/// <summary>
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/// A background which offers blurring via a <see cref="BufferedContainer"/> on demand.
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/// </summary>
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public class Background : CompositeDrawable, IEquatable<Background>
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{
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public readonly Sprite Sprite;
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private readonly string textureName;
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private BufferedContainer bufferedContainer;
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public Background(string textureName = @"")
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{
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this.textureName = textureName;
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RelativeSizeAxes = Axes.Both;
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AddInternal(Sprite = new Sprite
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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});
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}
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[BackgroundDependencyLoader]
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private void load(LargeTextureStore textures)
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{
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if (!string.IsNullOrEmpty(textureName))
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Sprite.Texture = textures.Get(textureName);
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}
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public Vector2 BlurSigma => Vector2.Divide(bufferedContainer?.BlurSigma ?? Vector2.Zero, blurScale);
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/// <summary>
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/// Smoothly adjusts <see cref="IBufferedContainer.BlurSigma"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public void BlurTo(Vector2 newBlurSigma, double duration = 0, Easing easing = Easing.None)
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{
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if (bufferedContainer == null && newBlurSigma != Vector2.Zero)
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{
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RemoveInternal(Sprite);
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AddInternal(bufferedContainer = new BufferedContainer(cachedFrameBuffer: true)
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{
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RelativeSizeAxes = Axes.Both,
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RedrawOnScale = false,
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Child = Sprite
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});
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}
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if (bufferedContainer != null)
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transformBlurSigma(newBlurSigma, duration, easing);
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}
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private void transformBlurSigma(Vector2 newBlurSigma, double duration, Easing easing)
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=> this.TransformTo(nameof(blurSigma), newBlurSigma, duration, easing);
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private Vector2 blurSigmaBacking = Vector2.Zero;
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private Vector2 blurScale = Vector2.One;
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private Vector2 blurSigma
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{
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get => blurSigmaBacking;
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set
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{
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Debug.Assert(bufferedContainer != null);
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blurSigmaBacking = value;
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blurScale = new Vector2(calculateBlurDownscale(value.X), calculateBlurDownscale(value.Y));
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bufferedContainer.FrameBufferScale = blurScale;
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bufferedContainer.BlurSigma = value * blurScale; // If the image is scaled down, the blur radius also needs to be reduced to cover the same pixel block.
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}
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}
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/// <summary>
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/// Determines a factor to downscale the background based on a given blur sigma, in order to reduce the computational complexity of blurs.
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/// </summary>
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/// <param name="sigma">The blur sigma.</param>
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/// <returns>The scale-down factor.</returns>
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private float calculateBlurDownscale(float sigma)
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{
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// If we're blurring within one pixel, scaling down will always result in an undesirable loss of quality.
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// The algorithm below would also cause this value to go above 1, which is likewise undesirable.
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if (sigma <= 1)
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return 1;
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// A good value is one where the loss in quality as a result of downscaling the image is not easily perceivable.
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// The constants here have been experimentally chosen to yield nice transitions by approximating a log curve through the points {{ 1, 1 }, { 4, 0.75 }, { 16, 0.5 }, { 32, 0.25 }}.
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float scale = -0.18f * MathF.Log(0.004f * sigma);
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// To reduce shimmering, the scaling transitions are limited to happen only in increments of 0.2.
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return MathF.Round(scale / 0.2f, MidpointRounding.AwayFromZero) * 0.2f;
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}
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public virtual bool Equals(Background other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return other.GetType() == GetType()
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&& other.textureName == textureName;
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}
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}
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}
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