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Merge branch 'master' into sh-xh-grading-2
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@ -67,24 +67,12 @@ namespace osu.Game.Rulesets.Mods
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internal BindableInt Combo;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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public override bool RemoveCompletedTransforms => false;
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public List<BreakPeriod> Breaks;
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var flashNode = (FlashlightDrawNode)node;
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flashNode.Shader = shader;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
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flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix);
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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{
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@ -139,27 +127,44 @@ namespace osu.Game.Rulesets.Mods
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Invalidate(Invalidation.DrawNode);
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}
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}
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}
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private class FlashlightDrawNode : DrawNode
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{
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public IShader Shader;
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public Quad ScreenSpaceDrawQuad;
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public Vector2 FlashlightPosition;
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public Vector2 FlashlightSize;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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private class FlashlightDrawNode : DrawNode
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{
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base.Draw(vertexAction);
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protected new Flashlight Source => (Flashlight)base.Source;
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Shader.Bind();
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private IShader shader;
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private Quad screenSpaceDrawQuad;
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private Vector2 flashlightPosition;
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private Vector2 flashlightSize;
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Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
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Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
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public FlashlightDrawNode(Flashlight source)
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: base(source)
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{
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}
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Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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public override void ApplyState()
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{
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base.ApplyState();
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Shader.Unbind();
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shader = Source.shader;
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screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
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flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix);
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flashlightSize = Vector2Extensions.Transform(Source.FlashlightSize, DrawInfo.Matrix);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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shader.Bind();
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shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref flashlightPosition);
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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Texture.WhitePixel.DrawQuad(screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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shader.Unbind();
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}
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}
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}
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}
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