Merge remote-tracking branch 'upstream/master' into flashlight-dim

This commit is contained in:
David Zhao
2019-05-07 12:04:58 +09:00
196 changed files with 2679 additions and 1463 deletions

View File

@ -16,6 +16,7 @@ using osu.Game.Graphics;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osuTK;
using osuTK.Graphics;
@ -46,6 +47,8 @@ namespace osu.Game.Rulesets.Mods
Combo.BindTo(scoreProcessor.Combo);
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
{
var flashlight = CreateFlashlight();
@ -64,25 +67,12 @@ namespace osu.Game.Rulesets.Mods
internal BindableInt Combo;
private IShader shader;
protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
public override bool RemoveCompletedTransforms => false;
public List<BreakPeriod> Breaks;
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
var flashNode = (FlashlightDrawNode)node;
flashNode.Shader = shader;
flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
flashNode.FlashlightSize = FlashlightSize * DrawInfo.Matrix.ExtractScale().Xy;
flashNode.FlashlightDim = FlashlightDim;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaderManager)
{
@ -152,29 +142,47 @@ namespace osu.Game.Rulesets.Mods
Invalidate(Invalidation.DrawNode);
}
}
}
private class FlashlightDrawNode : DrawNode
{
public IShader Shader;
public Quad ScreenSpaceDrawQuad;
public Vector2 FlashlightPosition;
public Vector2 FlashlightSize;
public float FlashlightDim;
public override void Draw(Action<TexturedVertex2D> vertexAction)
private class FlashlightDrawNode : DrawNode
{
base.Draw(vertexAction);
protected new Flashlight Source => (Flashlight)base.Source;
Shader.Bind();
private IShader shader;
private Quad screenSpaceDrawQuad;
private Vector2 flashlightPosition;
private Vector2 flashlightSize;
private float flashlightDim;
Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
Shader.GetUniform<float>("flashlightDim").UpdateValue(ref FlashlightDim);
public FlashlightDrawNode(Flashlight source)
: base(source)
{
}
Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
public override void ApplyState()
{
base.ApplyState();
Shader.Unbind();
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);
Texture.WhitePixel.DrawQuad(screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
shader.Unbind();
}
}
}
}