Merge branch 'master' into fix-ubo-not-bound

This commit is contained in:
Dean Herbert
2023-03-22 16:46:39 +09:00
33 changed files with 951 additions and 245 deletions

View File

@ -3,13 +3,18 @@
#nullable disable
using System;
using System.Runtime.InteropServices;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Rendering.Vertices;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Shaders.Types;
using osu.Framework.Graphics.Sprites;
using osuTK;
using osuTK.Graphics;
using osuTK.Graphics.ES30;
namespace osu.Game.Graphics.Sprites
{
@ -18,7 +23,7 @@ namespace osu.Game.Graphics.Sprites
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
TextureShader = shaders.Load(@"LogoAnimation", @"LogoAnimation");
}
private float animationProgress;
@ -43,11 +48,22 @@ namespace osu.Game.Graphics.Sprites
{
private LogoAnimation source => (LogoAnimation)Source;
private readonly Action<TexturedVertex2D> addVertexAction;
private float progress;
public LogoAnimationDrawNode(LogoAnimation source)
: base(source)
{
addVertexAction = v =>
{
animationVertexBatch!.Add(new LogoAnimationVertex
{
Position = v.Position,
Colour = v.Colour,
TexturePosition = v.TexturePosition,
});
};
}
public override void ApplyState()
@ -58,17 +74,36 @@ namespace osu.Game.Graphics.Sprites
}
private IUniformBuffer<AnimationData> animationDataBuffer;
private IVertexBatch<LogoAnimationVertex> animationVertexBatch;
protected override void BindUniformResources(IShader shader, IRenderer renderer)
{
base.BindUniformResources(shader, renderer);
animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
animationVertexBatch ??= renderer.CreateQuadBatch<LogoAnimationVertex>(1, 2);
animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
shader.BindUniformBlock(@"m_AnimationData", animationDataBuffer);
}
protected override void Blit(IRenderer renderer)
{
if (DrawRectangle.Width == 0 || DrawRectangle.Height == 0)
return;
base.Blit(renderer);
renderer.DrawQuad(
Texture,
ScreenSpaceDrawQuad,
DrawColourInfo.Colour,
inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
textureCoords: TextureCoords,
vertexAction: addVertexAction);
}
protected override bool CanDrawOpaqueInterior => false;
protected override void Dispose(bool isDisposing)
@ -83,6 +118,24 @@ namespace osu.Game.Graphics.Sprites
public UniformFloat Progress;
private readonly UniformPadding12 pad1;
}
[StructLayout(LayoutKind.Sequential)]
private struct LogoAnimationVertex : IEquatable<LogoAnimationVertex>, IVertex
{
[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 Position;
[VertexMember(4, VertexAttribPointerType.Float)]
public Color4 Colour;
[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 TexturePosition;
public readonly bool Equals(LogoAnimationVertex other) =>
Position.Equals(other.Position)
&& TexturePosition.Equals(other.TexturePosition)
&& Colour.Equals(other.Colour);
}
}
}
}