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https://github.com/osukey/osukey.git
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Update in-line with drawnode changes
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@ -150,62 +150,67 @@ namespace osu.Game.Screens.Menu
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
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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 visNode = (VisualisationDrawNode)node;
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visNode.Shader = shader;
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visNode.Texture = texture;
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visNode.Size = DrawSize.X;
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visNode.Colour = AccentColour;
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visNode.AudioData = frequencyAmplitudes;
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}
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protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
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private class VisualisationDrawNode : DrawNode
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{
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public IShader Shader;
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public Texture Texture;
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protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
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private IShader shader;
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private Texture texture;
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//Asuming the logo is a circle, we don't need a second dimension.
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public float Size;
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private float size;
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public Color4 Colour;
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public float[] AudioData;
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private Color4 colour;
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private float[] audioData;
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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public VisualisationDrawNode(LogoVisualisation source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.DrawSize.X;
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colour = Source.AccentColour;
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audioData = Source.frequencyAmplitudes;
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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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Texture.TextureGL.Bind();
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shader.Bind();
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texture.TextureGL.Bind();
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(Colour);
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colourInfo.ApplyChild(colour);
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if (AudioData != null)
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if (audioData != null)
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{
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for (int j = 0; j < visualiser_rounds; j++)
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{
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for (int i = 0; i < bars_per_visualiser; i++)
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{
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if (AudioData[i] < amplitude_dead_zone)
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if (audioData[i] < amplitude_dead_zone)
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continue;
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float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = (float)Math.Cos(rotation);
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float rotationSin = (float)Math.Sin(rotation);
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//taking the cos and sin to the 0..1 range
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
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var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i]);
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var barSize = new Vector2(size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
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//The distance between the position and the sides of the bar.
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var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
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//The distance between the bottom side of the bar and the top side.
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@ -218,7 +223,7 @@ namespace osu.Game.Screens.Menu
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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);
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Texture.DrawQuad(
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texture.DrawQuad(
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rectangle,
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colourInfo,
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null,
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@ -229,7 +234,7 @@ namespace osu.Game.Screens.Menu
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}
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}
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Shader.Unbind();
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shader.Unbind();
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}
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protected override void Dispose(bool isDisposing)
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