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Implement mask for ticks with the stencil buffer #389

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Jul 22, 2023
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Original file line number Diff line number Diff line change
Expand Up @@ -57,10 +57,8 @@ public record struct SliderTexturedVertex2D : IVertex
private Vector2 drawSize;
private float radius;
private IShader shader;
private IShader maskShader;

private IUniformBuffer<SliderUniform> shaderData;
private IUniformBuffer<MaskUniform> maskData;

[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct SliderUniform
Expand All @@ -79,14 +77,6 @@ private record struct SliderUniform
private UniformPadding4 _p4;
}

[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct MaskUniform
{
public UniformBool WriteDepth;

private UniformPadding12 _p1;
}

// We multiply the size param by 3 such that the amount of vertices is a multiple of the amount of vertices
// per primitive (triangles in this case). Otherwise overflowing the batch will result in wrong
// grouping of vertices into primitives.
Expand Down Expand Up @@ -128,7 +118,6 @@ public override void ApplyState()
drawSize = Source.DrawSize;
radius = Source.PathRadius;
shader = Source.hitFadeTextureShader;
maskShader = Source.depthMaskShader;

var center = Source.PositionInBoundingBox(Vector2.Zero);
var edge = Source.PositionInBoundingBox(new Vector2(Source.PathDistance, 0));
Expand Down Expand Up @@ -360,55 +349,47 @@ public override void Draw(IRenderer renderer)
Reverse = reverse
};

maskData ??= renderer.CreateUniformBuffer<MaskUniform>();
//maskData ??= renderer.CreateUniformBuffer<MaskUniform>();

halfCircleBatch ??= renderer.CreateLinearBatch<SliderTexturedVertex2D>(max_resolution * 100 * 3, 10, PrimitiveTopology.Triangles);
quadBatch ??= renderer.CreateQuadBatch<SliderTexturedVertex2D>(200, 10);

if (texture?.Available != true || segments.Length == 0)
return;

renderer.PushDepthInfo(new DepthInfo(depthTest: true, writeDepth: true, function: BufferTestFunction.Always));
maskData.Data = maskData.Data with { WriteDepth = true };
maskShader.Bind();
maskShader.BindUniformBlock("m_maskParameters", maskData);
shader.Bind();
shader.BindUniformBlock("m_sliderParameters", shaderData);

renderer.PushStencilInfo(new StencilInfo(stencilTest: true, testValue: 255, testFunction: BufferTestFunction.Always, passed: StencilOperation.Replace));

foreach (var i in innerTicks)
{
renderer.DrawQuad(renderer.WhitePixel, i, Color4.Transparent);
}

maskShader.Unbind();
renderer.PopDepthInfo();
renderer.PopStencilInfo();
renderer.PushStencilInfo(new StencilInfo(stencilTest: true, testValue: 255, testFunction: BufferTestFunction.NotEqual, passed: StencilOperation.Keep));

shader.Bind();
shader.BindUniformBlock("m_sliderParameters", shaderData);
texture.Bind();

updateVertexBuffer();

shader.Unbind();

renderer.PushDepthInfo(new DepthInfo(depthTest: true, writeDepth: true, function: BufferTestFunction.Always));
maskData.Data = maskData.Data with { WriteDepth = false };
maskShader.Bind();
maskShader.BindUniformBlock("m_maskParameters", maskData);

// not needed right now, but it clears the stencil mask
renderer.PushStencilInfo(new StencilInfo(stencilTest: true, testValue: 0, testFunction: BufferTestFunction.Always, passed: StencilOperation.Replace));
foreach (var i in innerTicks)
{
renderer.DrawQuad(renderer.WhitePixel, i, Color4.Transparent);
}
renderer.PopStencilInfo();

maskShader.Unbind();
renderer.PopDepthInfo();
renderer.PopStencilInfo();
shader.Unbind();
}

protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

shaderData?.Dispose();
maskData?.Dispose();
halfCircleBatch?.Dispose();
quadBatch?.Dispose();
segments.Dispose();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,6 @@ private static Texture generateSmoothPathTexture(IRenderer renderer, float radiu
public partial class SliderPath : Drawable
{
public IEnumerable<DrawableSliderRepeat> Ticks = Array.Empty<DrawableSliderRepeat>();
private IShader depthMaskShader { get; set; }
private IShader hitFadeTextureShader { get; set; }

private readonly List<Vector3> vertices = new();
Expand Down Expand Up @@ -220,7 +219,6 @@ private void load(IRenderer renderer, ShaderManager shaders)
{
texture = renderer.WhitePixel;

depthMaskShader = shaders.Load("DepthMask", "DepthMask");
hitFadeTextureShader = shaders.Load("SliderPositionAndColour", "Slider");
}

Expand Down
32 changes: 0 additions & 32 deletions osu.Game.Rulesets.Tau/Resources/Shaders/sh_DepthMask.fs

This file was deleted.

6 changes: 0 additions & 6 deletions osu.Game.Rulesets.Tau/Resources/Shaders/sh_DepthMask.vs

This file was deleted.

4 changes: 0 additions & 4 deletions osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -34,10 +34,6 @@
<DependentUpon>UI.resx</DependentUpon>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<None Remove="Resources\Shaders\sh_DepthMask.fs" />
<None Remove="Resources\Shaders\sh_DepthMask.vs" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game" Version="2023.717.0" />
</ItemGroup>
Expand Down
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