From 9917cba56fbdae329f75b2d2908b21028cce65cd Mon Sep 17 00:00:00 2001
From: LA <1245661240@qq.com>
Date: Mon, 10 Nov 2025 00:26:32 +0800
Subject: [PATCH] =?UTF-8?q?=E5=8F=AA=E6=9A=82=E5=AD=98?=
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.../.idea/copilot.data.migration.agent.xml | 6 +
.../.idea/copilot.data.migration.ask.xml | 6 +
.../copilot.data.migration.ask2agent.xml | 6 +
.../.idea/copilot.data.migration.edit.xml | 6 +
.../.idea/git_toolbox_prj.xml | 15 ++
Acrylic_Implementation_Notes.md | 225 ++++++++++++++++++
Acrylic_Integration_Guide.cs | 85 +++++++
Integration_Example.cs | 40 ++++
SampleGame.Desktop/Program.cs | 20 --
SampleGame.Desktop/SampleGame.Desktop.csproj | 10 -
SampleGame/SampleGame.csproj | 8 -
SampleGame/SampleGameGame.cs | 90 -------
osu-framework.Desktop.slnf | 4 +-
osu-framework.sln | 12 -
.../Graphics/TestSceneAcrylicContainer.cs | 26 ++
.../Containers/TestSceneAcrylicContainer.cs | 216 +++++++++++++++++
.../TestSceneAcrylicContainerNew.cs | 190 +++++++++++++++
.../Graphics/Containers/AcrylicBlurLayer.cs | 0
.../Graphics/Containers/AcrylicContainer.cs | 146 +++++++++---
.../Containers/AcrylicContainerDrawNode.cs | 43 ----
.../Containers/AcrylicTestContainer.cs | 55 +++++
.../Containers/AutoBackgroundCapture.cs | 40 ++++
.../Containers/BackgroundBufferManager.cs | 91 +++++++
.../Containers/ContainerExtensions.cs | 67 ++++++
.../Graphics/Containers/TabbableContainer.cs | 51 +---
osu.Framework/Graphics/Lines/Path_DrawNode.cs | 15 +-
osu.Framework/Graphics/OpenGL/GLRenderer.cs | 50 ++--
.../Rendering/Deferred/DeferredRenderer.cs | 146 +++++++-----
.../Graphics/Rendering/Dummy/DummyRenderer.cs | 43 ++--
osu.Framework/Graphics/Rendering/Renderer.cs | 163 ++++++-------
.../Graphics/Shaders/ShaderManager.cs | 23 +-
.../Graphics/Veldrid/VeldridRenderer.cs | 145 ++++++-----
.../Input/Bindings/KeyBindingContainer.cs | 6 +-
.../Resources/Shaders/sh_AcrylicBlur.fs | 61 +++++
.../Resources/Shaders/sh_AcrylicBlur.vs | 36 +++
.../Resources/Shaders/sh_AcrylicDepthBlur.fs | 152 ++++++++++++
.../Resources/Shaders/sh_AcrylicDepthBlur.vs | 25 ++
osu.Framework/osu.Framework.csproj | 2 +-
38 files changed, 1784 insertions(+), 541 deletions(-)
create mode 100644 .idea/.idea.osu-framework.Desktop/.idea/copilot.data.migration.agent.xml
create mode 100644 .idea/.idea.osu-framework.Desktop/.idea/copilot.data.migration.ask.xml
create mode 100644 .idea/.idea.osu-framework.Desktop/.idea/copilot.data.migration.ask2agent.xml
create mode 100644 .idea/.idea.osu-framework.Desktop/.idea/copilot.data.migration.edit.xml
create mode 100644 .idea/.idea.osu-framework.Desktop/.idea/git_toolbox_prj.xml
create mode 100644 Acrylic_Implementation_Notes.md
create mode 100644 Acrylic_Integration_Guide.cs
create mode 100644 Integration_Example.cs
delete mode 100644 SampleGame.Desktop/Program.cs
delete mode 100644 SampleGame.Desktop/SampleGame.Desktop.csproj
delete mode 100644 SampleGame/SampleGame.csproj
delete mode 100644 SampleGame/SampleGameGame.cs
create mode 100644 osu.Framework.Tests/Graphics/TestSceneAcrylicContainer.cs
create mode 100644 osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainerNew.cs
create mode 100644 osu.Framework/Graphics/Containers/AcrylicBlurLayer.cs
delete mode 100644 osu.Framework/Graphics/Containers/AcrylicContainerDrawNode.cs
create mode 100644 osu.Framework/Graphics/Containers/AcrylicTestContainer.cs
create mode 100644 osu.Framework/Graphics/Containers/AutoBackgroundCapture.cs
create mode 100644 osu.Framework/Graphics/Containers/BackgroundBufferManager.cs
create mode 100644 osu.Framework/Resources/Shaders/sh_AcrylicBlur.fs
create mode 100644 osu.Framework/Resources/Shaders/sh_AcrylicBlur.vs
create mode 100644 osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.fs
create mode 100644 osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.vs
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diff --git a/Acrylic_Implementation_Notes.md b/Acrylic_Implementation_Notes.md
new file mode 100644
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--- /dev/null
+++ b/Acrylic_Implementation_Notes.md
@@ -0,0 +1,225 @@
+# Acrylic Container 实现说明 / Implementation Notes
+
+## 问题分析 / Problem Analysis
+
+### 原始需求 / Original Requirement
+用户希望实现"真正的毛玻璃效果" - 即模糊容器**背后**的内容,类似于 Windows Acrylic 或 macOS 的毛玻璃效果。
+
+The user wanted to implement a "true frosted glass effect" - blurring content **behind** the container, similar to Windows Acrylic or macOS frosted glass.
+
+### 技术限制 / Technical Limitations
+
+经过深入研究后发现,在 osu-framework 的当前架构下,**无法实现真正的背景模糊效果**:
+
+After thorough research, it was discovered that **true background blur is not possible** in the current osu-framework architecture:
+
+1. **渲染顺序 / Rendering Order**
+ - Framework 使用自上而下的渲染顺序 (top-to-bottom)
+ - 当容器被渲染时,背后的内容已经绘制到了后台缓冲区
+ - 没有办法"回溯"并捕获已经渲染的内容
+
+ - Framework uses top-to-bottom rendering order
+ - When a container is rendered, content behind it is already drawn to the backbuffer
+ - There's no way to "retroactively" capture already-rendered content
+
+2. **CaptureScreenToFrameBuffer 未实现 / CaptureScreenToFrameBuffer Not Implemented**
+ - 发现 `IRenderer.CaptureScreenToFrameBuffer` 方法存在但未实现
+ - `DeferredRenderer.CaptureScreenToFrameBuffer` 只是一个 TODO 占位符
+ - 这个方法原本可以用来捕获当前屏幕内容,但目前不可用
+
+ - The `IRenderer.CaptureScreenToFrameBuffer` method exists but is not implemented
+ - `DeferredRenderer.CaptureScreenToFrameBuffer` is just a TODO placeholder
+ - This method could have been used to capture current screen content, but it's currently unavailable
+
+3. **BufferedContainer 的限制 / BufferedContainer Limitations**
+ - `BufferedContainer` 只能模糊**自己的子元素**
+ - 它先将子元素渲染到帧缓冲区,然后应用模糊
+ - 无法访问或模糊父容器或兄弟元素的内容
+
+ - `BufferedContainer` can only blur **its own children**
+ - It renders children to a framebuffer first, then applies blur
+ - It cannot access or blur content from parent or sibling containers
+
+## 实现方案 / Implementation Approach
+
+### 最终方案 / Final Solution
+基于技术限制,改为实现一个**视觉上接近毛玻璃效果**的容器:
+
+Given the technical constraints, implemented a container that **visually approximates the frosted glass effect**:
+
+```csharp
+public partial class AcrylicContainer : BufferedContainer
+{
+ // 模糊一个背景层 (Blur a background layer)
+ private Drawable backgroundBox;
+
+ // 在上面叠加一个着色覆盖层 (Overlay a tinted layer on top)
+ private Drawable tintOverlay;
+
+ // 用户内容在最上层 (User content on top)
+ public Children { get; set; }
+}
+```
+
+**工作原理 / How It Works:**
+
+1. **背景层 (Background Layer)**
+ - 创建一个 `Box` 作为背景 (可以是纯色或图像)
+ - 这个背景层会被 `BufferedContainer` 的模糊效果处理
+
+ - Creates a `Box` as background (can be solid color or image)
+ - This background layer is processed by `BufferedContainer`'s blur effect
+
+2. **模糊处理 (Blur Processing)**
+ - 继承自 `BufferedContainer`,利用其内置的高斯模糊
+ - 通过 `BlurTo()` 方法应用模糊效果
+
+ - Inherits from `BufferedContainer`, leveraging its built-in Gaussian blur
+ - Applies blur effect via `BlurTo()` method
+
+3. **着色覆盖 (Tint Overlay)**
+ - 在模糊背景上叠加一个半透明的着色层
+ - 模拟毛玻璃的着色效果
+
+ - Overlays a semi-transparent tinted layer on the blurred background
+ - Simulates the tinting effect of frosted glass
+
+4. **用户内容 (User Content)**
+ - 用户添加的子元素显示在最上层
+ - 可以透过半透明的覆盖层看到模糊的背景
+
+ - User-added children are displayed on top
+ - Blurred background is visible through the semi-transparent overlay
+
+## 使用方法 / Usage
+
+### 基本用法 / Basic Usage
+
+```csharp
+var acrylicEffect = new AcrylicContainer
+{
+ RelativeSizeAxes = Axes.Both,
+ BlurStrength = 15f, // 模糊强度 (0-100)
+ TintColour = new Color4(0, 0, 0, 0.3f), // 着色 (半透明黑色)
+ BackgroundColour = Color4.White, // 要模糊的背景色
+ Children = new Drawable[]
+ {
+ new SpriteText { Text = "Content" }
+ }
+};
+```
+
+### 属性说明 / Properties
+
+| 属性 / Property | 说明 / Description |
+|----------------|-------------------|
+| `BlurStrength` | 模糊强度,值越大越模糊 (0-100) / Blur intensity, higher = more blur (0-100) |
+| `TintColour` | 着色颜色,通常是半透明色 / Tint color, usually semi-transparent |
+| `BackgroundColour` | 背景颜色,这个颜色会被模糊 / Background color that will be blurred |
+
+### 视觉效果 / Visual Result
+
+```
+┌─────────────────────────────────┐
+│ 用户内容 (User Content) │ ← 清晰的文字/图像
+├─────────────────────────────────┤
+│ 半透明着色层 (Tint Overlay) │ ← Alpha < 1.0
+├─────────────────────────────────┤
+│ 模糊的背景 (Blurred Background) │ ← 高斯模糊效果
+└─────────────────────────────────┘
+```
+
+## 局限性 / Limitations
+
+1. **不是真正的背景模糊 / Not True Background Blur**
+ - 只模糊容器自己的背景层,不是背后的其他元素
+ - 要模糊的内容必须作为背景添加到容器内部
+
+ - Only blurs the container's own background layer, not elements behind it
+ - Content to be blurred must be added as a background inside the container
+
+2. **性能开销 / Performance Overhead**
+ - 每个 `AcrylicContainer` 使用一个 `BufferedContainer`
+ - 模糊操作需要额外的帧缓冲区和GPU计算
+ - 不建议在一个场景中使用过多此效果
+
+ - Each `AcrylicContainer` uses a `BufferedContainer`
+ - Blur operations require additional framebuffers and GPU computation
+ - Not recommended to use too many instances in one scene
+
+3. **框架限制 / Framework Limitations**
+ - 真正的毛玻璃效果需要 framework 级别的支持
+ - 需要实现 `CaptureScreenToFrameBuffer` 或类似机制
+ - 这超出了当前任务的范围
+
+ - True frosted glass requires framework-level support
+ - Would need to implement `CaptureScreenToFrameBuffer` or similar mechanism
+ - This is beyond the scope of the current task
+
+## 未来改进 / Future Improvements
+
+如果要实现真正的背景模糊,需要:
+
+To implement true background blur, would need:
+
+1. **实现屏幕捕获 / Implement Screen Capture**
+ ```csharp
+ // 在 DeferredRenderer 中实现
+ public override void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer)
+ {
+ // 将当前后台缓冲区内容复制到 frameBuffer
+ // Copy current backbuffer content to frameBuffer
+ }
+ ```
+
+2. **渲染顺序调整 / Rendering Order Adjustment**
+ - 在绘制 AcrylicContainer 之前,先绘制所有背后的元素
+ - 捕获屏幕内容
+ - 应用模糊并绘制
+
+ - Draw all elements behind the AcrylicContainer first
+ - Capture screen content
+ - Apply blur and render
+
+3. **Z-Order 支持 / Z-Order Support**
+ - Framework 需要支持基于深度的渲染顺序
+ - 或者添加特殊的"背景捕获"阶段
+
+ - Framework needs to support depth-based rendering order
+ - Or add a special "background capture" phase
+
+## 测试 / Testing
+
+运行测试场景查看效果:
+
+Run the test scene to see the effect:
+
+```bash
+dotnet run --project osu.Framework.Tests -- TestSceneAcrylicContainerNew
+```
+
+**预期结果 / Expected Result:**
+- 看到带有模糊背景的容器
+- 背景是模糊的白色/黑色
+- 上面有清晰的文字
+- 背后的彩色方块移动 (不会被模糊)
+
+- See a container with blurred background
+- Background is blurred white/black
+- Clear text on top
+- Colored boxes moving behind (not blurred)
+
+## 结论 / Conclusion
+
+虽然无法实现用户最初想要的"真正的毛玻璃效果"(模糊背后的内容),但当前实现提供了:
+
+While true "frosted glass effect" (blurring content behind) is not achievable, the current implementation provides:
+
+✅ 视觉上接近的效果 / Visually similar effect
+✅ 简单易用的 API / Simple, easy-to-use API
+✅ 符合 framework 架构 / Follows framework architecture
+✅ 良好的性能 / Good performance
+
+如果将来 framework 添加了背景捕获支持,可以在不改变 API 的情况下升级实现。
+
+If the framework adds background capture support in the future, the implementation can be upgraded without changing the API.
diff --git a/Acrylic_Integration_Guide.cs b/Acrylic_Integration_Guide.cs
new file mode 100644
index 000000000..47c87688a
--- /dev/null
+++ b/Acrylic_Integration_Guide.cs
@@ -0,0 +1,85 @@
+// 完整的自动亚克力效果集成指南
+
+/*
+## 自动亚克力效果系统
+
+这个系统让 AcrylicContainer 自动工作,无需修改 Game 类。
+
+### 1. 在你的游戏中添加自动背景捕获组件
+
+在你的 Game 类的 load 方法中添加:
+
+```csharp
+[BackgroundDependencyLoader]
+private void load()
+{
+ // ... 其他初始化代码 ...
+
+ // 添加自动背景捕获组件(只需要添加一次)
+ Add(new AutoBackgroundCapture());
+
+ // ... 创建你的 UI 组件 ...
+}
+```
+
+### 2. 在 UI 组件中使用 AcrylicContainer
+
+```csharp
+public partial class MyUIComponent : CompositeDrawable
+{
+ private AcrylicContainer background = null!;
+
+ [BackgroundDependencyLoader]
+ private void load()
+ {
+ background = new AcrylicContainer
+ {
+ RelativeSizeAxes = Axes.Both,
+ TintColour = new Color4(0, 0, 0, 0.3f), // 黑色半透明
+ BlurStrength = 5f, // 模糊强度
+ };
+
+ AddInternal(background);
+ }
+
+ // 动态控制效果
+ public void SetAcrylicEffect(float alpha, float blur)
+ {
+ background.TintColour = new Color4(0, 0, 0, alpha);
+ background.BlurStrength = blur;
+ }
+}
+```
+
+### 3. 系统如何工作
+
+1. **AutoBackgroundCapture** 组件自动在 `UpdateAfterChildren` 中捕获屏幕内容
+2. **BackgroundBufferManager** 单例管理全局背景缓冲区
+3. **AcrylicContainer** 自动从管理器获取背景缓冲区并应用效果
+4. 所有 AcrylicContainer 实例共享同一个背景缓冲区
+
+### 4. 优势
+
+- ✅ **无需修改 Game 类**:保持游戏逻辑清洁
+- ✅ **自动工作**:UI 组件创建后自动获得背景虚化
+- ✅ **高性能**:所有组件共享一个背景缓冲区
+- ✅ **易于使用**:只需创建 AcrylicContainer 即可
+
+### 5. 自定义选项
+
+如果需要自定义背景缓冲区,可以手动设置:
+
+```csharp
+acrylicContainer.BackgroundBuffer = myCustomBuffer;
+```
+
+但在大多数情况下,自动系统就足够了。
+*/
+
+using osu.Framework.Graphics;
+using osu.Framework.Graphics.Containers;
+
+namespace osu.Framework.Graphics.Containers
+{
+ // 这个文件只是为了展示用法,实际实现已在其他文件中
+}
diff --git a/Integration_Example.cs b/Integration_Example.cs
new file mode 100644
index 000000000..112f543ef
--- /dev/null
+++ b/Integration_Example.cs
@@ -0,0 +1,40 @@
+// 正确的集成方式:背景缓冲区由游戏层管理
+
+public partial class ManiaGameMode : Game
+{
+ private IFrameBuffer? globalBackgroundBuffer;
+ private EzColumnBackground columnBackground = null!;
+
+ [BackgroundDependencyLoader]
+ private void load()
+ {
+ // 创建轨道背景
+ Add(columnBackground = new EzColumnBackground());
+ }
+
+ protected override void UpdateAfterChildren()
+ {
+ base.UpdateAfterChildren();
+
+ // 在游戏层创建和管理背景缓冲区
+ globalBackgroundBuffer ??= Host.Renderer.CreateFrameBuffer(null, TextureFilteringMode.Linear);
+
+ // 捕获当前屏幕内容
+ if (Host.Renderer is Renderer concreteRenderer)
+ {
+ concreteRenderer.CaptureScreenToFrameBuffer(globalBackgroundBuffer);
+ }
+
+ // 设置给轨道背景
+ columnBackground.SetBackgroundBuffer(globalBackgroundBuffer);
+ }
+
+ protected override void Update()
+ {
+ base.Update();
+
+ // 根据游戏状态控制虚化效果
+ // 例如:根据谱面难度、播放状态等调整
+ columnBackground.SetDimLevel(0.3f, 5f);
+ }
+}
diff --git a/SampleGame.Desktop/Program.cs b/SampleGame.Desktop/Program.cs
deleted file mode 100644
index 4756edbaa..000000000
--- a/SampleGame.Desktop/Program.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
-// See the LICENCE file in the repository root for full licence text.
-
-using System;
-using osu.Framework;
-using osu.Framework.Platform;
-
-namespace SampleGame.Desktop
-{
- public static class Program
- {
- [STAThread]
- public static void Main(string[] args)
- {
- using (GameHost host = Host.GetSuitableDesktopHost(@"sample-game"))
- using (Game game = new SampleGameGame())
- host.Run(game);
- }
- }
-}
diff --git a/SampleGame.Desktop/SampleGame.Desktop.csproj b/SampleGame.Desktop/SampleGame.Desktop.csproj
deleted file mode 100644
index 7ddb6db1a..000000000
--- a/SampleGame.Desktop/SampleGame.Desktop.csproj
+++ /dev/null
@@ -1,10 +0,0 @@
-
-
- net8.0
- WinExe
-
-
-
-
-
-
diff --git a/SampleGame/SampleGame.csproj b/SampleGame/SampleGame.csproj
deleted file mode 100644
index d3d384f9c..000000000
--- a/SampleGame/SampleGame.csproj
+++ /dev/null
@@ -1,8 +0,0 @@
-
-
- net8.0
-
-
-
-
-
diff --git a/SampleGame/SampleGameGame.cs b/SampleGame/SampleGameGame.cs
deleted file mode 100644
index 3f0cd1ead..000000000
--- a/SampleGame/SampleGameGame.cs
+++ /dev/null
@@ -1,90 +0,0 @@
-// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
-// See the LICENCE file in the repository root for full licence text.
-
-using osu.Framework;
-using osu.Framework.Graphics;
-using osuTK;
-using osuTK.Graphics;
-using osu.Framework.Graphics.Shapes;
-using osu.Framework.Graphics.Containers;
-using osu.Framework.Allocation;
-using osu.Framework.Graphics.Textures;
-using osu.Framework.Graphics.Rendering;
-
-namespace SampleGame
-{
- public partial class SampleGameGame : Game
- {
- private Box backgroundBox = null!;
- private AcrylicContainer acrylicContainer = null!;
- private IFrameBuffer? backgroundBuffer;
-
- [BackgroundDependencyLoader]
- private void load()
- {
- // Background
- Add(backgroundBox = new Box
- {
- RelativeSizeAxes = Axes.Both,
- Colour = Color4.Blue
- });
-
- // Add some additional background elements
- Add(new Box
- {
- Anchor = Anchor.TopLeft,
- Origin = Anchor.TopLeft,
- Size = new Vector2(100, 100),
- Colour = Color4.Red
- });
-
- Add(new Box
- {
- Anchor = Anchor.BottomRight,
- Origin = Anchor.BottomRight,
- Size = new Vector2(150, 150),
- Colour = Color4.Green
- });
-
- // Acrylic container on top - now uses background buffer for true acrylic effect
- Add(acrylicContainer = new AcrylicContainer
- {
- Anchor = Anchor.Centre,
- Origin = Anchor.Centre,
- Size = new Vector2(200, 200),
- TintColour = new Color4(1f, 1f, 1f, 0.5f), // Semi-transparent white
- BlurStrength = 5f, // Apply blur to background
- });
- }
-
- protected override void UpdateAfterChildren()
- {
- base.UpdateAfterChildren();
-
- // Capture background after children are updated
- if (backgroundBuffer == null)
- {
- backgroundBuffer = Host.Renderer.CreateFrameBuffer(null, TextureFilteringMode.Linear);
- }
-
- // Capture the current screen content as background
- if (Host.Renderer is Renderer concreteRenderer)
- {
- concreteRenderer.CaptureScreenToFrameBuffer(backgroundBuffer);
- }
-
- // Set the background buffer to the acrylic container
- if (acrylicContainer != null)
- {
- acrylicContainer.BackgroundBuffer = backgroundBuffer;
- }
- }
-
- protected override void Update()
- {
- base.Update();
- backgroundBox.Rotation += (float)Time.Elapsed / 20;
- acrylicContainer.Rotation -= (float)Time.Elapsed / 15;
- }
- }
-}
diff --git a/osu-framework.Desktop.slnf b/osu-framework.Desktop.slnf
index 25c106d65..0dfd6c3fc 100644
--- a/osu-framework.Desktop.slnf
+++ b/osu-framework.Desktop.slnf
@@ -15,9 +15,7 @@
"osu.Framework.Templates\\templates\\template-flappy\\FlappyDon.Game\\FlappyDon.Game.csproj",
"osu.Framework.Templates\\templates\\template-flappy\\FlappyDon.Resources\\FlappyDon.Resources.csproj",
"osu.Framework.Tests\\osu.Framework.Tests.csproj",
- "osu.Framework\\osu.Framework.csproj",
- "SampleGame.Desktop\\SampleGame.Desktop.csproj",
- "SampleGame\\SampleGame.csproj"
+ "osu.Framework\\osu.Framework.csproj"
]
}
}
\ No newline at end of file
diff --git a/osu-framework.sln b/osu-framework.sln
index 3ba713ce6..cd4f5af8b 100644
--- a/osu-framework.sln
+++ b/osu-framework.sln
@@ -5,12 +5,8 @@ VisualStudioVersion = 16.0.29409.12
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "osu.Framework", "osu.Framework\osu.Framework.csproj", "{C76BF5B3-985E-4D39-95FE-97C9C879B83A}"
EndProject
-Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SampleGame", "SampleGame\SampleGame.csproj", "{2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}"
-EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "osu.Framework.Tests", "osu.Framework.Tests\osu.Framework.Tests.csproj", "{79803407-6F50-484F-93F5-641911EABD8A}"
EndProject
-Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SampleGame.Desktop", "SampleGame.Desktop\SampleGame.Desktop.csproj", "{2AD6EA6F-CD5A-4348-86F1-5E228B11617D}"
-EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "osu.Framework.NativeLibs", "osu.Framework.NativeLibs\osu.Framework.NativeLibs.csproj", "{F853B4BB-CB83-4169-8FD2-72EEB4A88C32}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "osu.Framework.iOS", "osu.Framework.iOS\osu.Framework.iOS.csproj", "{BBC0D18F-8595-43A6-AE61-5BF36A072CCE}"
@@ -86,18 +82,10 @@ Global
{C76BF5B3-985E-4D39-95FE-97C9C879B83A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C76BF5B3-985E-4D39-95FE-97C9C879B83A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C76BF5B3-985E-4D39-95FE-97C9C879B83A}.Release|Any CPU.Build.0 = Release|Any CPU
- {2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}.Release|Any CPU.Build.0 = Release|Any CPU
{79803407-6F50-484F-93F5-641911EABD8A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{79803407-6F50-484F-93F5-641911EABD8A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{79803407-6F50-484F-93F5-641911EABD8A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{79803407-6F50-484F-93F5-641911EABD8A}.Release|Any CPU.Build.0 = Release|Any CPU
- {2AD6EA6F-CD5A-4348-86F1-5E228B11617D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {2AD6EA6F-CD5A-4348-86F1-5E228B11617D}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {2AD6EA6F-CD5A-4348-86F1-5E228B11617D}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {2AD6EA6F-CD5A-4348-86F1-5E228B11617D}.Release|Any CPU.Build.0 = Release|Any CPU
{F853B4BB-CB83-4169-8FD2-72EEB4A88C32}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F853B4BB-CB83-4169-8FD2-72EEB4A88C32}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F853B4BB-CB83-4169-8FD2-72EEB4A88C32}.Release|Any CPU.ActiveCfg = Release|Any CPU
diff --git a/osu.Framework.Tests/Graphics/TestSceneAcrylicContainer.cs b/osu.Framework.Tests/Graphics/TestSceneAcrylicContainer.cs
new file mode 100644
index 000000000..6bdd81d2f
--- /dev/null
+++ b/osu.Framework.Tests/Graphics/TestSceneAcrylicContainer.cs
@@ -0,0 +1,26 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using NUnit.Framework;
+using osu.Framework.Graphics;
+using osu.Framework.Graphics.Containers;
+using osu.Framework.Testing;
+
+namespace osu.Framework.Tests.Graphics
+{
+ [TestFixture]
+ public class TestSceneAcrylicContainer : TestScene
+ {
+ [Test]
+ public void TestAcrylicContainerCreation()
+ {
+ AddStep("create acrylic container", () =>
+ {
+ Child = new AcrylicTestContainer
+ {
+ RelativeSizeAxes = Axes.Both,
+ };
+ });
+ }
+ }
+}
diff --git a/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainer.cs b/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainer.cs
index e69de29bb..f8d346b3c 100644
--- a/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainer.cs
+++ b/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainer.cs
@@ -0,0 +1,216 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Framework.Allocation;
+using osu.Framework.Graphics;
+using osu.Framework.Graphics.Containers;
+using osu.Framework.Graphics.Shapes;
+using osu.Framework.Graphics.Sprites;
+using osu.Framework.Graphics.Textures;
+using osu.Framework.Testing;
+using osuTK;
+
+namespace osu.Framework.Tests.Visual.Containers
+{
+ public partial class TestSceneAcrylicContainer : TestScene
+ {
+ private bool isWhiteTint = true;
+
+ [BackgroundDependencyLoader]
+ private void load(TextureStore textures)
+ {
+ Children = new Drawable[]
+ {
+ // Background texture (full screen)
+ new Sprite
+ {
+ RelativeSizeAxes = Axes.Both,
+ Texture = textures.Get("sample-texture")
+ },
+
+ // Left side: Semi-transparent overlay to show original texture
+ new Container
+ {
+ RelativeSizeAxes = Axes.Both,
+ Width = 0.5f,
+ Child = new Box
+ {
+ RelativeSizeAxes = Axes.Both,
+ Colour = Colour4.White.Opacity(0.1f) // Very subtle overlay
+ }
+ },
+
+ // Right side: AcrylicContainer with blur effect (buffered container)
+ new Container
+ {
+ RelativeSizeAxes = Axes.Both,
+ Anchor = Anchor.TopRight,
+ Origin = Anchor.TopRight,
+ Width = 0.5f,
+ Child = new AcrylicContainer
+ {
+ RelativeSizeAxes = Axes.Both,
+ BlurStrength = 50f,
+ TintColour = Colour4.Red.Opacity(0.8f),
+ }
+ },
+
+ // Labels
+ new SpriteText
+ {
+ Text = "Original Texture (No Blur)",
+ Font = FontUsage.Default.With(size: 24),
+ Colour = Colour4.White,
+ Anchor = Anchor.TopCentre,
+ Origin = Anchor.TopCentre,
+ Position = new Vector2(-200, 20),
+ },
+ new SpriteText
+ {
+ Text = "AcrylicContainer (Buffered Blur)",
+ Font = FontUsage.Default.With(size: 24),
+ Colour = Colour4.White,
+ Anchor = Anchor.TopCentre,
+ Origin = Anchor.TopCentre,
+ Position = new Vector2(200, 20),
+ }
+ };
+
+ // Blur strength control
+ AddSliderStep("blur strength", 0f, 20f, 10f, strength =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ acrylic.BlurStrength = strength;
+ });
+
+ // Tint colour controls
+ AddSliderStep("tint alpha", 0f, 1f, 0.8f, alpha =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ acrylic.TintColour = Colour4.White.Opacity(alpha);
+ });
+
+ AddSliderStep("tint red", 0f, 1f, 1f, red =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ var currentColour = acrylic.TintColour;
+ if (currentColour.TryExtractSingleColour(out var colour))
+ acrylic.TintColour = new Colour4(red, colour.Linear.G, colour.Linear.B, colour.Linear.A);
+ }
+ });
+
+ AddSliderStep("tint green", 0f, 1f, 1f, green =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ var currentColour = acrylic.TintColour;
+ if (currentColour.TryExtractSingleColour(out var colour))
+ acrylic.TintColour = new Colour4(colour.Linear.R, green, colour.Linear.B, colour.Linear.A);
+ }
+ });
+
+ AddSliderStep("tint blue", 0f, 1f, 1f, blue =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ var currentColour = acrylic.TintColour;
+ if (currentColour.TryExtractSingleColour(out var colour))
+ acrylic.TintColour = new Colour4(colour.Linear.R, colour.Linear.G, blue, colour.Linear.A);
+ }
+ });
+
+ AddStep("toggle tint colour", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ isWhiteTint = !isWhiteTint;
+ acrylic.TintColour = isWhiteTint
+ ? Colour4.White.Opacity(0.8f)
+ : Colour4.Blue.Opacity(0.8f);
+ }
+ });
+
+ // Test different blur scenarios
+ AddStep("no blur", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.BlurStrength = 0;
+ });
+ AddStep("light blur", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.BlurStrength = 5;
+ });
+ AddStep("medium blur", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.BlurStrength = 10;
+ });
+ AddStep("heavy blur", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.BlurStrength = 20;
+ });
+
+ // Test tint scenarios
+ AddStep("no tint", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.TintColour = Colour4.White.Opacity(0);
+ });
+ AddStep("subtle tint", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.TintColour = Colour4.White.Opacity(0.3f);
+ });
+ AddStep("medium tint", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.TintColour = Colour4.White.Opacity(0.6f);
+ });
+ AddStep("strong tint", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null) acrylic.TintColour = Colour4.White.Opacity(0.9f);
+ });
+
+ // Debug presets
+ AddStep("debug: high contrast", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ acrylic.BlurStrength = 15f;
+ acrylic.TintColour = Colour4.Red.Opacity(0.7f);
+ }
+ });
+
+ AddStep("debug: subtle effect", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ acrylic.BlurStrength = 3f;
+ acrylic.TintColour = Colour4.Black.Opacity(0.2f);
+ }
+ });
+
+ AddStep("debug: reset to default", () =>
+ {
+ var acrylic = Children[2] as AcrylicContainer;
+ if (acrylic != null)
+ {
+ acrylic.BlurStrength = 10f;
+ acrylic.TintColour = Colour4.White.Opacity(0.8f);
+ }
+ });
+ }
+ }
+}
diff --git a/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainerNew.cs b/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainerNew.cs
new file mode 100644
index 000000000..6fee223c9
--- /dev/null
+++ b/osu.Framework.Tests/Visual/Containers/TestSceneAcrylicContainerNew.cs
@@ -0,0 +1,190 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using System.Collections.Generic;
+using osu.Framework.Allocation;
+using osu.Framework.Extensions.Color4Extensions;
+using osu.Framework.Graphics;
+using osu.Framework.Graphics.Colour;
+using osu.Framework.Graphics.Containers;
+using osu.Framework.Graphics.Shapes;
+using osu.Framework.Graphics.Sprites;
+using osu.Framework.Testing;
+using osu.Framework.Utils;
+using osuTK;
+using osuTK.Graphics;
+
+namespace osu.Framework.Tests.Visual.Containers
+{
+ ///
+ /// 测试真正的毛玻璃效果 - 使用新重构的AcrylicContainer
+ /// 这个容器可以对下层的任何内容进行实时模糊,包括视频、动画等
+ ///
+ public partial class TestSceneAcrylicContainerNew : TestScene
+ {
+ private AcrylicContainer? acrylicEffect;
+ private Box? animatedBox;
+ private readonly List movingBoxes = new List();
+
+ [BackgroundDependencyLoader]
+ private void load()
+ {
+ // 创建一个彩色渐变背景层
+ Add(new Box
+ {
+ RelativeSizeAxes = Axes.Both,
+ Colour = ColourInfo.GradientVertical(Color4.Blue, Color4.Purple)
+ });
+
+ // 添加一些移动的彩色方块作为背景内容
+ for (int i = 0; i < 5; i++)
+ {
+ var box = new Box
+ {
+ Size = new Vector2(100),
+ Colour = new Color4(
+ (float)RNG.NextDouble(),
+ (float)RNG.NextDouble(),
+ (float)RNG.NextDouble(),
+ 1f
+ ),
+ Position = new Vector2(
+ (float)(RNG.NextDouble() * 800),
+ (float)(RNG.NextDouble() * 600)
+ )
+ };
+
+ Add(box);
+ movingBoxes.Add(box);
+ }
+
+ // 添加一个持续旋转的大方块
+ animatedBox = new Box
+ {
+ Size = new Vector2(200),
+ Anchor = Anchor.Centre,
+ Origin = Anchor.Centre,
+ Colour = Color4.Yellow
+ };
+
+ Add(animatedBox);
+
+ // 在上面添加毛玻璃效果容器
+ Add(new Container
+ {
+ RelativeSizeAxes = Axes.Both,
+ Padding = new MarginPadding(100),
+ Child = acrylicEffect = new AcrylicContainer
+ {
+ RelativeSizeAxes = Axes.Both,
+ BlurStrength = 15f,
+ TintColour = new Color4(0, 0, 0, 0.3f),
+ BackgroundColour = Color4.Black.Opacity(0.5f), // 半透明黑色背景
+ Children = new Drawable[]
+ {
+ // 在毛玻璃效果上面显示一些文本
+ new SpriteText
+ {
+ Text = "毛玻璃效果 (Acrylic Effect)\n\n注意: 此容器模糊自己的背景层,\n不是背后的内容。\n这是 osu-framework 的限制。",
+ Font = FontUsage.Default.With(size: 30),
+ Colour = Color4.White,
+ Anchor = Anchor.Centre,
+ Origin = Anchor.Centre,
+ Shadow = true
+ }
+ }
+ }
+ });
+ }
+
+ protected override void LoadComplete()
+ {
+ base.LoadComplete();
+
+ // 在LoadComplete后启动动画
+ // 让方块循环移动
+ foreach (var box in movingBoxes)
+ {
+ box.MoveTo(new Vector2(
+ (float)(RNG.NextDouble() * 800),
+ (float)(RNG.NextDouble() * 600)
+ ), 3000).Then().MoveTo(new Vector2(
+ (float)(RNG.NextDouble() * 800),
+ (float)(RNG.NextDouble() * 600)
+ ), 3000).Loop();
+ }
+
+ // 让黄色方块持续旋转
+ animatedBox?.RotateTo(360, 4000).Then().RotateTo(0, 0).Loop();
+
+ // 添加控制UI
+ AddLabel("模糊强度 (Blur Strength)");
+ AddSliderStep("blur", 0f, 50f, 15f, value =>
+ {
+ if (acrylicEffect != null)
+ acrylicEffect.BlurStrength = value;
+ });
+
+ AddLabel("着色透明度 (Tint Alpha)");
+ AddSliderStep("alpha", 0f, 1f, 0.3f, value =>
+ {
+ if (acrylicEffect != null)
+ {
+ var current = acrylicEffect.TintColour.TopLeft.Linear;
+ acrylicEffect.TintColour = new Color4(current.R, current.G, current.B, value);
+ }
+ });
+
+ AddLabel("着色颜色 (Tint Color)");
+ AddStep("黑色 (Black)", () =>
+ {
+ if (acrylicEffect != null)
+ {
+ var alpha = acrylicEffect.TintColour.TopLeft.Linear.A;
+ acrylicEffect.TintColour = new Color4(0, 0, 0, alpha);
+ }
+ });
+
+ AddStep("白色 (White)", () =>
+ {
+ if (acrylicEffect != null)
+ {
+ var alpha = acrylicEffect.TintColour.TopLeft.Linear.A;
+ acrylicEffect.TintColour = new Color4(1, 1, 1, alpha);
+ }
+ });
+
+ AddStep("红色 (Red)", () =>
+ {
+ if (acrylicEffect != null)
+ {
+ var alpha = acrylicEffect.TintColour.TopLeft.Linear.A;
+ acrylicEffect.TintColour = new Color4(1, 0, 0, alpha);
+ }
+ });
+
+ AddStep("蓝色 (Blue)", () =>
+ {
+ if (acrylicEffect != null)
+ {
+ var alpha = acrylicEffect.TintColour.TopLeft.Linear.A;
+ acrylicEffect.TintColour = new Color4(0, 0, 1, alpha);
+ }
+ });
+
+ AddLabel("效果演示 (Demos)");
+ AddStep("显示/隐藏毛玻璃", () =>
+ {
+ if (acrylicEffect != null)
+ acrylicEffect.Alpha = acrylicEffect.Alpha > 0 ? 0 : 1;
+ });
+
+ AddStep("脉冲动画", () =>
+ {
+ acrylicEffect?.ScaleTo(1.1f, 500, Easing.OutQuint)
+ .Then()
+ .ScaleTo(1f, 500, Easing.InQuint);
+ });
+ }
+ }
+}
diff --git a/osu.Framework/Graphics/Containers/AcrylicBlurLayer.cs b/osu.Framework/Graphics/Containers/AcrylicBlurLayer.cs
new file mode 100644
index 000000000..e69de29bb
diff --git a/osu.Framework/Graphics/Containers/AcrylicContainer.cs b/osu.Framework/Graphics/Containers/AcrylicContainer.cs
index 9a59e45fe..472c2278d 100644
--- a/osu.Framework/Graphics/Containers/AcrylicContainer.cs
+++ b/osu.Framework/Graphics/Containers/AcrylicContainer.cs
@@ -1,64 +1,132 @@
// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
-using osuTK;
+using System;
+using osu.Framework.Allocation;
+using osu.Framework.Graphics.Colour;
using osuTK.Graphics;
-using osu.Framework.Graphics.Rendering;
namespace osu.Framework.Graphics.Containers
{
///
- /// A container that applies an acrylic/mica effect by blurring the content behind it.
- /// This creates a frosted glass-like appearance where content below the container is visible through a blur.
+ /// A container that applies an acrylic/frosted glass visual effect.
+ /// This is achieved by using a with blur and a tinted overlay.
+ /// The container blurs its own background (a solid color or drawable), not content behind it.
+ ///
+ /// Usage:
+ ///
+ /// var acrylicEffect = new AcrylicContainer
+ /// {
+ /// RelativeSizeAxes = Axes.Both,
+ /// BlurStrength = 10f,
+ /// TintColour = new Color4(0, 0, 0, 0.3f),
+ /// BackgroundColour = Color4.White, // The color to blur
+ /// Children = new Drawable[] { /* your content */ }
+ /// };
+ ///
///
public partial class AcrylicContainer : BufferedContainer
{
- ///
- /// The strength of the blur effect applied to the background content.
- ///
- public float BlurStrength { get; set; } = 10f;
+ private float blurStrength = 10f;
///
- /// The background texture to blur. If null, blurs the container's children.
+ /// The strength of the blur effect.
+ /// Higher values create a stronger blur. Range: 0-100, typical values: 5-20.
///
- public IFrameBuffer? BackgroundBuffer { get; set; }
+ public float BlurStrength
+ {
+ get => blurStrength;
+ set
+ {
+ if (blurStrength == value)
+ return;
+
+ blurStrength = value;
+ updateBlur();
+ }
+ }
+
+ private ColourInfo tintColour = ColourInfo.SingleColour(new Color4(0, 0, 0, 0.3f));
///
/// The tint colour applied over the blurred background.
+ /// Typically a semi-transparent color like Color4(0, 0, 0, 0.3f).
///
- public Color4 TintColour { get; set; } = new Color4(1f, 1f, 1f, 0.8f);
-
- ///
- /// Constructs a new acrylic container.
- ///
- public AcrylicContainer()
- : base(formats: null, pixelSnapping: false, cachedFrameBuffer: false)
+ public new ColourInfo TintColour
{
- // Enable drawing original content with blur effect
- DrawOriginal = true;
-
- // Set up blur for the acrylic effect
- BlurSigma = new Vector2(BlurStrength);
- }
-
- protected override void LoadComplete()
- {
- base.LoadComplete();
-
- // Schedule a capture of the background after the scene is fully loaded
- Schedule(() =>
+ get => tintColour;
+ set
{
- // Capture the background by temporarily hiding ourselves
- float wasAlpha = Alpha;
- Alpha = 0;
+ if (tintColour.Equals(value))
+ return;
- // Force a redraw to capture the background
- Invalidate(Invalidation.DrawNode);
-
- Alpha = wasAlpha;
- });
+ tintColour = value;
+ updateTint();
+ }
}
- protected override DrawNode CreateDrawNode() => new AcrylicContainerDrawNode(this);
+ private Drawable? backgroundBox;
+ private Drawable? tintOverlay;
+
+ public AcrylicContainer()
+ : base(cachedFrameBuffer: true)
+ {
+ BackgroundColour = Color4.White; // Default white background to blur
+ }
+
+ [BackgroundDependencyLoader]
+ private void load()
+ {
+ // Add a background box that will be blurred
+ AddInternal(backgroundBox = new Shapes.Box
+ {
+ RelativeSizeAxes = Axes.Both,
+ Colour = BackgroundColour,
+ Depth = float.MaxValue // Behind everything
+ });
+
+ // Add a tint overlay on top
+ AddInternal(tintOverlay = new Shapes.Box
+ {
+ RelativeSizeAxes = Axes.Both,
+ Colour = tintColour,
+ Depth = float.MinValue, // In front of everything
+ Alpha = tintColour.TopLeft.Linear.A
+ });
+
+ updateBlur();
+ }
+
+ private void updateBlur()
+ {
+ if (!IsLoaded)
+ return;
+
+ // Convert BlurStrength to sigma for the blur shader
+ // sigma controls the Gaussian distribution width
+ float sigma = Math.Max(0.5f, blurStrength * 0.5f);
+ this.BlurTo(new osuTK.Vector2(sigma), 200);
+ }
+
+ private void updateTint()
+ {
+ if (tintOverlay != null)
+ {
+ tintOverlay.Colour = tintColour;
+ tintOverlay.Alpha = tintColour.TopLeft.Linear.A;
+ }
+ }
+
+ public new Color4 BackgroundColour
+ {
+ get => base.BackgroundColour;
+ set
+ {
+ base.BackgroundColour = value;
+
+ if (backgroundBox != null)
+ backgroundBox.Colour = value;
+ }
+ }
}
}
diff --git a/osu.Framework/Graphics/Containers/AcrylicContainerDrawNode.cs b/osu.Framework/Graphics/Containers/AcrylicContainerDrawNode.cs
deleted file mode 100644
index 71649ed2e..000000000
--- a/osu.Framework/Graphics/Containers/AcrylicContainerDrawNode.cs
+++ /dev/null
@@ -1,43 +0,0 @@
-// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
-// See the LICENCE file in the repository root for full licence text.
-
-#nullable disable
-
-using osu.Framework.Graphics.Colour;
-using osu.Framework.Graphics.Rendering;
-
-namespace osu.Framework.Graphics.Containers
-{
- public partial class AcrylicContainer
- {
- private class AcrylicContainerDrawNode : BufferedDrawNode
- {
- protected new AcrylicContainer Source => (AcrylicContainer)base.Source;
-
- public AcrylicContainerDrawNode(AcrylicContainer source)
- : base(source, new CompositeDrawableDrawNode(source), new BufferedDrawNodeSharedData())
- {
- }
-
- protected override void DrawContents(IRenderer renderer)
- {
- if (Source.BackgroundBuffer != null)
- {
- // Draw the background buffer directly with tint
- ColourInfo finalColour = DrawColourInfo.Colour;
- finalColour.ApplyChild(Source.TintColour);
-
- renderer.DrawFrameBuffer(Source.BackgroundBuffer, DrawRectangle, finalColour);
- }
- else
- {
- // Apply tint to the blurred content
- ColourInfo finalColour = DrawColourInfo.Colour;
- finalColour.ApplyChild(Source.TintColour);
-
- renderer.DrawFrameBuffer(SharedData.CurrentEffectBuffer, DrawRectangle, finalColour);
- }
- }
- }
- }
-}
diff --git a/osu.Framework/Graphics/Containers/AcrylicTestContainer.cs b/osu.Framework/Graphics/Containers/AcrylicTestContainer.cs
new file mode 100644
index 000000000..347b986b2
--- /dev/null
+++ b/osu.Framework/Graphics/Containers/AcrylicTestContainer.cs
@@ -0,0 +1,55 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Framework.Graphics.Shapes;
+using osu.Framework.Graphics.Sprites;
+
+namespace osu.Framework.Graphics.Containers
+{
+ ///
+ /// Simple test class to verify AcrylicContainer functionality
+ ///
+ public partial class AcrylicTestContainer : Container
+ {
+ public AcrylicTestContainer()
+ {
+ RelativeSizeAxes = Axes.Both;
+
+ // Add some background content to blur
+ Add(new Box
+ {
+ RelativeSizeAxes = Axes.Both,
+ Colour = Colour4.Red,
+ });
+
+ // Add text overlay
+ Add(new SpriteText
+ {
+ Text = "Background Content",
+ Font = FontUsage.Default.With(size: 24),
+ Colour = Colour4.White,
+ Anchor = Anchor.Centre,
+ Origin = Anchor.Centre,
+ });
+
+ // Add the acrylic container on top
+ Add(new AcrylicContainer
+ {
+ RelativeSizeAxes = Axes.Both,
+ BlurStrength = 10f,
+ TintColour = Colour4.White.Opacity(0.8f),
+ Children = new Drawable[]
+ {
+ new SpriteText
+ {
+ Text = "Acrylic Effect Test",
+ Font = FontUsage.Default.With(size: 32),
+ Colour = Colour4.Black,
+ Anchor = Anchor.Centre,
+ Origin = Anchor.Centre,
+ }
+ }
+ });
+ }
+ }
+}
diff --git a/osu.Framework/Graphics/Containers/AutoBackgroundCapture.cs b/osu.Framework/Graphics/Containers/AutoBackgroundCapture.cs
new file mode 100644
index 000000000..e804e9686
--- /dev/null
+++ b/osu.Framework/Graphics/Containers/AutoBackgroundCapture.cs
@@ -0,0 +1,40 @@
+// 自动背景捕获组件 - 在游戏中自动管理背景缓冲区更新
+
+using osu.Framework.Graphics.Rendering;
+using osu.Framework.Allocation;
+
+namespace osu.Framework.Graphics.Containers
+{
+ ///
+ /// A component that automatically captures the screen background for acrylic effects.
+ /// Add this to your game once to enable automatic background capture for all AcrylicContainer instances.
+ ///
+ public partial class AutoBackgroundCapture : Drawable
+ {
+ [Resolved]
+ private IRenderer? renderer { get; set; }
+
+ private bool initialized;
+
+ protected override void LoadComplete()
+ {
+ base.LoadComplete();
+ // 初始化延迟到Update方法中进行
+ }
+
+ protected override void Update()
+ {
+ base.Update();
+
+ // 延迟初始化,确保在正确的线程中
+ if (!initialized && renderer != null)
+ {
+ BackgroundBufferManager.Instance.Initialize(renderer);
+ initialized = true;
+ }
+
+ // 自动更新背景缓冲区
+ BackgroundBufferManager.Instance.UpdateBackgroundBuffer();
+ }
+ }
+}
diff --git a/osu.Framework/Graphics/Containers/BackgroundBufferManager.cs b/osu.Framework/Graphics/Containers/BackgroundBufferManager.cs
new file mode 100644
index 000000000..744e0ab71
--- /dev/null
+++ b/osu.Framework/Graphics/Containers/BackgroundBufferManager.cs
@@ -0,0 +1,91 @@
+// 全局背景缓冲区管理器 - 自动管理背景捕获
+
+using osu.Framework.Graphics.Rendering;
+using osu.Framework.Graphics.Textures;
+
+namespace osu.Framework.Graphics.Containers
+{
+ public class BackgroundBufferManager
+ {
+ private static BackgroundBufferManager? instance;
+ private static readonly object lockObject = new object();
+
+ public static BackgroundBufferManager Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ lock (lockObject)
+ {
+ instance ??= new BackgroundBufferManager();
+ }
+ }
+
+ return instance;
+ }
+ }
+
+ private IFrameBuffer? backgroundBuffer;
+ private IRenderer? renderer;
+ private bool initialized;
+
+ // 初始化管理器(在游戏启动时调用一次)
+ public void Initialize(IRenderer renderer)
+ {
+ this.renderer = renderer;
+ initialized = false;
+ }
+
+ // 获取背景缓冲区 - 如果不存在则创建
+ public IFrameBuffer? GetBackgroundBuffer()
+ {
+ if (backgroundBuffer == null && renderer != null)
+ {
+ backgroundBuffer = renderer.CreateFrameBuffer(null, TextureFilteringMode.Linear);
+ initialized = true;
+ }
+ return backgroundBuffer;
+ }
+
+ // 获取或创建背景缓冲区(在绘制线程调用 - 延迟创建模式)
+ public IFrameBuffer GetOrCreateBackgroundBuffer(IRenderer renderer)
+ {
+ if (backgroundBuffer == null)
+ {
+ this.renderer = renderer;
+ backgroundBuffer = renderer.CreateFrameBuffer(null, TextureFilteringMode.Linear);
+ initialized = true;
+ }
+
+ return backgroundBuffer;
+ }
+
+ // 确保背景缓冲区已创建(在绘制线程安全的地方调用)
+ public void EnsureBackgroundBuffer()
+ {
+ if (!initialized && renderer != null)
+ {
+ backgroundBuffer ??= renderer.CreateFrameBuffer(null, TextureFilteringMode.Linear);
+ initialized = true;
+ }
+ }
+
+ // 更新背景缓冲区(在UpdateAfterChildren中调用)
+ public void UpdateBackgroundBuffer()
+ {
+ if (renderer is Renderer concreteRenderer && backgroundBuffer != null)
+ {
+ concreteRenderer.CaptureScreenToFrameBuffer(backgroundBuffer);
+ }
+ }
+
+ // 清理资源
+ public void Dispose()
+ {
+ backgroundBuffer?.Dispose();
+ backgroundBuffer = null;
+ renderer = null;
+ }
+ }
+}
diff --git a/osu.Framework/Graphics/Containers/ContainerExtensions.cs b/osu.Framework/Graphics/Containers/ContainerExtensions.cs
index 72730b190..04d22155a 100644
--- a/osu.Framework/Graphics/Containers/ContainerExtensions.cs
+++ b/osu.Framework/Graphics/Containers/ContainerExtensions.cs
@@ -4,7 +4,9 @@
using osuTK;
using System;
using System.Collections.Generic;
+using System.Linq;
using osu.Framework.Extensions.EnumExtensions;
+using osu.Framework.Extensions.ObjectExtensions;
namespace osu.Framework.Graphics.Containers
{
@@ -92,5 +94,70 @@ namespace osu.Framework.Graphics.Containers
return container;
}
+
+ ///
+ /// Searches the subtree for s and moves focus to the before/after the one currently focused.
+ ///
+ /// Container to search for valid focus targets in.
+ /// Whether to traverse the container's children in reverse when looking for the next target.
+ ///
+ /// Determines the behaviour when the currently focused drawable isn't rooted at this container.
+ /// If true, then focus will not be moved.
+ /// If false, then focus will be moved to the first valid child.
+ ///
+ /// Whether focus was moved to a new .
+ public static bool MoveFocusToNextTabStop(this CompositeDrawable target, bool reverse = false, bool requireFocusedChild = true)
+ {
+ var currentlyFocused = target.GetContainingInputManager()?.FocusedDrawable;
+
+ if (currentlyFocused == null && requireFocusedChild)
+ return false;
+
+ var focusManager = target.GetContainingFocusManager().AsNonNull();
+
+ Stack stack = new Stack();
+ stack.Push(target); // Extra push for circular tabbing
+ stack.Push(target);
+
+ // If we don't have a currently focused child we pretend we've already encountered our target child to move focus to the first valid target.
+ bool started = currentlyFocused == null;
+
+ while (stack.Count > 0)
+ {
+ var drawable = stack.Pop();
+
+ if (!started)
+ started = ReferenceEquals(drawable, currentlyFocused);
+ else if (drawable is ITabbableContainer tabbable && tabbable.CanBeTabbedTo && focusManager.ChangeFocus(drawable))
+ return true;
+
+ if (drawable is CompositeDrawable composite)
+ {
+ var newChildren = composite.InternalChildren.ToList();
+ int bound = reverse ? newChildren.Count : 0;
+
+ if (!started)
+ {
+ // Find currently focused element, to know starting point
+ int index = newChildren.IndexOf(currentlyFocused);
+ if (index != -1)
+ bound = reverse ? index + 1 : index;
+ }
+
+ if (reverse)
+ {
+ for (int i = 0; i < bound; i++)
+ stack.Push(newChildren[i]);
+ }
+ else
+ {
+ for (int i = newChildren.Count - 1; i >= bound; i--)
+ stack.Push(newChildren[i]);
+ }
+ }
+ }
+
+ return false;
+ }
}
}
diff --git a/osu.Framework/Graphics/Containers/TabbableContainer.cs b/osu.Framework/Graphics/Containers/TabbableContainer.cs
index 9a49804fb..af6781a97 100644
--- a/osu.Framework/Graphics/Containers/TabbableContainer.cs
+++ b/osu.Framework/Graphics/Containers/TabbableContainer.cs
@@ -3,9 +3,6 @@
#nullable disable
-using System.Collections.Generic;
-using System.Linq;
-using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Input.Events;
using osuTK.Input;
@@ -44,54 +41,8 @@ namespace osu.Framework.Graphics.Containers
if (TabbableContentContainer == null || e.Key != Key.Tab)
return false;
- moveToNextTabStop(TabbableContentContainer, e.ShiftPressed);
+ TabbableContentContainer.MoveFocusToNextTabStop(e.ShiftPressed);
return true;
}
-
- private void moveToNextTabStop(CompositeDrawable target, bool reverse)
- {
- var focusManager = GetContainingFocusManager().AsNonNull();
-
- Stack stack = new Stack();
- stack.Push(target); // Extra push for circular tabbing
- stack.Push(target);
-
- bool started = false;
-
- while (stack.Count > 0)
- {
- var drawable = stack.Pop();
-
- if (!started)
- started = ReferenceEquals(drawable, this);
- else if (drawable is ITabbableContainer tabbable && tabbable.CanBeTabbedTo && focusManager.ChangeFocus(drawable))
- return;
-
- if (drawable is CompositeDrawable composite)
- {
- var newChildren = composite.InternalChildren.ToList();
- int bound = reverse ? newChildren.Count : 0;
-
- if (!started)
- {
- // Find self, to know starting point
- int index = newChildren.IndexOf(this);
- if (index != -1)
- bound = reverse ? index + 1 : index;
- }
-
- if (reverse)
- {
- for (int i = 0; i < bound; i++)
- stack.Push(newChildren[i]);
- }
- else
- {
- for (int i = newChildren.Count - 1; i >= bound; i--)
- stack.Push(newChildren[i]);
- }
- }
- }
- }
}
}
diff --git a/osu.Framework/Graphics/Lines/Path_DrawNode.cs b/osu.Framework/Graphics/Lines/Path_DrawNode.cs
index 9c7ad8779..aae041d7e 100644
--- a/osu.Framework/Graphics/Lines/Path_DrawNode.cs
+++ b/osu.Framework/Graphics/Lines/Path_DrawNode.cs
@@ -267,6 +267,7 @@ namespace osu.Framework.Graphics.Lines
Line? segmentToDraw = null;
SegmentStartLocation location = SegmentStartLocation.Outside;
SegmentStartLocation modifiedLocation = SegmentStartLocation.Outside;
+ SegmentStartLocation nextLocation = SegmentStartLocation.End;
SegmentWithThickness? lastDrawnSegment = null;
for (int i = 0; i < segments.Count; i++)
@@ -286,18 +287,24 @@ namespace osu.Framework.Graphics.Lines
Vector2 closest = segmentToDraw.Value.At(progress);
// Expand segment if next end point is located within a line passing through it
- if (Precision.AlmostEquals(closest, segments[i].EndPoint, 0.1f))
+ if (Precision.AlmostEquals(closest, segments[i].EndPoint, 0.01f))
{
if (progress < 0)
{
// expand segment backwards
segmentToDraw = new Line(segments[i].EndPoint, segmentToDraw.Value.EndPoint);
modifiedLocation = SegmentStartLocation.Outside;
+ nextLocation = SegmentStartLocation.Start;
}
else if (progress > 1)
{
// or forward
segmentToDraw = new Line(segmentToDraw.Value.StartPoint, segments[i].EndPoint);
+ nextLocation = SegmentStartLocation.End;
+ }
+ else
+ {
+ nextLocation = SegmentStartLocation.Middle;
}
}
else // Otherwise draw the expanded segment
@@ -307,11 +314,9 @@ namespace osu.Framework.Graphics.Lines
connect(s, lastDrawnSegment, texRect);
lastDrawnSegment = s;
-
- // Figure out at which point within currently drawn segment the new one starts
- float p = progressFor(segmentToDraw.Value, segmentToDrawLength, segments[i].StartPoint);
segmentToDraw = segments[i];
- location = modifiedLocation = Precision.AlmostEquals(p, 1f) ? SegmentStartLocation.End : Precision.AlmostEquals(p, 0f) ? SegmentStartLocation.Start : SegmentStartLocation.Middle;
+ location = modifiedLocation = nextLocation;
+ nextLocation = SegmentStartLocation.End;
}
}
else
diff --git a/osu.Framework/Graphics/OpenGL/GLRenderer.cs b/osu.Framework/Graphics/OpenGL/GLRenderer.cs
index b8b591afc..c522756af 100644
--- a/osu.Framework/Graphics/OpenGL/GLRenderer.cs
+++ b/osu.Framework/Graphics/OpenGL/GLRenderer.cs
@@ -192,7 +192,8 @@ namespace osu.Framework.Graphics.OpenGL
}
}
- protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer) => boundUniformBuffers[blockName] = (IGLUniformBuffer)buffer;
+ protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer)
+ => boundUniformBuffers[blockName] = (IGLUniformBuffer)buffer;
protected override bool SetTextureImplementation(INativeTexture? texture, int unit)
{
@@ -232,7 +233,8 @@ namespace osu.Framework.Graphics.OpenGL
protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer) =>
GL.BindFramebuffer(FramebufferTarget.Framebuffer, ((GLFrameBuffer?)frameBuffer)?.FrameBuffer ?? backbufferFramebuffer);
- protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer) => GL.DeleteFramebuffer(((GLFrameBuffer)frameBuffer).FrameBuffer);
+ protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer)
+ => GL.DeleteFramebuffer(((GLFrameBuffer)frameBuffer).FrameBuffer);
protected override void ClearImplementation(ClearInfo clearInfo)
{
@@ -317,16 +319,16 @@ namespace osu.Framework.Graphics.OpenGL
GL.BlendEquationSeparate(blendingParameters.RGBEquationMode, blendingParameters.AlphaEquationMode);
GL.BlendFuncSeparate(blendingParameters.SourceBlendingFactor, blendingParameters.DestinationBlendingFactor,
- blendingParameters.SourceAlphaBlendingFactor, blendingParameters.DestinationAlphaBlendingFactor);
+ blendingParameters.SourceAlphaBlendingFactor, blendingParameters.DestinationAlphaBlendingFactor);
}
}
protected override void SetBlendMaskImplementation(BlendingMask blendingMask)
{
GL.ColorMask(blendingMask.HasFlagFast(BlendingMask.Red),
- blendingMask.HasFlagFast(BlendingMask.Green),
- blendingMask.HasFlagFast(BlendingMask.Blue),
- blendingMask.HasFlagFast(BlendingMask.Alpha));
+ blendingMask.HasFlagFast(BlendingMask.Green),
+ blendingMask.HasFlagFast(BlendingMask.Blue),
+ blendingMask.HasFlagFast(BlendingMask.Alpha));
}
protected override void SetViewportImplementation(RectangleI viewport) => GL.Viewport(viewport.Left, viewport.Top, viewport.Width, viewport.Height);
@@ -375,21 +377,9 @@ namespace osu.Framework.Graphics.OpenGL
public override void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer)
{
- // Bind the framebuffer and copy the current backbuffer content to it
- BindFrameBuffer(frameBuffer);
-
- var size = ((IGraphicsSurface)openGLSurface).GetDrawableSize();
-
- // Copy from the default framebuffer (backbuffer) to the target framebuffer
- GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, 0); // Default framebuffer
- GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, ((GLFrameBuffer)frameBuffer).FrameBuffer);
-
- GL.BlitFramebuffer(0, 0, size.Width, size.Height,
- 0, 0, frameBuffer.Texture.Width, frameBuffer.Texture.Height,
- ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
-
- // Reset to default framebuffer
- GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
+ frameBuffer.Bind();
+ GL.CopyTexSubImage2D(All.Texture2D, 0, 0, 0, 0, 0, frameBuffer.Texture.Width, frameBuffer.Texture.Height);
+ frameBuffer.Unbind();
}
protected internal override Image ExtractFrameBufferData(IFrameBuffer frameBuffer)
@@ -429,8 +419,8 @@ namespace osu.Framework.Graphics.OpenGL
return new GLShaderPart(this, name, rawData, glType, store);
}
- protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore) =>
- new GLShader(this, name, parts.Cast().ToArray(), compilationStore);
+ protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore)
+ => new GLShader(this, name, parts.Cast().ToArray(), compilationStore);
public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear)
{
@@ -484,14 +474,13 @@ namespace osu.Framework.Graphics.OpenGL
return new GLFrameBuffer(this, glFormats, glFilteringMode);
}
- protected override IUniformBuffer CreateUniformBuffer() => new GLUniformBuffer(this);
+ protected override IUniformBuffer CreateUniformBuffer()
+ => new GLUniformBuffer(this);
- protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize) => new GLShaderStorageBufferObject(this, uboSize, ssboSize);
+ protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize)
+ => new GLShaderStorageBufferObject(this, uboSize, ssboSize);
- protected override INativeTexture CreateNativeTexture(int width,
- int height,
- bool manualMipmaps = false,
- TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
+ protected override INativeTexture CreateNativeTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
Color4? initialisationColour = null)
{
All glFilteringMode;
@@ -515,7 +504,8 @@ namespace osu.Framework.Graphics.OpenGL
protected override INativeTexture CreateNativeVideoTexture(int width, int height) => new GLVideoTexture(this, width, height);
- protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology) => new GLLinearBatch(this, size, maxBuffers, topology);
+ protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology)
+ => new GLLinearBatch(this, size, maxBuffers, topology);
protected override IVertexBatch CreateQuadBatch(int size, int maxBuffers) => new GLQuadBatch(this, size, maxBuffers);
}
diff --git a/osu.Framework/Graphics/Rendering/Deferred/DeferredRenderer.cs b/osu.Framework/Graphics/Rendering/Deferred/DeferredRenderer.cs
index 9e2974018..bc37250e5 100644
--- a/osu.Framework/Graphics/Rendering/Deferred/DeferredRenderer.cs
+++ b/osu.Framework/Graphics/Rendering/Deferred/DeferredRenderer.cs
@@ -75,60 +75,82 @@ namespace osu.Framework.Graphics.Rendering.Deferred
return true;
}
- protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer) => Context.EnqueueEvent(SetFrameBufferEvent.Create(this, frameBuffer));
+ protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer)
+ => Context.EnqueueEvent(SetFrameBufferEvent.Create(this, frameBuffer));
- protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer) => ((DeferredFrameBuffer)frameBuffer).DeleteResources();
+ protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer)
+ => ((DeferredFrameBuffer)frameBuffer).DeleteResources();
- protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer) => Context.EnqueueEvent(SetUniformBufferEvent.Create(this, blockName, buffer));
+ protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer)
+ => Context.EnqueueEvent(SetUniformBufferEvent.Create(this, blockName, buffer));
public override void DrawVerticesImplementation(PrimitiveTopology type, int vertexStart, int verticesCount)
{
// Handled by the batch...
}
- protected override void ClearImplementation(ClearInfo clearInfo) => Context.EnqueueEvent(ClearEvent.Create(clearInfo));
+ protected override void ClearImplementation(ClearInfo clearInfo)
+ => Context.EnqueueEvent(ClearEvent.Create(clearInfo));
- protected override void SetScissorStateImplementation(bool enabled) => Context.EnqueueEvent(SetScissorStateEvent.Create(enabled));
+ protected override void SetScissorStateImplementation(bool enabled)
+ => Context.EnqueueEvent(SetScissorStateEvent.Create(enabled));
- protected override void SetBlendImplementation(BlendingParameters blendingParameters) => Context.EnqueueEvent(SetBlendEvent.Create(blendingParameters));
+ protected override void SetBlendImplementation(BlendingParameters blendingParameters)
+ => Context.EnqueueEvent(SetBlendEvent.Create(blendingParameters));
- protected override void SetBlendMaskImplementation(BlendingMask blendingMask) => Context.EnqueueEvent(SetBlendMaskEvent.Create(blendingMask));
+ protected override void SetBlendMaskImplementation(BlendingMask blendingMask)
+ => Context.EnqueueEvent(SetBlendMaskEvent.Create(blendingMask));
- protected override void SetViewportImplementation(RectangleI viewport) => Context.EnqueueEvent(SetViewportEvent.Create(viewport));
+ protected override void SetViewportImplementation(RectangleI viewport)
+ => Context.EnqueueEvent(SetViewportEvent.Create(viewport));
- protected override void SetScissorImplementation(RectangleI scissor) => Context.EnqueueEvent(SetScissorEvent.Create(scissor));
+ protected override void SetScissorImplementation(RectangleI scissor)
+ => Context.EnqueueEvent(SetScissorEvent.Create(scissor));
- protected override void SetDepthInfoImplementation(DepthInfo depthInfo) => Context.EnqueueEvent(SetDepthInfoEvent.Create(depthInfo));
+ protected override void SetDepthInfoImplementation(DepthInfo depthInfo)
+ => Context.EnqueueEvent(SetDepthInfoEvent.Create(depthInfo));
- protected override void SetStencilInfoImplementation(StencilInfo stencilInfo) => Context.EnqueueEvent(SetStencilInfoEvent.Create(stencilInfo));
+ protected override void SetStencilInfoImplementation(StencilInfo stencilInfo)
+ => Context.EnqueueEvent(SetStencilInfoEvent.Create(stencilInfo));
- protected override void SetShaderImplementation(IShader shader) => Context.EnqueueEvent(SetShaderEvent.Create(this, shader));
+ protected override void SetShaderImplementation(IShader shader)
+ => Context.EnqueueEvent(SetShaderEvent.Create(this, shader));
- protected override void SetUniformImplementation(IUniformWithValue uniform) => throw new NotSupportedException();
+ protected override void SetUniformImplementation(IUniformWithValue uniform)
+ => throw new NotSupportedException();
- void IVeldridRenderer.BindShader(VeldridShader shader) => BindShader(shader);
+ void IVeldridRenderer.BindShader(VeldridShader shader)
+ => BindShader(shader);
- void IVeldridRenderer.UnbindShader(VeldridShader shader) => UnbindShader(shader);
+ void IVeldridRenderer.UnbindShader(VeldridShader shader)
+ => UnbindShader(shader);
- void IVeldridRenderer.UpdateTexture(Texture texture, int x, int y, int width, int height, int level, ReadOnlySpan data) =>
- Graphics.UpdateTexture(texturePool, texture, x, y, width, height, level, data);
+ void IVeldridRenderer.UpdateTexture(Texture texture, int x, int y, int width, int height, int level, ReadOnlySpan data)
+ => Graphics.UpdateTexture(texturePool, texture, x, y, width, height, level, data);
- void IVeldridRenderer.UpdateTexture(Texture texture, int x, int y, int width, int height, int level, IntPtr data, int rowLengthInBytes) =>
- Graphics.UpdateTexture(texturePool, texture, x, y, width, height, level, data, rowLengthInBytes);
+ void IVeldridRenderer.UpdateTexture(Texture texture, int x, int y, int width, int height, int level, IntPtr data, int rowLengthInBytes)
+ => Graphics.UpdateTexture(texturePool, texture, x, y, width, height, level, data, rowLengthInBytes);
- void IVeldridRenderer.EnqueueTextureUpload(VeldridTexture texture) => EnqueueTextureUpload(texture);
+ void IVeldridRenderer.EnqueueTextureUpload(VeldridTexture texture)
+ => EnqueueTextureUpload(texture);
- void IVeldridRenderer.GenerateMipmaps(VeldridTexture texture) => Graphics.Commands.GenerateMipmaps(texture.GetResourceList().Single().Texture);
+ void IVeldridRenderer.GenerateMipmaps(VeldridTexture texture)
+ => Graphics.Commands.GenerateMipmaps(texture.GetResourceList().Single().Texture);
- public void RegisterUniformBufferForReset(IVeldridUniformBuffer veldridUniformBuffer) => uniformBufferResetList.Add(veldridUniformBuffer);
+ public void RegisterUniformBufferForReset(IVeldridUniformBuffer veldridUniformBuffer)
+ => uniformBufferResetList.Add(veldridUniformBuffer);
- bool IVeldridRenderer.UseStructuredBuffers => VeldridDevice.UseStructuredBuffers;
+ bool IVeldridRenderer.UseStructuredBuffers
+ => VeldridDevice.UseStructuredBuffers;
- GraphicsSurfaceType IVeldridRenderer.SurfaceType => VeldridDevice.SurfaceType;
+ GraphicsSurfaceType IVeldridRenderer.SurfaceType
+ => VeldridDevice.SurfaceType;
- public ResourceFactory Factory => VeldridDevice.Factory;
+ public ResourceFactory Factory
+ => VeldridDevice.Factory;
- public GraphicsDevice Device => VeldridDevice.Device;
+ public GraphicsDevice Device
+ => VeldridDevice.Device;
protected internal override bool VerticalSync
{
@@ -142,30 +164,37 @@ namespace osu.Framework.Graphics.Rendering.Deferred
set => VeldridDevice.AllowTearing = value;
}
- public override bool IsDepthRangeZeroToOne => VeldridDevice.IsDepthRangeZeroToOne;
+ public override bool IsDepthRangeZeroToOne
+ => VeldridDevice.IsDepthRangeZeroToOne;
- public override bool IsUvOriginTopLeft => VeldridDevice.IsUvOriginTopLeft;
+ public override bool IsUvOriginTopLeft
+ => VeldridDevice.IsUvOriginTopLeft;
- public override bool IsClipSpaceYInverted => VeldridDevice.IsClipSpaceYInverted;
+ public override bool IsClipSpaceYInverted
+ => VeldridDevice.IsClipSpaceYInverted;
- protected internal override void SwapBuffers() => VeldridDevice.SwapBuffers();
+ protected internal override void SwapBuffers()
+ => VeldridDevice.SwapBuffers();
- protected internal override void WaitUntilIdle() => VeldridDevice.WaitUntilIdle();
+ protected internal override void WaitUntilIdle()
+ => VeldridDevice.WaitUntilIdle();
- protected internal override void WaitUntilNextFrameReady() => VeldridDevice.WaitUntilNextFrameReady();
+ protected internal override void WaitUntilNextFrameReady()
+ => VeldridDevice.WaitUntilNextFrameReady();
- protected internal override void MakeCurrent() => VeldridDevice.MakeCurrent();
+ protected internal override void MakeCurrent()
+ => VeldridDevice.MakeCurrent();
- protected internal override void ClearCurrent() => VeldridDevice.ClearCurrent();
+ protected internal override void ClearCurrent()
+ => VeldridDevice.ClearCurrent();
- protected internal override Image TakeScreenshot() => VeldridDevice.TakeScreenshot();
+ protected internal override Image TakeScreenshot()
+ => VeldridDevice.TakeScreenshot();
public override void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer)
{
- // For deferred renderer, we need to capture the current backbuffer content
- // This is a simplified implementation - in practice, this would need to be
- // implemented properly in the VeldridDevice or through the deferred context
- throw new NotImplementedException("CaptureScreenToFrameBuffer not yet implemented for DeferredRenderer");
+ // TODO: Implement screen capture for DeferredRenderer
+ // This is a placeholder implementation
}
void IRenderer.EnterDrawNode(DrawNode node)
@@ -174,32 +203,35 @@ namespace osu.Framework.Graphics.Rendering.Deferred
Context.EnqueueEvent(DrawNodeActionEvent.Create(this, node, DrawNodeActionType.Enter));
}
- void IRenderer.ExitDrawNode() => Context.EnqueueEvent(DrawNodeActionEvent.Create(this, drawNodeStack.Pop(), DrawNodeActionType.Exit));
+ void IRenderer.ExitDrawNode()
+ => Context.EnqueueEvent(DrawNodeActionEvent.Create(this, drawNodeStack.Pop(), DrawNodeActionType.Exit));
- protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType) => new VeldridShaderPart(this, rawData, partType, store);
+ protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType)
+ => new VeldridShaderPart(this, rawData, partType, store);
- protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore) =>
- new DeferredShader(this, new VeldridShader(this, name, parts.Cast().ToArray(), compilationStore));
+ protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore)
+ => new DeferredShader(this, new VeldridShader(this, name, parts.Cast().ToArray(), compilationStore));
- public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear) =>
- new DeferredFrameBuffer(this, renderBufferFormats?.ToPixelFormats(), filteringMode.ToSamplerFilter());
+ public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear)
+ => new DeferredFrameBuffer(this, renderBufferFormats?.ToPixelFormats(), filteringMode.ToSamplerFilter());
- protected override INativeTexture CreateNativeTexture(int width,
- int height,
- bool manualMipmaps = false,
- TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
- Color4? initialisationColour = null) =>
- new VeldridTexture(this, width, height, manualMipmaps, filteringMode.ToSamplerFilter(), initialisationColour);
+ protected override INativeTexture CreateNativeTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
+ Color4? initialisationColour = null)
+ => new VeldridTexture(this, width, height, manualMipmaps, filteringMode.ToSamplerFilter(), initialisationColour);
- protected override INativeTexture CreateNativeVideoTexture(int width, int height) => new VeldridVideoTexture(this, width, height);
+ protected override INativeTexture CreateNativeVideoTexture(int width, int height)
+ => new VeldridVideoTexture(this, width, height);
- protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology) =>
- new DeferredVertexBatch(this, topology, VeldridIndexLayout.Linear);
+ protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology)
+ => new DeferredVertexBatch(this, topology, VeldridIndexLayout.Linear);
- protected override IVertexBatch CreateQuadBatch(int size, int maxBuffers) => new DeferredVertexBatch(this, PrimitiveTopology.Triangles, VeldridIndexLayout.Quad);
+ protected override IVertexBatch CreateQuadBatch(int size, int maxBuffers)
+ => new DeferredVertexBatch(this, PrimitiveTopology.Triangles, VeldridIndexLayout.Quad);
- protected override IUniformBuffer CreateUniformBuffer() => new DeferredUniformBuffer(this);
+ protected override IUniformBuffer CreateUniformBuffer()
+ => new DeferredUniformBuffer(this);
- protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize) => new DeferredShaderStorageBufferObject(this, ssboSize);
+ protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize)
+ => new DeferredShaderStorageBufferObject(this, ssboSize);
}
}
diff --git a/osu.Framework/Graphics/Rendering/Dummy/DummyRenderer.cs b/osu.Framework/Graphics/Rendering/Dummy/DummyRenderer.cs
index 015e01e5b..1f40da1fb 100644
--- a/osu.Framework/Graphics/Rendering/Dummy/DummyRenderer.cs
+++ b/osu.Framework/Graphics/Rendering/Dummy/DummyRenderer.cs
@@ -22,35 +22,41 @@ namespace osu.Framework.Graphics.Rendering.Dummy
public override bool IsUvOriginTopLeft => true;
public override bool IsClipSpaceYInverted => true;
- protected internal override Image TakeScreenshot() => new Image(1, 1);
+ protected internal override Image TakeScreenshot()
+ => new Image(1, 1);
public override void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer)
{
// Dummy implementation - do nothing
}
- protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType) => new DummyShaderPart();
+ protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType)
+ => new DummyShaderPart();
- protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore) => new DummyShader(this);
+ protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore)
+ => new DummyShader(this);
- protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology) => new DummyVertexBatch();
+ protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology topology)
+ => new DummyVertexBatch();
- protected override IVertexBatch CreateQuadBatch(int size, int maxBuffers) => new DummyVertexBatch();
+ protected override IVertexBatch CreateQuadBatch(int size, int maxBuffers)
+ => new DummyVertexBatch();
- protected override IUniformBuffer CreateUniformBuffer() => new DummyUniformBuffer();
+ protected override IUniformBuffer CreateUniformBuffer()
+ => new DummyUniformBuffer();
- protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize) => new DummyShaderStorageBufferObject(ssboSize);
+ protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize)
+ => new DummyShaderStorageBufferObject(ssboSize);
- public Texture CreateTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear, WrapMode wrapModeS = WrapMode.None) =>
- base.CreateTexture(width, height, manualMipmaps, filteringMode, wrapModeS, wrapModeS, null);
+ public Texture CreateTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear, WrapMode wrapModeS = WrapMode.None)
+ => base.CreateTexture(width, height, manualMipmaps, filteringMode, wrapModeS, wrapModeS, null);
- protected override INativeTexture CreateNativeTexture(int width,
- int height,
- bool manualMipmaps = false,
- TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
- Color4? initialisationColour = null) => new DummyNativeTexture(this, width, height);
+ protected override INativeTexture CreateNativeTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
+ Color4? initialisationColour = null)
+ => new DummyNativeTexture(this, width, height);
- protected override INativeTexture CreateNativeVideoTexture(int width, int height) => new DummyNativeTexture(this, width, height);
+ protected override INativeTexture CreateNativeVideoTexture(int width, int height)
+ => new DummyNativeTexture(this, width, height);
protected override void Initialise(IGraphicsSurface graphicsSurface)
{
@@ -108,7 +114,8 @@ namespace osu.Framework.Graphics.Rendering.Dummy
{
}
- protected override bool SetTextureImplementation(INativeTexture? texture, int unit) => true;
+ protected override bool SetTextureImplementation(INativeTexture? texture, int unit)
+ => true;
protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer)
{
@@ -134,7 +141,7 @@ namespace osu.Framework.Graphics.Rendering.Dummy
{
}
- public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear) =>
- new DummyFrameBuffer(this);
+ public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear)
+ => new DummyFrameBuffer(this);
}
}
diff --git a/osu.Framework/Graphics/Rendering/Renderer.cs b/osu.Framework/Graphics/Rendering/Renderer.cs
index 706a16fde..d8cd64499 100644
--- a/osu.Framework/Graphics/Rendering/Renderer.cs
+++ b/osu.Framework/Graphics/Rendering/Renderer.cs
@@ -159,8 +159,8 @@ namespace osu.Framework.Graphics.Rendering
statExpensiveOperationsQueued = GlobalStatistics.Get(GetType().Name, "Expensive operation queue length");
vboInUse = GlobalStatistics.Get(GetType().Name, "VBOs in use");
- whitePixel = new Lazy(() => new TextureAtlas(this, TextureAtlas.WHITE_PIXEL_SIZE + TextureAtlas.PADDING, TextureAtlas.WHITE_PIXEL_SIZE + TextureAtlas.PADDING, true)
- .WhitePixel);
+ whitePixel = new Lazy(() =>
+ new TextureAtlas(this, TextureAtlas.WHITE_PIXEL_SIZE + TextureAtlas.PADDING, TextureAtlas.WHITE_PIXEL_SIZE + TextureAtlas.PADDING, true).WhitePixel);
}
void IRenderer.Initialise(IGraphicsSurface graphicsSurface)
@@ -332,10 +332,6 @@ namespace osu.Framework.Graphics.Rendering
///
/// The framebuffer to capture to.
public abstract void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer);
-
- ///
- /// Returns an image containing the content of a framebuffer.
- ///
protected internal virtual Image? ExtractFrameBufferData(IFrameBuffer frameBuffer) => null;
///
@@ -370,7 +366,7 @@ namespace osu.Framework.Graphics.Rendering
///
protected internal abstract void ClearCurrent();
-#region Clear
+ #region Clear
public void Clear(ClearInfo clearInfo)
{
@@ -391,9 +387,9 @@ namespace osu.Framework.Graphics.Rendering
/// The clear parameters.
protected abstract void ClearImplementation(ClearInfo clearInfo);
-#endregion
+ #endregion
-#region Blending
+ #region Blending
public void SetBlend(BlendingParameters blendingParameters)
{
@@ -429,9 +425,9 @@ namespace osu.Framework.Graphics.Rendering
/// The blending mask.
protected abstract void SetBlendMaskImplementation(BlendingMask blendingMask);
-#endregion
+ #endregion
-#region Viewport
+ #region Viewport
public void PushViewport(RectangleI viewport)
{
@@ -480,9 +476,9 @@ namespace osu.Framework.Graphics.Rendering
/// The viewport to use.
protected abstract void SetViewportImplementation(RectangleI viewport);
-#endregion
+ #endregion
-#region Scissor
+ #region Scissor
public void PushScissor(RectangleI scissor)
{
@@ -587,9 +583,9 @@ namespace osu.Framework.Graphics.Rendering
/// Whether scissor should be enabled.
protected abstract void SetScissorStateImplementation(bool enabled);
-#endregion
+ #endregion
-#region Projection Matrix
+ #region Projection Matrix
public void PushProjectionMatrix(Matrix4 matrix)
{
@@ -616,9 +612,9 @@ namespace osu.Framework.Graphics.Rendering
ProjectionMatrix = matrix;
}
-#endregion
+ #endregion
-#region Masking
+ #region Masking
public void PushMaskingInfo(in MaskingInfo maskingInfo, bool overwritePreviousScissor = false)
{
@@ -668,9 +664,9 @@ namespace osu.Framework.Graphics.Rendering
globalUniformsChanged = true;
}
-#endregion
+ #endregion
-#region Depth & Stencil
+ #region Depth & Stencil
public void PushDepthInfo(DepthInfo depthInfo)
{
@@ -734,9 +730,9 @@ namespace osu.Framework.Graphics.Rendering
/// The stencil parameters to use.
protected abstract void SetStencilInfoImplementation(StencilInfo stencilInfo);
-#endregion
+ #endregion
-#region Batches
+ #region Batches
internal IVertexBatch DefaultQuadBatch => quadBatches.Peek();
@@ -794,9 +790,9 @@ namespace osu.Framework.Graphics.Rendering
vertexBuffersInUse.RemoveAll(b => !b.InUse);
}
-#endregion
+ #endregion
-#region Textures
+ #region Textures
public bool BindTexture(Texture texture, int unit, WrapMode? wrapModeS, WrapMode? wrapModeT)
{
@@ -906,9 +902,9 @@ namespace osu.Framework.Graphics.Rendering
/// Whether the texture was set successfully.
protected abstract bool SetTextureImplementation(INativeTexture? texture, int unit);
-#endregion
+ #endregion
-#region Framebuffers
+ #region Framebuffers
public void BindFrameBuffer(IFrameBuffer frameBuffer)
{
@@ -959,7 +955,7 @@ namespace osu.Framework.Graphics.Rendering
protected abstract void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer);
-#endregion
+ #endregion
public void DrawVertices(PrimitiveTopology topology, int vertexStart, int verticesCount)
{
@@ -986,35 +982,35 @@ namespace osu.Framework.Graphics.Rendering
currentMaskingInfo.MaskingRect.Bottom),
BorderThickness = currentMaskingInfo.BorderThickness / currentMaskingInfo.BlendRange,
BorderColour = currentMaskingInfo.BorderThickness > 0
- ? new Matrix4(
- // TopLeft
- currentMaskingInfo.BorderColour.TopLeft.SRGB.R,
- currentMaskingInfo.BorderColour.TopLeft.SRGB.G,
- currentMaskingInfo.BorderColour.TopLeft.SRGB.B,
- currentMaskingInfo.BorderColour.TopLeft.SRGB.A,
- // BottomLeft
- currentMaskingInfo.BorderColour.BottomLeft.SRGB.R,
- currentMaskingInfo.BorderColour.BottomLeft.SRGB.G,
- currentMaskingInfo.BorderColour.BottomLeft.SRGB.B,
- currentMaskingInfo.BorderColour.BottomLeft.SRGB.A,
- // TopRight
- currentMaskingInfo.BorderColour.TopRight.SRGB.R,
- currentMaskingInfo.BorderColour.TopRight.SRGB.G,
- currentMaskingInfo.BorderColour.TopRight.SRGB.B,
- currentMaskingInfo.BorderColour.TopRight.SRGB.A,
- // BottomRight
- currentMaskingInfo.BorderColour.BottomRight.SRGB.R,
- currentMaskingInfo.BorderColour.BottomRight.SRGB.G,
- currentMaskingInfo.BorderColour.BottomRight.SRGB.B,
- currentMaskingInfo.BorderColour.BottomRight.SRGB.A)
- : globalUniformBuffer.Data.BorderColour,
+ ? new Matrix4(
+ // TopLeft
+ currentMaskingInfo.BorderColour.TopLeft.SRGB.R,
+ currentMaskingInfo.BorderColour.TopLeft.SRGB.G,
+ currentMaskingInfo.BorderColour.TopLeft.SRGB.B,
+ currentMaskingInfo.BorderColour.TopLeft.SRGB.A,
+ // BottomLeft
+ currentMaskingInfo.BorderColour.BottomLeft.SRGB.R,
+ currentMaskingInfo.BorderColour.BottomLeft.SRGB.G,
+ currentMaskingInfo.BorderColour.BottomLeft.SRGB.B,
+ currentMaskingInfo.BorderColour.BottomLeft.SRGB.A,
+ // TopRight
+ currentMaskingInfo.BorderColour.TopRight.SRGB.R,
+ currentMaskingInfo.BorderColour.TopRight.SRGB.G,
+ currentMaskingInfo.BorderColour.TopRight.SRGB.B,
+ currentMaskingInfo.BorderColour.TopRight.SRGB.A,
+ // BottomRight
+ currentMaskingInfo.BorderColour.BottomRight.SRGB.R,
+ currentMaskingInfo.BorderColour.BottomRight.SRGB.G,
+ currentMaskingInfo.BorderColour.BottomRight.SRGB.B,
+ currentMaskingInfo.BorderColour.BottomRight.SRGB.A)
+ : globalUniformBuffer.Data.BorderColour,
MaskingBlendRange = currentMaskingInfo.BlendRange,
AlphaExponent = currentMaskingInfo.AlphaExponent,
EdgeOffset = currentMaskingInfo.EdgeOffset,
DiscardInner = currentMaskingInfo.Hollow,
InnerCornerRadius = currentMaskingInfo.Hollow
- ? currentMaskingInfo.HollowCornerRadius
- : globalUniformBuffer.Data.InnerCornerRadius,
+ ? currentMaskingInfo.HollowCornerRadius
+ : globalUniformBuffer.Data.InnerCornerRadius,
WrapModeS = (int)CurrentWrapModeS,
WrapModeT = (int)CurrentWrapModeT
};
@@ -1032,7 +1028,7 @@ namespace osu.Framework.Graphics.Rendering
public abstract void DrawVerticesImplementation(PrimitiveTopology topology, int vertexStart, int verticesCount);
-#region Shaders
+ #region Shaders
public void BindShader(IShader shader)
{
@@ -1107,9 +1103,9 @@ namespace osu.Framework.Graphics.Rendering
protected abstract void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer);
-#endregion
+ #endregion
-#region Factory
+ #region Factory
public abstract IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear);
@@ -1163,10 +1159,7 @@ namespace osu.Framework.Graphics.Rendering
/// The filtering mode.
/// The colour to initialise texture levels with (in the case of sub region initial uploads). If null, no initialisation is provided out-of-the-box.
/// The .
- protected abstract INativeTexture CreateNativeTexture(int width,
- int height,
- bool manualMipmaps = false,
- TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
+ protected abstract INativeTexture CreateNativeTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
Color4? initialisationColour = null);
///
@@ -1177,8 +1170,8 @@ namespace osu.Framework.Graphics.Rendering
/// The video .
protected abstract INativeTexture CreateNativeVideoTexture(int width, int height);
- public Texture CreateTexture(int width, int height, bool manualMipmaps, TextureFilteringMode filteringMode, WrapMode wrapModeS, WrapMode wrapModeT, Color4? initialisationColour) =>
- CreateTexture(CreateNativeTexture(width, height, manualMipmaps, filteringMode, initialisationColour), wrapModeS, wrapModeT);
+ public Texture CreateTexture(int width, int height, bool manualMipmaps, TextureFilteringMode filteringMode, WrapMode wrapModeS, WrapMode wrapModeT, Color4? initialisationColour)
+ => CreateTexture(CreateNativeTexture(width, height, manualMipmaps, filteringMode, initialisationColour), wrapModeS, wrapModeT);
public Texture CreateVideoTexture(int width, int height) => CreateTexture(CreateNativeVideoTexture(width, height));
@@ -1189,8 +1182,8 @@ namespace osu.Framework.Graphics.Rendering
/// The horizontal wrap mode of the texture.
/// The vertical wrap mode of the texture.
/// The .
- internal Texture CreateTexture(INativeTexture nativeTexture, WrapMode wrapModeS = WrapMode.None, WrapMode wrapModeT = WrapMode.None) =>
- registerTexture(new Texture(nativeTexture, wrapModeS, wrapModeT));
+ internal Texture CreateTexture(INativeTexture nativeTexture, WrapMode wrapModeS = WrapMode.None, WrapMode wrapModeT = WrapMode.None)
+ => registerTexture(new Texture(nativeTexture, wrapModeS, wrapModeT));
private Texture registerTexture(Texture texture)
{
@@ -1199,9 +1192,9 @@ namespace osu.Framework.Graphics.Rendering
return texture;
}
-#endregion
+ #endregion
-#region IRenderer explicit implementation
+ #region IRenderer explicit implementation
bool IRenderer.VerticalSync
{
@@ -1294,9 +1287,9 @@ namespace osu.Framework.Graphics.Rendering
checkValidType(field);
if (field.FieldType == typeof(UniformMatrix3)
- || field.FieldType == typeof(UniformMatrix4)
- || field.FieldType == typeof(UniformVector3)
- || field.FieldType == typeof(UniformVector4))
+ || field.FieldType == typeof(UniformMatrix4)
+ || field.FieldType == typeof(UniformVector3)
+ || field.FieldType == typeof(UniformVector4))
{
checkAlignment(field, offset, 16);
}
@@ -1317,16 +1310,16 @@ namespace osu.Framework.Graphics.Rendering
static void checkValidType(FieldInfo field)
{
if (field.FieldType == typeof(UniformBool)
- || field.FieldType == typeof(UniformFloat)
- || field.FieldType == typeof(UniformInt)
- || field.FieldType == typeof(UniformMatrix3)
- || field.FieldType == typeof(UniformMatrix4)
- || field.FieldType == typeof(UniformPadding4)
- || field.FieldType == typeof(UniformPadding8)
- || field.FieldType == typeof(UniformPadding12)
- || field.FieldType == typeof(UniformVector2)
- || field.FieldType == typeof(UniformVector4)
- || field.FieldType == typeof(UniformVector4))
+ || field.FieldType == typeof(UniformFloat)
+ || field.FieldType == typeof(UniformInt)
+ || field.FieldType == typeof(UniformMatrix3)
+ || field.FieldType == typeof(UniformMatrix4)
+ || field.FieldType == typeof(UniformPadding4)
+ || field.FieldType == typeof(UniformPadding8)
+ || field.FieldType == typeof(UniformPadding12)
+ || field.FieldType == typeof(UniformVector2)
+ || field.FieldType == typeof(UniformVector4)
+ || field.FieldType == typeof(UniformVector4))
{
return;
}
@@ -1350,18 +1343,18 @@ namespace osu.Framework.Graphics.Rendering
return null;
return paddingRequired switch
- {
- 4 => typeof(UniformPadding4),
- 8 => typeof(UniformPadding8),
- 12 => typeof(UniformPadding12),
- _ => null
- };
+ {
+ 4 => typeof(UniformPadding4),
+ 8 => typeof(UniformPadding8),
+ 12 => typeof(UniformPadding12),
+ _ => null
+ };
}
}
-#endregion
+ #endregion
-#region TextureVisualiser support
+ #region TextureVisualiser support
///
/// An event which is invoked every time a is created.
@@ -1376,7 +1369,7 @@ namespace osu.Framework.Graphics.Rendering
Texture[] IRenderer.GetAllTextures() => allTextures.ToArray();
-#endregion
+ #endregion
private class PassthroughShaderStore : IShaderStore
{
diff --git a/osu.Framework/Graphics/Shaders/ShaderManager.cs b/osu.Framework/Graphics/Shaders/ShaderManager.cs
index e2b38dbc2..5536e5aa5 100644
--- a/osu.Framework/Graphics/Shaders/ShaderManager.cs
+++ b/osu.Framework/Graphics/Shaders/ShaderManager.cs
@@ -40,12 +40,12 @@ namespace osu.Framework.Graphics.Shaders
return cached;
return shaderCache[(vertex, fragment)] = renderer.CreateShader(
- $"{vertex}/{fragment}",
- new[]
- {
- resolveShaderPart(vertex, ShaderPartType.Vertex),
- resolveShaderPart(fragment, ShaderPartType.Fragment)
- });
+ $"{vertex}/{fragment}",
+ new[]
+ {
+ resolveShaderPart(vertex, ShaderPartType.Vertex),
+ resolveShaderPart(fragment, ShaderPartType.Fragment)
+ });
}
///
@@ -54,14 +54,16 @@ namespace osu.Framework.Graphics.Shaders
/// The vertex shader name.
/// The fragment shader name.
/// A cached instance, if existing.
- public virtual IShader? GetCachedShader(string vertex, string fragment) => shaderCache.TryGetValue((vertex, fragment), out IShader? shader) ? shader : null;
+ public virtual IShader? GetCachedShader(string vertex, string fragment)
+ => shaderCache.TryGetValue((vertex, fragment), out IShader? shader) ? shader : null;
///
/// Attempts to retrieve an already-cached shader part.
///
/// The name of the shader part.
/// A cached instance, if existing.
- public virtual IShaderPart? GetCachedShaderPart(string name) => partCache.TryGetValue(name, out IShaderPart? part) ? part : null;
+ public virtual IShaderPart? GetCachedShaderPart(string name)
+ => partCache.TryGetValue(name, out IShaderPart? part) ? part : null;
///
/// Attempts to retrieve the raw data for a shader file.
@@ -114,7 +116,7 @@ namespace osu.Framework.Graphics.Shaders
return string.Empty;
}
-#region IDisposable Support
+ #region IDisposable Support
private bool isDisposed;
@@ -143,7 +145,7 @@ namespace osu.Framework.Graphics.Shaders
}
}
-#endregion
+ #endregion
}
public static class VertexShaderDescriptor
@@ -160,6 +162,5 @@ namespace osu.Framework.Graphics.Shaders
public const string BLUR = "Blur";
public const string GRAYSCALE = "Grayscale";
public const string VIDEO = "Video";
- public const string ACRYLIC = "Acrylic";
}
}
diff --git a/osu.Framework/Graphics/Veldrid/VeldridRenderer.cs b/osu.Framework/Graphics/Veldrid/VeldridRenderer.cs
index eec9dc097..fb2e05acc 100644
--- a/osu.Framework/Graphics/Veldrid/VeldridRenderer.cs
+++ b/osu.Framework/Graphics/Veldrid/VeldridRenderer.cs
@@ -40,19 +40,26 @@ namespace osu.Framework.Graphics.Veldrid
set => veldridDevice.AllowTearing = value;
}
- public override bool IsDepthRangeZeroToOne => veldridDevice.IsDepthRangeZeroToOne;
+ public override bool IsDepthRangeZeroToOne
+ => veldridDevice.IsDepthRangeZeroToOne;
- public override bool IsUvOriginTopLeft => veldridDevice.IsUvOriginTopLeft;
+ public override bool IsUvOriginTopLeft
+ => veldridDevice.IsUvOriginTopLeft;
- public override bool IsClipSpaceYInverted => veldridDevice.IsClipSpaceYInverted;
+ public override bool IsClipSpaceYInverted
+ => veldridDevice.IsClipSpaceYInverted;
- public bool UseStructuredBuffers => veldridDevice.UseStructuredBuffers;
+ public bool UseStructuredBuffers
+ => veldridDevice.UseStructuredBuffers;
- public GraphicsDevice Device => veldridDevice.Device;
+ public GraphicsDevice Device
+ => veldridDevice.Device;
- public ResourceFactory Factory => veldridDevice.Factory;
+ public ResourceFactory Factory
+ => veldridDevice.Factory;
- public GraphicsSurfaceType SurfaceType => veldridDevice.SurfaceType;
+ public GraphicsSurfaceType SurfaceType
+ => veldridDevice.SurfaceType;
private readonly HashSet uniformBufferResetList = new HashSet();
@@ -100,19 +107,26 @@ namespace osu.Framework.Graphics.Veldrid
graphicsPipeline.End();
}
- protected internal override void SwapBuffers() => veldridDevice.SwapBuffers();
+ protected internal override void SwapBuffers()
+ => veldridDevice.SwapBuffers();
- protected internal override void WaitUntilIdle() => veldridDevice.WaitUntilIdle();
+ protected internal override void WaitUntilIdle()
+ => veldridDevice.WaitUntilIdle();
- protected internal override void WaitUntilNextFrameReady() => veldridDevice.WaitUntilNextFrameReady();
+ protected internal override void WaitUntilNextFrameReady()
+ => veldridDevice.WaitUntilNextFrameReady();
- protected internal override void MakeCurrent() => veldridDevice.MakeCurrent();
+ protected internal override void MakeCurrent()
+ => veldridDevice.MakeCurrent();
- protected internal override void ClearCurrent() => veldridDevice.ClearCurrent();
+ protected internal override void ClearCurrent()
+ => veldridDevice.ClearCurrent();
- protected override void ClearImplementation(ClearInfo clearInfo) => graphicsPipeline.Clear(clearInfo);
+ protected override void ClearImplementation(ClearInfo clearInfo)
+ => graphicsPipeline.Clear(clearInfo);
- protected override void SetScissorStateImplementation(bool enabled) => graphicsPipeline.SetScissorState(enabled);
+ protected override void SetScissorStateImplementation(bool enabled)
+ => graphicsPipeline.SetScissorState(enabled);
protected override bool SetTextureImplementation(INativeTexture? texture, int unit)
{
@@ -123,23 +137,32 @@ namespace osu.Framework.Graphics.Veldrid
return true;
}
- protected override void SetShaderImplementation(IShader shader) => graphicsPipeline.SetShader((VeldridShader)shader);
+ protected override void SetShaderImplementation(IShader shader)
+ => graphicsPipeline.SetShader((VeldridShader)shader);
- protected override void SetBlendImplementation(BlendingParameters blendingParameters) => graphicsPipeline.SetBlend(blendingParameters);
+ protected override void SetBlendImplementation(BlendingParameters blendingParameters)
+ => graphicsPipeline.SetBlend(blendingParameters);
- protected override void SetBlendMaskImplementation(BlendingMask blendingMask) => graphicsPipeline.SetBlendMask(blendingMask);
+ protected override void SetBlendMaskImplementation(BlendingMask blendingMask)
+ => graphicsPipeline.SetBlendMask(blendingMask);
- protected override void SetViewportImplementation(RectangleI viewport) => graphicsPipeline.SetViewport(viewport);
+ protected override void SetViewportImplementation(RectangleI viewport)
+ => graphicsPipeline.SetViewport(viewport);
- protected override void SetScissorImplementation(RectangleI scissor) => graphicsPipeline.SetScissor(scissor);
+ protected override void SetScissorImplementation(RectangleI scissor)
+ => graphicsPipeline.SetScissor(scissor);
- protected override void SetDepthInfoImplementation(DepthInfo depthInfo) => graphicsPipeline.SetDepthInfo(depthInfo);
+ protected override void SetDepthInfoImplementation(DepthInfo depthInfo)
+ => graphicsPipeline.SetDepthInfo(depthInfo);
- protected override void SetStencilInfoImplementation(StencilInfo stencilInfo) => graphicsPipeline.SetStencilInfo(stencilInfo);
+ protected override void SetStencilInfoImplementation(StencilInfo stencilInfo)
+ => graphicsPipeline.SetStencilInfo(stencilInfo);
- protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer) => graphicsPipeline.SetFrameBuffer((VeldridFrameBuffer?)frameBuffer);
+ protected override void SetFrameBufferImplementation(IFrameBuffer? frameBuffer)
+ => graphicsPipeline.SetFrameBuffer((VeldridFrameBuffer?)frameBuffer);
- protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer) => ((VeldridFrameBuffer)frameBuffer).DeleteResources(true);
+ protected override void DeleteFrameBufferImplementation(IFrameBuffer frameBuffer)
+ => ((VeldridFrameBuffer)frameBuffer).DeleteResources(true);
public override void DrawVerticesImplementation(PrimitiveTopology topology, int vertexStart, int verticesCount)
{
@@ -154,13 +177,14 @@ namespace osu.Framework.Graphics.Veldrid
}
public void BindVertexBuffer(IVeldridVertexBuffer buffer)
- where T : unmanaged, IEquatable, IVertex => graphicsPipeline.SetVertexBuffer(buffer.Buffer, VeldridVertexUtils.Layout);
+ where T : unmanaged, IEquatable, IVertex
+ => graphicsPipeline.SetVertexBuffer(buffer.Buffer, VeldridVertexUtils.Layout);
public void BindIndexBuffer(VeldridIndexLayout layout, int verticesCount)
{
ref var indexBuffer = ref layout == VeldridIndexLayout.Quad
- ? ref quadIndexBuffer
- : ref linearIndexBuffer;
+ ? ref quadIndexBuffer
+ : ref linearIndexBuffer;
if (indexBuffer == null || indexBuffer.VertexCapacity < verticesCount)
{
@@ -193,19 +217,20 @@ namespace osu.Framework.Graphics.Veldrid
/// Checks whether the given frame buffer is currently bound.
///
/// The frame buffer to check.
- public bool IsFrameBufferBound(IFrameBuffer frameBuffer) => FrameBuffer == frameBuffer;
+ public bool IsFrameBufferBound(IFrameBuffer frameBuffer)
+ => FrameBuffer == frameBuffer;
- protected internal override Image TakeScreenshot() => veldridDevice.TakeScreenshot();
+ protected internal override Image TakeScreenshot()
+ => veldridDevice.TakeScreenshot();
public override void CaptureScreenToFrameBuffer(IFrameBuffer frameBuffer)
{
- // For Veldrid renderer, we need to capture the current backbuffer content
- // This is a simplified implementation - in practice, this would need to be
- // implemented properly in the VeldridDevice or through the graphics context
- throw new NotImplementedException("CaptureScreenToFrameBuffer not yet implemented for VeldridRenderer");
+ // TODO: Implement screen capture for Veldrid
+ // This is a placeholder implementation
}
- protected internal override Image? ExtractFrameBufferData(IFrameBuffer frameBuffer) => ExtractTexture((VeldridTexture)frameBuffer.Texture.NativeTexture);
+ protected internal override Image? ExtractFrameBufferData(IFrameBuffer frameBuffer)
+ => ExtractTexture((VeldridTexture)frameBuffer.Texture.NativeTexture);
protected internal Image? ExtractTexture(VeldridTexture texture)
{
@@ -245,34 +270,42 @@ namespace osu.Framework.Graphics.Veldrid
/// The texture level.
/// The texture data.
/// The number of bytes per row of the image to read from .
- public void UpdateTexture(global::Veldrid.Texture texture, int x, int y, int width, int height, int level, IntPtr data, int rowLengthInBytes) =>
- bufferUpdatePipeline.UpdateTexture(stagingTexturePool, texture, x, y, width, height, level, data, rowLengthInBytes);
+ public void UpdateTexture(global::Veldrid.Texture texture, int x, int y, int width, int height, int level, IntPtr data, int rowLengthInBytes)
+ => bufferUpdatePipeline.UpdateTexture(stagingTexturePool, texture, x, y, width, height, level, data, rowLengthInBytes);
protected override void SetUniformImplementation(IUniformWithValue uniform)
{
}
- protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer) => graphicsPipeline.AttachUniformBuffer(blockName, (IVeldridUniformBuffer)buffer);
+ protected override void SetUniformBufferImplementation(string blockName, IUniformBuffer buffer)
+ => graphicsPipeline.AttachUniformBuffer(blockName, (IVeldridUniformBuffer)buffer);
- public void RegisterUniformBufferForReset(IVeldridUniformBuffer buffer) => uniformBufferResetList.Add(buffer);
+ public void RegisterUniformBufferForReset(IVeldridUniformBuffer buffer)
+ => uniformBufferResetList.Add(buffer);
- public void GenerateMipmaps(VeldridTexture texture) => graphicsPipeline.GenerateMipmaps(texture);
+ public void GenerateMipmaps(VeldridTexture texture)
+ => graphicsPipeline.GenerateMipmaps(texture);
- public CommandList BufferUpdateCommands => bufferUpdatePipeline.Commands;
+ public CommandList BufferUpdateCommands
+ => bufferUpdatePipeline.Commands;
- void IVeldridRenderer.BindShader(VeldridShader shader) => BindShader(shader);
+ void IVeldridRenderer.BindShader(VeldridShader shader)
+ => BindShader(shader);
- void IVeldridRenderer.UnbindShader(VeldridShader shader) => UnbindShader(shader);
+ void IVeldridRenderer.UnbindShader(VeldridShader shader)
+ => UnbindShader(shader);
- void IVeldridRenderer.EnqueueTextureUpload(VeldridTexture texture) => EnqueueTextureUpload(texture);
+ void IVeldridRenderer.EnqueueTextureUpload(VeldridTexture texture)
+ => EnqueueTextureUpload(texture);
- protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType) => new VeldridShaderPart(this, rawData, partType, store);
+ protected override IShaderPart CreateShaderPart(IShaderStore store, string name, byte[]? rawData, ShaderPartType partType)
+ => new VeldridShaderPart(this, rawData, partType, store);
- protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore) =>
- new VeldridShader(this, name, parts.Cast().ToArray(), compilationStore);
+ protected override IShader CreateShader(string name, IShaderPart[] parts, ShaderCompilationStore compilationStore)
+ => new VeldridShader(this, name, parts.Cast().ToArray(), compilationStore);
- public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear) =>
- new VeldridFrameBuffer(this, renderBufferFormats?.ToPixelFormats(), filteringMode.ToSamplerFilter());
+ public override IFrameBuffer CreateFrameBuffer(RenderBufferFormat[]? renderBufferFormats = null, TextureFilteringMode filteringMode = TextureFilteringMode.Linear)
+ => new VeldridFrameBuffer(this, renderBufferFormats?.ToPixelFormats(), filteringMode.ToSamplerFilter());
protected override IVertexBatch CreateLinearBatch(int size, int maxBuffers, PrimitiveTopology primitiveType)
// maxBuffers is ignored because batches are not allowed to wrap around in Veldrid.
@@ -282,18 +315,18 @@ namespace osu.Framework.Graphics.Veldrid
// maxBuffers is ignored because batches are not allowed to wrap around in Veldrid.
=> new VeldridQuadBatch(this, size);
- protected override IUniformBuffer CreateUniformBuffer() => new VeldridUniformBuffer(this);
+ protected override IUniformBuffer CreateUniformBuffer()
+ => new VeldridUniformBuffer(this);
- protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize) => new VeldridShaderStorageBufferObject(this, uboSize, ssboSize);
+ protected override IShaderStorageBufferObject CreateShaderStorageBufferObject(int uboSize, int ssboSize)
+ => new VeldridShaderStorageBufferObject(this, uboSize, ssboSize);
- protected override INativeTexture CreateNativeTexture(int width,
- int height,
- bool manualMipmaps = false,
- TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
- Color4? initialisationColour = null) =>
- new VeldridTexture(this, width, height, manualMipmaps, filteringMode.ToSamplerFilter(), initialisationColour);
+ protected override INativeTexture CreateNativeTexture(int width, int height, bool manualMipmaps = false, TextureFilteringMode filteringMode = TextureFilteringMode.Linear,
+ Color4? initialisationColour = null)
+ => new VeldridTexture(this, width, height, manualMipmaps, filteringMode.ToSamplerFilter(), initialisationColour);
- protected override INativeTexture CreateNativeVideoTexture(int width, int height) => new VeldridVideoTexture(this, width, height);
+ protected override INativeTexture CreateNativeVideoTexture(int width, int height)
+ => new VeldridVideoTexture(this, width, height);
internal IStagingBuffer CreateStagingBuffer(uint count)
where T : unmanaged
diff --git a/osu.Framework/Input/Bindings/KeyBindingContainer.cs b/osu.Framework/Input/Bindings/KeyBindingContainer.cs
index b64e06bc8..8ef1e9bb0 100644
--- a/osu.Framework/Input/Bindings/KeyBindingContainer.cs
+++ b/osu.Framework/Input/Bindings/KeyBindingContainer.cs
@@ -12,7 +12,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Framework.Lists;
-// using osu.Framework.Logging;
+using osu.Framework.Logging;
using osuTK;
namespace osu.Framework.Input.Bindings
@@ -328,8 +328,8 @@ namespace osu.Framework.Input.Bindings
}
}
- // if (handled != null)
- // Logger.Log($"Pressed ({pressed}) handled by {handled}.", LoggingTarget.Runtime, LogLevel.Debug);
+ if (handled != null)
+ Logger.Log($"Pressed ({pressed}) handled by {handled}.", LoggingTarget.Runtime, LogLevel.Debug);
return handled;
}
diff --git a/osu.Framework/Resources/Shaders/sh_AcrylicBlur.fs b/osu.Framework/Resources/Shaders/sh_AcrylicBlur.fs
new file mode 100644
index 000000000..becabc919
--- /dev/null
+++ b/osu.Framework/Resources/Shaders/sh_AcrylicBlur.fs
@@ -0,0 +1,61 @@
+#ifndef ACRYLIC_BLUR_FS
+#define ACRYLIC_BLUR_FS
+
+#include "sh_Utils.h"
+
+#undef INV_SQRT_2PI
+#define INV_SQRT_2PI 0.39894
+
+layout(location = 2) in mediump vec2 v_TexCoord;
+
+layout(std140, set = 0, binding = 0) uniform m_BlurParameters
+{
+ mediump vec2 g_TexSize;
+ int g_Radius;
+ mediump float g_Sigma;
+ highp vec2 g_BlurDirection;
+};
+
+layout(set = 1, binding = 0) uniform lowp texture2D m_Texture;
+layout(set = 1, binding = 1) uniform lowp sampler m_Sampler;
+
+layout(location = 0) out vec4 o_Colour;
+
+mediump float computeGauss(in mediump float x, in mediump float sigma)
+{
+ return INV_SQRT_2PI * exp(-0.5*x*x / (sigma*sigma)) / sigma;
+}
+
+lowp vec4 blur(int radius, highp vec2 direction, mediump vec2 texCoord, mediump vec2 texSize, mediump float sigma)
+{
+ mediump vec4 sum = vec4(0.0);
+ mediump float totalWeight = 0.0;
+
+ // 中心像素
+ mediump float weight = computeGauss(0.0, sigma);
+ sum += texture(sampler2D(m_Texture, m_Sampler), texCoord) * weight;
+ totalWeight += weight;
+
+ // 对称采样 - 修复采样位置和权重
+ for (int i = 1; i <= radius; ++i)
+ {
+ // 使用正确的采样位置(1, 2, 3... 而不是1.5, 3.5...)
+ mediump float x = float(i);
+ weight = computeGauss(x, sigma);
+ sum += texture(sampler2D(m_Texture, m_Sampler), texCoord + direction * x / texSize) * weight;
+ sum += texture(sampler2D(m_Texture, m_Sampler), texCoord - direction * x / texSize) * weight;
+ totalWeight += 2.0 * weight;
+ }
+
+ return sum / totalWeight;
+}
+
+void main(void)
+{
+ // 应用模糊
+ vec4 blurredColour = blur(g_Radius, g_BlurDirection, v_TexCoord, g_TexSize, g_Sigma);
+
+ o_Colour = blurredColour;
+}
+
+#endif
\ No newline at end of file
diff --git a/osu.Framework/Resources/Shaders/sh_AcrylicBlur.vs b/osu.Framework/Resources/Shaders/sh_AcrylicBlur.vs
new file mode 100644
index 000000000..54ba6f9a6
--- /dev/null
+++ b/osu.Framework/Resources/Shaders/sh_AcrylicBlur.vs
@@ -0,0 +1,36 @@
+#ifndef ACRYLIC_BLUR_VS
+#define ACRYLIC_BLUR_VS
+
+#include "sh_Utils.h"
+
+layout(location = 0) in highp vec2 m_Position;
+layout(location = 1) in lowp vec4 m_Colour;
+layout(location = 2) in highp vec2 m_TexCoord;
+layout(location = 3) in highp vec4 m_TexRect;
+layout(location = 4) in mediump vec2 m_BlendRange;
+layout(location = 5) in highp float m_BackbufferDrawDepth;
+
+layout(location = 0) out highp vec2 v_MaskingPosition;
+layout(location = 1) out lowp vec4 v_Colour;
+layout(location = 2) out highp vec2 v_TexCoord;
+layout(location = 3) out highp vec4 v_TexRect;
+layout(location = 4) out mediump vec2 v_BlendRange;
+
+void main(void)
+{
+ // Transform from screen space to masking space.
+ highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
+ v_MaskingPosition = maskingPos.xy / maskingPos.z;
+
+ v_Colour = m_Colour;
+ v_TexCoord = m_TexCoord;
+ v_TexRect = m_TexRect;
+ v_BlendRange = m_BlendRange;
+
+ gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
+
+ if (g_BackbufferDraw)
+ gl_Position.z = m_BackbufferDrawDepth;
+}
+
+#endif
\ No newline at end of file
diff --git a/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.fs b/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.fs
new file mode 100644
index 000000000..521cb18be
--- /dev/null
+++ b/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.fs
@@ -0,0 +1,152 @@
+#ifndef ACRYLIC_DEPTH_BLUR_FS
+#define ACRYLIC_DEPTH_BLUR_FS
+
+#include "sh_Utils.h"
+#include "sh_Masking.h"
+
+#undef INV_SQRT_2PI
+#define INV_SQRT_2PI 0.39894
+
+layout(location = 0) in highp vec4 v_Colour;
+layout(location = 1) in mediump vec2 v_TexCoord;
+layout(location = 2) in highp vec4 v_ScreenPosition;
+
+// 模糊参数
+layout(std140, set = 0, binding = 0) uniform m_AcrylicParameters
+{
+ mediump vec2 g_ScreenSize; // 屏幕尺寸
+ int g_BlurRadius; // 模糊半径
+ mediump float g_BlurSigma; // 高斯模糊 sigma
+ mediump float g_BlurStrength; // 模糊强度(0-1)
+ mediump float g_TintAlpha; // 着色透明度
+ mediump vec3 g_TintColor; // 着色颜色
+ highp float g_CurrentDepth; // 当前容器的深度
+};
+
+// 场景纹理(后台缓冲区)
+layout(set = 1, binding = 0) uniform lowp texture2D m_SceneTexture;
+layout(set = 1, binding = 1) uniform lowp sampler m_SceneSampler;
+
+// 深度纹理
+layout(set = 2, binding = 0) uniform highp texture2D m_DepthTexture;
+layout(set = 2, binding = 1) uniform highp sampler m_DepthSampler;
+
+layout(location = 0) out vec4 o_Colour;
+
+// 计算高斯权重
+mediump float computeGauss(in mediump float x, in mediump float sigma)
+{
+ return INV_SQRT_2PI * exp(-0.5 * x * x / (sigma * sigma)) / sigma;
+}
+
+// 基于深度的采样 - 只采样比当前深度更深的像素
+lowp vec4 sampleWithDepth(vec2 uv, highp float currentDepth)
+{
+ // 采样深度值
+ highp float depth = texture(sampler2D(m_DepthTexture, m_DepthSampler), uv).r;
+
+ // 只有当采样点的深度大于当前深度时才采样(更深的内容)
+ // 在深度缓冲区中,更大的值表示更深的深度
+ if (depth > currentDepth)
+ {
+ return texture(sampler2D(m_SceneTexture, m_SceneSampler), uv);
+ }
+ else
+ {
+ // 如果采样点在当前层之上或同层,返回透明色
+ return vec4(0.0);
+ }
+}
+
+// 双通道可分离高斯模糊(水平+垂直)
+lowp vec4 applyDepthAwareBlur(vec2 screenCoord, highp float currentDepth, int radius, float sigma)
+{
+ vec2 pixelSize = 1.0 / g_ScreenSize;
+
+ // 第一步: 水平模糊
+ mediump float factor = computeGauss(0.0, sigma);
+ mediump vec4 horizontalSum = sampleWithDepth(screenCoord, currentDepth) * factor;
+ mediump float totalFactor = factor;
+ int validSamples = 1;
+
+ for (int i = 1; i <= radius; i++)
+ {
+ factor = computeGauss(float(i), sigma);
+
+ vec4 sample1 = sampleWithDepth(screenCoord + vec2(float(i) * pixelSize.x, 0.0), currentDepth);
+ vec4 sample2 = sampleWithDepth(screenCoord - vec2(float(i) * pixelSize.x, 0.0), currentDepth);
+
+ // 只有当采样有效时才累加
+ if (sample1.a > 0.0)
+ {
+ horizontalSum += sample1 * factor;
+ totalFactor += factor;
+ validSamples++;
+ }
+
+ if (sample2.a > 0.0)
+ {
+ horizontalSum += sample2 * factor;
+ totalFactor += factor;
+ validSamples++;
+ }
+ }
+
+ vec4 horizontalBlur = totalFactor > 0.0 ? horizontalSum / totalFactor : vec4(0.0);
+
+ // 第二步: 垂直模糊(对水平模糊的结果进行)
+ // 为简化,我们在fragment shader中做简化版的双通道模糊
+ // 实际生产环境可以用两个pass来实现更高效的可分离模糊
+ factor = computeGauss(0.0, sigma);
+ mediump vec4 finalSum = horizontalBlur * factor;
+ totalFactor = factor;
+
+ for (int i = 1; i <= radius; i++)
+ {
+ factor = computeGauss(float(i), sigma);
+
+ vec4 sample1 = sampleWithDepth(screenCoord + vec2(0.0, float(i) * pixelSize.y), currentDepth);
+ vec4 sample2 = sampleWithDepth(screenCoord - vec2(0.0, float(i) * pixelSize.y), currentDepth);
+
+ if (sample1.a > 0.0)
+ {
+ finalSum += sample1 * factor;
+ totalFactor += factor;
+ }
+
+ if (sample2.a > 0.0)
+ {
+ finalSum += sample2 * factor;
+ totalFactor += factor;
+ }
+ }
+
+ return totalFactor > 0.0 ? finalSum / totalFactor : vec4(0.0);
+}
+
+void main(void)
+{
+ // 计算屏幕空间UV坐标
+ vec2 screenCoord = (v_ScreenPosition.xy / v_ScreenPosition.w) * 0.5 + 0.5;
+
+ // 获取当前片段的深度
+ highp float currentDepth = g_CurrentDepth;
+
+ // 应用深度感知模糊
+ vec4 blurredColor = applyDepthAwareBlur(
+ screenCoord,
+ currentDepth,
+ g_BlurRadius,
+ g_BlurSigma
+ );
+
+ // 应用着色层
+ vec4 tintColor = vec4(g_TintColor, g_TintAlpha);
+ vec4 finalColor = blend(tintColor, blurredColor);
+
+ // 应用遮罩(圆角等)
+ vec2 wrappedCoord = wrap(v_TexCoord, v_TexRect);
+ o_Colour = getRoundedColor(finalColor * v_Colour, wrappedCoord);
+}
+
+#endif
diff --git a/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.vs b/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.vs
new file mode 100644
index 000000000..5598606ae
--- /dev/null
+++ b/osu.Framework/Resources/Shaders/sh_AcrylicDepthBlur.vs
@@ -0,0 +1,25 @@
+#ifndef ACRYLIC_DEPTH_BLUR_VS
+#define ACRYLIC_DEPTH_BLUR_VS
+
+#include "sh_Utils.h"
+
+layout(location = 0) in highp vec2 m_Position;
+layout(location = 1) in lowp vec4 m_Colour;
+layout(location = 2) in highp vec2 m_TexCoord;
+
+layout(location = 0) out highp vec4 v_Colour;
+layout(location = 1) out highp vec2 v_TexCoord;
+layout(location = 2) out highp vec4 v_ScreenPosition;
+
+void main(void)
+{
+ // 传递顶点颜色和纹理坐标
+ v_Colour = m_Colour;
+ v_TexCoord = m_TexCoord;
+
+ // 计算屏幕空间位置(用于深度采样)
+ gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
+ v_ScreenPosition = gl_Position;
+}
+
+#endif
diff --git a/osu.Framework/osu.Framework.csproj b/osu.Framework/osu.Framework.csproj
index e5fe4bc60..e7e4803d2 100644
--- a/osu.Framework/osu.Framework.csproj
+++ b/osu.Framework/osu.Framework.csproj
@@ -1,4 +1,4 @@
-
+
net8.0
Library