Particles: Sub-effect spawning and some slight refactoring
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-09-19 14:06:36 +00:00
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{
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"MaxCount": 128,
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"Drawable": {
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"Type": "SkCircleDrawable",
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"Radius": 2
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},
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"EffectCode": [
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"void effectSpawn(inout Effect effect) {",
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" if (effect.loop == 0) {",
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" cloud(true);",
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" }",
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" effect.color = float4(0.1, 0.1, 1.0, 1.0);",
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" effect.rate = 10;",
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"}",
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""
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],
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"Code": [
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"void spawn(inout Particle p) {",
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" p.lifetime = 4;",
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" p.pos.x = mix(-50, 50, rand);",
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" p.vel.y = 50;",
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"}",
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"",
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2019-09-25 15:24:50 +00:00
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"bool once(bool cond, inout uint flags, uint flag) {",
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" bool result = false;",
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" if (cond && (flags & flag) == 0) {",
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" flags |= flag;",
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" result = true;",
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" }",
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" return result;",
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"}",
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"",
|
Particles: Sub-effect spawning and some slight refactoring
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-09-19 14:06:36 +00:00
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"void update(inout Particle p) {",
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2019-09-25 15:24:50 +00:00
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|
" if (once(p.pos.y > 150, p.flags, 0x1)) {",
|
Particles: Sub-effect spawning and some slight refactoring
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-09-19 14:06:36 +00:00
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" p.scale = 0;",
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" splash(false);",
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" }",
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"}",
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""
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],
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"Bindings": [
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{
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"Type": "SkEffectBinding",
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"Name": "cloud",
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"MaxCount": 60,
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"Drawable": {
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"Type": "SkCircleDrawable",
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"Radius": 16
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},
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"EffectCode": [
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"void effectSpawn(inout Effect effect) {",
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" effect.color = float4(1, 1, 1, 1);",
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" effect.rate = 30;",
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"}",
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""
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],
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"Code": [
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"float2 circle() {",
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" float2 xy;",
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" do {",
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" xy.x = 2 * rand - 1;",
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" xy.y = 2 * rand - 1;",
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" } while (dot(xy, xy) > 1);",
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" return xy;",
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"}",
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"",
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"void spawn(inout Particle p) {",
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" p.lifetime = 2.5;",
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" p.pos = circle() * float2(50, 10);",
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" p.vel.x = mix(-10, 10, rand);",
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" p.vel.y = mix(-10, 10, rand);",
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"}",
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"",
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"void update(inout Particle p) {",
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" p.color.a = 1 - (length(p.pos) / 150);",
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"}",
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""
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],
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"Bindings": []
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},
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{
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"Type": "SkEffectBinding",
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"Name": "splash",
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"MaxCount": 8,
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"Drawable": {
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"Type": "SkCircleDrawable",
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"Radius": 1
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},
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"EffectCode": [
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"void effectSpawn(inout Effect effect) {",
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|
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" effect.burst = 8;",
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|
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" effect.scale = 1;",
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"}",
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""
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],
|
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"Code": [
|
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|
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"void spawn(inout Particle p) {",
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|
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" p.lifetime = rand;",
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|
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" float a = radians(mix(-80, 80, rand) - 90);",
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" p.vel.x = cos(a) * 20;",
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" p.vel.y = sin(a) * 20;",
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"}",
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"",
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"void update(inout Particle p) {",
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|
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" p.vel.y += dt * 20;",
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"}",
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""
|
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],
|
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"Bindings": []
|
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|
|
}
|
|
|
|
]
|
|
|
|
}
|