This change adds another layer of complexity and control to
the particle system. There are now two code chunks: the old
code that's run per-particle, and new code that's run for
the effect itself. This allows for effect lifetime to be set
by the script (eg, randomly), as well as the emission rate.
Rate can vary over time (see pulse.json), and particles can
be emitted in bursts by setting the effect's burst field
(see fireworks.json).
Additionally, the effect has its own frame of reference and
color, which becomes the default state for newly emitted
particles. This allows synchronizing state across particles
in various interesting ways (see color in fireworks.json).
Change-Id: Iec2f7a3427ce1d6411ed7ef5b3023cbef2e8a134
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/240498
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Change-Id: If99e1802c8187ebd98b67717d744c6695bb25900
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/238118
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Change-Id: If57fb79db8f8c5fd185fefaa202167c8082dd846
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229921
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Change-Id: Ic81b3433b485ca9ce0e60bd10ec12706e673ee89
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229917
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
This removes all of the fixed-function particle affector classes.
Instead, each particle effect just has two SkSL snippets, one for
spawn logic, and one for update logic. Each one gets an inout copy
of the particle struct. Ultimately, this makes the effects much
simpler and smaller, while also being far more flexible (you can
do whatever you want with any values you want). Finally, because
the interpreter is vectorized and a particular effect's scripts
are usually tuned to the specific behaviors desired, it's faster
on basically every effect I compared.
I re-created all of the old effects in the new system. Many just
use pure SkSL (no curves or anything). Some of the old curve and
path/text stuff was very handy, though - so those are now exposed
as external values in the interpreter. Basically, an effect can
have any number of named "bindings" that are a callable thing.
This can be a path, text (shortcut for making fancy paths), curve,
or color curve. The path ones return a float4 with position and
normal, the curves return one or four floats.
... and this transposes all of the particle data storage into
SoA form, so that it can use the much faster interpreter entry
point.
Change-Id: Iebe711c45994c4201041b12d171af976bc5e758e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/222057
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Update sample effects to use that (and remove the need for the
hacky workaround "random -> frame" affector I was using).
Current perf on my workstation, 6k particles updating:
native: 0.67 ms
interp: 0.97 ms
Change-Id: I3a2168c210d7431ffffe2b87ab6adade69f1dce7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/214190
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Change-Id: Ib440570ecbd46b5bc98d346592cbbb72f58ae85a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/212500
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>