e1cb9ac0e1
Pulling this cleanup out of a larger CL Change-Id: Ib3ecff5d242eba72a7f2bc3ce07e09760a9ba7b7 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/223181 Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkCurve_DEFINED
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#define SkCurve_DEFINED
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#include "include/core/SkColor.h"
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#include "include/private/SkTArray.h"
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#include "modules/particles/include/SkParticleData.h"
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class SkFieldVisitor;
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/**
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* SkCurve implements a keyframed 1D function, useful for animating values over time. This pattern
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* is common in digital content creation tools. An SkCurve might represent rotation, scale, opacity,
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* or any other scalar quantity.
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*
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* An SkCurve has a logical domain of [0, 1], and is made of one or more SkCurveSegments.
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* Each segment describes the behavior of the curve in some sub-domain. For an SkCurve with N
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* segments, there are (N - 1) intermediate x-values that subdivide the domain. The first and last
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* x-values are implicitly 0 and 1:
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*
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* 0 ... x[0] ... x[1] ... ... 1
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* Segment_0 Segment_1 ... Segment_N-1
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*
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* Each segment describes a function over [0, 1] - x-values are re-normalized to the segment's
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* domain when being evaluated. The segments are cubic polynomials, defined by four values (fMin).
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* These are the values at x=0 and x=1, as well as control points at x=1/3 and x=2/3.
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*
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* For segments with fConstant == true, only the first value is used (fMin[0]).
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*
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* Each segment has two additional features for creating interesting (and varied) animation:
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* - A segment can be ranged. Ranged segments have two sets of coefficients, and a random value
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* taken from the particle's SkRandom is used to lerp betwen them. Typically, the SkRandom is
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* in the same state at each call, so this value is stable. That causes a ranged SkCurve to
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* produce a single smooth cubic function somewhere within the range defined by fMin and fMax.
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* - A segment can be bidirectional. In that case, after a value is computed, it will be negated
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* 50% of the time.
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*/
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enum SkCurveSegmentType {
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kConstant_SegmentType,
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kLinear_SegmentType,
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kCubic_SegmentType,
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};
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struct SkCurveSegment {
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float eval(float x, float t, bool negate) const;
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void visitFields(SkFieldVisitor* v);
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void setConstant(float c) {
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fType = kConstant_SegmentType;
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fRanged = false;
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fMin[0] = c;
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}
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float fMin[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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float fMax[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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int fType = kConstant_SegmentType;
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bool fRanged = false;
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bool fBidirectional = false;
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};
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struct SkCurve {
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SkCurve(float c = 0.0f) {
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fSegments.push_back().setConstant(c);
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}
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float eval(const SkParticleUpdateParams& params, SkParticleState& ps) const;
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void visitFields(SkFieldVisitor* v);
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// Parameters that determine our x-value during evaluation
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SkParticleValue fInput;
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// It should always be true that (fXValues.count() + 1) == fSegments.count()
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SkTArray<float, true> fXValues;
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SkTArray<SkCurveSegment, true> fSegments;
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};
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/**
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* SkColorCurve is similar to SkCurve, but keyframes 4D values - specifically colors. Because
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* negative colors rarely make sense, SkColorCurves do not support bidirectional segments, but
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* support all other features (including cubic interpolation).
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*/
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struct SkColorCurveSegment {
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SkColorCurveSegment() {
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for (int i = 0; i < 4; ++i) {
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fMin[i] = { 1.0f, 1.0f, 1.0f, 1.0f };
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fMax[i] = { 1.0f, 1.0f, 1.0f, 1.0f };
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}
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}
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SkColor4f eval(float x, float t) const;
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void visitFields(SkFieldVisitor* v);
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void setConstant(SkColor4f c) {
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fType = kConstant_SegmentType;
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fRanged = false;
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fMin[0] = c;
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}
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SkColor4f fMin[4];
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SkColor4f fMax[4];
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int fType = kConstant_SegmentType;
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bool fRanged = false;
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};
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struct SkColorCurve {
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SkColorCurve(SkColor4f c = { 1.0f, 1.0f, 1.0f, 1.0f }) {
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fSegments.push_back().setConstant(c);
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}
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SkColor4f eval(const SkParticleUpdateParams& params, SkParticleState& ps) const;
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void visitFields(SkFieldVisitor* v);
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SkParticleValue fInput;
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SkTArray<float, true> fXValues;
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SkTArray<SkColorCurveSegment, true> fSegments;
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};
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#endif // SkCurve_DEFINED
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