fe49163cd1
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>
44 lines
932 B
C
44 lines
932 B
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 SkParticleData_DEFINED
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#define SkParticleData_DEFINED
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#include "include/private/SkTemplates.h"
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#include "include/utils/SkRandom.h"
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/*
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* Various structs used to communicate particle information among emitters, affectors, etc.
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*/
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struct SkParticles {
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enum Channels {
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kAge,
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kLifetime, // During spawn, this is actual lifetime. Later, it's inverse lifetime.
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kPositionX,
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kPositionY,
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kHeadingX,
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kHeadingY,
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kScale,
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kVelocityX,
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kVelocityY,
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kVelocityAngular,
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kColorR,
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kColorG,
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kColorB,
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kColorA,
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kSpriteFrame,
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kNumChannels,
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};
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SkAutoTMalloc<float> fData[kNumChannels];
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SkAutoTMalloc<SkRandom> fRandom;
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};
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#endif // SkParticleData_DEFINED
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