| /* |
| * Copyright 2019 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "modules/particles/include/SkParticleEffect.h" |
| |
| #include "include/core/SkPaint.h" |
| #include "include/private/SkOnce.h" |
| #include "include/private/SkTPin.h" |
| #include "modules/particles/include/SkParticleBinding.h" |
| #include "modules/particles/include/SkParticleDrawable.h" |
| #include "modules/particles/include/SkReflected.h" |
| #include "modules/skresources/include/SkResources.h" |
| #include "src/core/SkArenaAlloc.h" |
| #include "src/core/SkPaintPriv.h" |
| #include "src/core/SkVM.h" |
| #include "src/sksl/SkSLCompiler.h" |
| #include "src/sksl/SkSLUtil.h" |
| #include "src/sksl/codegen/SkSLVMCodeGenerator.h" |
| #include "src/sksl/ir/SkSLProgram.h" |
| |
| // Cached state for a single program (either all Effect code, or all Particle code) |
| struct SkParticleProgram { |
| SkParticleProgram(skvm::Program effectSpawn, |
| skvm::Program effectUpdate, |
| skvm::Program spawn, |
| skvm::Program update, |
| std::vector<std::unique_ptr<SkSL::ExternalFunction>> externalFunctions, |
| skvm::Uniforms externalFunctionUniforms, |
| std::unique_ptr<SkArenaAlloc> alloc, |
| std::unique_ptr<SkSL::UniformInfo> uniformInfo) |
| : fEffectSpawn(std::move(effectSpawn)) |
| , fEffectUpdate(std::move(effectUpdate)) |
| , fSpawn(std::move(spawn)) |
| , fUpdate(std::move(update)) |
| , fExternalFunctions(std::move(externalFunctions)) |
| , fExternalFunctionUniforms(std::move(externalFunctionUniforms)) |
| , fAlloc(std::move(alloc)) |
| , fUniformInfo(std::move(uniformInfo)) {} |
| |
| // Programs for each entry point |
| skvm::Program fEffectSpawn; |
| skvm::Program fEffectUpdate; |
| skvm::Program fSpawn; |
| skvm::Program fUpdate; |
| |
| // External functions created by each SkParticleBinding |
| std::vector<std::unique_ptr<SkSL::ExternalFunction>> fExternalFunctions; |
| |
| // Storage for uniforms generated by external functions |
| skvm::Uniforms fExternalFunctionUniforms; |
| std::unique_ptr<SkArenaAlloc> fAlloc; |
| |
| // Information about uniforms declared in the SkSL |
| std::unique_ptr<SkSL::UniformInfo> fUniformInfo; |
| }; |
| |
| static const char* kCommonHeader = |
| "struct Effect {" |
| "float age;" |
| "float lifetime;" |
| "int loop;" |
| "float rate;" |
| "int burst;" |
| |
| "float2 pos;" |
| "float2 dir;" |
| "float scale;" |
| "float2 vel;" |
| "float spin;" |
| "float4 color;" |
| "float frame;" |
| "float seed;" |
| "};" |
| |
| "struct Particle {" |
| "float age;" |
| "float lifetime;" |
| "float2 pos;" |
| "float2 dir;" |
| "float scale;" |
| "float2 vel;" |
| "float spin;" |
| "float4 color;" |
| "float frame;" |
| "float seed;" |
| "};" |
| |
| "uniform float dt;" |
| "uniform Effect effect;" |
| |
| // We use a not-very-random pure-float PRNG. It does have nice properties for our situation: |
| // It's fast-ish. Importantly, it only uses types and operations that exist in public SkSL's |
| // minimum spec (no bitwise operations on integers). |
| "float rand(inout float seed) {" |
| "seed = sin(31*seed) + sin(19*seed + 1);" |
| "return fract(abs(10*seed));" |
| "}" |
| ; |
| |
| static const char* kDefaultCode = |
| "void effectSpawn(inout Effect effect) {" |
| "}" |
| "" |
| "void effectUpdate(inout Effect effect) {" |
| "}" |
| "" |
| "void spawn(inout Particle p) {" |
| "}" |
| "" |
| "void update(inout Particle p) {" |
| "}" |
| ; |
| |
| SkParticleEffectParams::SkParticleEffectParams() |
| : fMaxCount(128) |
| , fDrawable(nullptr) |
| , fCode(kDefaultCode) {} |
| |
| void SkParticleEffectParams::visitFields(SkFieldVisitor* v) { |
| v->visit("MaxCount", fMaxCount); |
| v->visit("Drawable", fDrawable); |
| v->visit("Code", fCode); |
| v->visit("Bindings", fBindings); |
| } |
| |
| void SkParticleEffectParams::prepare(const skresources::ResourceProvider* resourceProvider) { |
| for (auto& binding : fBindings) { |
| if (binding) { |
| binding->prepare(resourceProvider); |
| } |
| } |
| if (fDrawable) { |
| fDrawable->prepare(resourceProvider); |
| } |
| |
| auto buildProgram = [this](const std::string& code) -> std::unique_ptr<SkParticleProgram> { |
| SkSL::Compiler compiler(SkSL::ShaderCapsFactory::Standalone()); |
| |
| // We use two separate blocks of uniforms (ie two args of stride 0). The first is for skvm |
| // uniforms generated by any external functions. These are managed with a Uniforms instance, |
| // and after it's populated, the values never need to be touched again. |
| // The second uniform arg is for things declared as 'uniform' in the SkSL (including the |
| // built-in declarations of 'dt' and 'effect'). |
| skvm::Uniforms efUniforms(skvm::UPtr{{0}}, 0); |
| auto alloc = std::make_unique<SkArenaAlloc>(0); |
| |
| std::vector<std::unique_ptr<SkSL::ExternalFunction>> externalFns; |
| externalFns.reserve(fBindings.size()); |
| for (const auto& binding : fBindings) { |
| if (binding) { |
| externalFns.push_back(binding->toFunction(compiler, &efUniforms, alloc.get())); |
| } |
| } |
| |
| SkSL::ProgramSettings settings; |
| settings.fExternalFunctions = &externalFns; |
| |
| auto program = compiler.convertProgram(SkSL::ProgramKind::kGeneric, code, settings); |
| if (!program) { |
| SkDebugf("%s\n", compiler.errorText().c_str()); |
| return nullptr; |
| } |
| |
| std::unique_ptr<SkSL::UniformInfo> uniformInfo = SkSL::Program_GetUniformInfo(*program); |
| |
| // For each entry point, convert to an skvm::Program. We need a fresh Builder and uniform |
| // IDs (though we can reuse the Uniforms object, thanks to how it works). |
| auto buildFunction = [&](const char* name){ |
| auto fn = SkSL::Program_GetFunction(*program, name); |
| if (!fn) { |
| return skvm::Program{}; |
| } |
| |
| skvm::Builder b; |
| skvm::UPtr efUniformPtr = b.uniform(), // aka efUniforms.base |
| skslUniformPtr = b.uniform(); |
| (void)efUniformPtr; |
| |
| std::vector<skvm::Val> uniformIDs; |
| for (int i = 0; i < uniformInfo->fUniformSlotCount; ++i) { |
| uniformIDs.push_back(b.uniform32(skslUniformPtr, i * sizeof(int)).id); |
| } |
| if (!SkSL::ProgramToSkVM(*program, *fn, &b, /*debugTrace=*/nullptr, |
| SkSpan(uniformIDs))) { |
| return skvm::Program{}; |
| } |
| return b.done(); |
| }; |
| |
| skvm::Program effectSpawn = buildFunction("effectSpawn"), |
| effectUpdate = buildFunction("effectUpdate"), |
| spawn = buildFunction("spawn"), |
| update = buildFunction("update"); |
| |
| return std::make_unique<SkParticleProgram>(std::move(effectSpawn), |
| std::move(effectUpdate), |
| std::move(spawn), |
| std::move(update), |
| std::move(externalFns), |
| std::move(efUniforms), |
| std::move(alloc), |
| std::move(uniformInfo)); |
| }; |
| |
| std::string particleCode(kCommonHeader); |
| particleCode.append(fCode.c_str()); |
| |
| if (auto prog = buildProgram(particleCode)) { |
| fProgram = std::move(prog); |
| } |
| } |
| |
| SkParticleEffect::SkParticleEffect(sk_sp<SkParticleEffectParams> params) |
| : fParams(std::move(params)) |
| , fLooping(false) |
| , fCount(0) |
| , fLastTime(-1.0) |
| , fSpawnRemainder(0.0f) { |
| fState.fAge = -1.0f; |
| this->updateStorage(); |
| } |
| |
| void SkParticleEffect::updateStorage() { |
| // Handle user edits to fMaxCount |
| if (fParams->fMaxCount != fCapacity) { |
| this->setCapacity(fParams->fMaxCount); |
| } |
| |
| // Ensure our storage block for uniforms is large enough |
| if (this->uniformInfo()) { |
| int newCount = this->uniformInfo()->fUniformSlotCount; |
| if (newCount > fUniforms.count()) { |
| fUniforms.push_back_n(newCount - fUniforms.count(), 0.0f); |
| } else { |
| fUniforms.resize(newCount); |
| } |
| } |
| } |
| |
| bool SkParticleEffect::setUniform(const char* name, const float* val, int count) { |
| const SkSL::UniformInfo* info = this->uniformInfo(); |
| if (!info) { |
| return false; |
| } |
| |
| auto it = std::find_if(info->fUniforms.begin(), info->fUniforms.end(), |
| [name](const auto& u) { return u.fName == name; }); |
| if (it == info->fUniforms.end()) { |
| return false; |
| } |
| if (it->fRows * it->fColumns != count) { |
| return false; |
| } |
| |
| std::copy(val, val + count, this->uniformData() + it->fSlot); |
| return true; |
| } |
| |
| void SkParticleEffect::start(double now, bool looping, SkPoint position, SkVector heading, |
| float scale, SkVector velocity, float spin, SkColor4f color, |
| float frame, float seed) { |
| fCount = 0; |
| fLastTime = now; |
| fSpawnRemainder = 0.0f; |
| fLooping = looping; |
| |
| fState.fAge = 0.0f; |
| |
| // A default lifetime makes sense - many effects are simple loops that don't really care. |
| // Every effect should define its own rate of emission, or only use bursts, so leave that as |
| // zero initially. |
| fState.fLifetime = 1.0f; |
| fState.fLoopCount = 0; |
| fState.fRate = 0.0f; |
| fState.fBurst = 0; |
| |
| fState.fPosition = position; |
| fState.fHeading = heading; |
| fState.fScale = scale; |
| fState.fVelocity = velocity; |
| fState.fSpin = spin; |
| fState.fColor = color; |
| fState.fFrame = frame; |
| fState.fRandom = seed; |
| |
| // Defer running effectSpawn until the first update (to reuse the code when looping) |
| } |
| |
| // Just the update step from our "rand" function |
| static float advance_seed(float x) { |
| return sinf(31*x) + sinf(19*x + 1); |
| } |
| |
| void SkParticleEffect::runEffectScript(EntryPoint entryPoint) { |
| if (!fParams->fProgram) { |
| return; |
| } |
| |
| const skvm::Program& prog = entryPoint == EntryPoint::kSpawn ? fParams->fProgram->fEffectSpawn |
| : fParams->fProgram->fEffectUpdate; |
| if (prog.empty()) { |
| return; |
| } |
| |
| constexpr size_t kNumEffectArgs = sizeof(EffectState) / sizeof(int); |
| void* args[kNumEffectArgs |
| + 1 // external function uniforms |
| + 1]; // SkSL uniforms |
| |
| args[0] = fParams->fProgram->fExternalFunctionUniforms.buf.data(); |
| args[1] = fUniforms.data(); |
| for (size_t i = 0; i < kNumEffectArgs; ++i) { |
| args[i + 2] = SkTAddOffset<void>(&fState, i * sizeof(int)); |
| } |
| |
| memcpy(&fUniforms[1], &fState.fAge, sizeof(EffectState)); |
| prog.eval(1, args); |
| } |
| |
| void SkParticleEffect::runParticleScript(EntryPoint entryPoint, int start, int count) { |
| if (!fParams->fProgram) { |
| return; |
| } |
| |
| const skvm::Program& prog = entryPoint == EntryPoint::kSpawn ? fParams->fProgram->fSpawn |
| : fParams->fProgram->fUpdate; |
| if (prog.empty()) { |
| return; |
| } |
| |
| void* args[SkParticles::kNumChannels |
| + 1 // external function uniforms |
| + 1]; // SkSL uniforms |
| args[0] = fParams->fProgram->fExternalFunctionUniforms.buf.data(); |
| args[1] = fUniforms.data(); |
| for (int i = 0; i < SkParticles::kNumChannels; ++i) { |
| args[i + 2] = fParticles.fData[i].get() + start; |
| } |
| |
| memcpy(&fUniforms[1], &fState.fAge, sizeof(EffectState)); |
| prog.eval(count, args); |
| } |
| |
| void SkParticleEffect::advanceTime(double now) { |
| // TODO: Sub-frame spawning. Tricky with script driven position. Supply variable effect.age? |
| // Could be done if effect.age were an external value that offset by particle lane, perhaps. |
| float deltaTime = static_cast<float>(now - fLastTime); |
| if (deltaTime <= 0.0f) { |
| return; |
| } |
| fLastTime = now; |
| |
| // Possibly re-allocate cached storage, if our params have changed |
| this->updateStorage(); |
| |
| // Copy known values into the uniform blocks |
| if (fParams->fProgram) { |
| fUniforms[0] = deltaTime; |
| } |
| |
| // Is this the first update after calling start()? |
| // Run 'effectSpawn' to set initial emitter properties. |
| if (fState.fAge == 0.0f && fState.fLoopCount == 0) { |
| this->runEffectScript(EntryPoint::kSpawn); |
| } |
| |
| fState.fAge += deltaTime / fState.fLifetime; |
| if (fState.fAge > 1) { |
| if (fLooping) { |
| // If we looped, then run effectSpawn again (with the updated loop count) |
| fState.fLoopCount += sk_float_floor2int(fState.fAge); |
| fState.fAge = fmodf(fState.fAge, 1.0f); |
| this->runEffectScript(EntryPoint::kSpawn); |
| } else { |
| // Effect is dead if we've reached the end (and are not looping) |
| return; |
| } |
| } |
| |
| // Advance age for existing particles, and remove any that have reached their end of life |
| for (int i = 0; i < fCount; ++i) { |
| fParticles.fData[SkParticles::kAge][i] += |
| fParticles.fData[SkParticles::kLifetime][i] * deltaTime; |
| if (fParticles.fData[SkParticles::kAge][i] > 1.0f) { |
| // NOTE: This is fast, but doesn't preserve drawing order. Could be a problem... |
| for (int j = 0; j < SkParticles::kNumChannels; ++j) { |
| fParticles.fData[j][i] = fParticles.fData[j][fCount - 1]; |
| } |
| fStableRandoms[i] = fStableRandoms[fCount - 1]; |
| --i; |
| --fCount; |
| } |
| } |
| |
| // Run 'effectUpdate' to adjust emitter properties |
| this->runEffectScript(EntryPoint::kUpdate); |
| |
| // Do integration of effect position and orientation |
| { |
| fState.fPosition += fState.fVelocity * deltaTime; |
| float s = sk_float_sin(fState.fSpin * deltaTime), |
| c = sk_float_cos(fState.fSpin * deltaTime); |
| // Using setNormalize to prevent scale drift |
| fState.fHeading.setNormalize(fState.fHeading.fX * c - fState.fHeading.fY * s, |
| fState.fHeading.fX * s + fState.fHeading.fY * c); |
| } |
| |
| // Spawn new particles |
| float desired = fState.fRate * deltaTime + fSpawnRemainder + fState.fBurst; |
| fState.fBurst = 0; |
| int numToSpawn = sk_float_round2int(desired); |
| fSpawnRemainder = desired - numToSpawn; |
| numToSpawn = SkTPin(numToSpawn, 0, fParams->fMaxCount - fCount); |
| if (numToSpawn) { |
| const int spawnBase = fCount; |
| |
| for (int i = 0; i < numToSpawn; ++i) { |
| // Mutate our random seed so each particle definitely gets a different generator |
| fState.fRandom = advance_seed(fState.fRandom); |
| fParticles.fData[SkParticles::kAge ][fCount] = 0.0f; |
| fParticles.fData[SkParticles::kLifetime ][fCount] = 0.0f; |
| fParticles.fData[SkParticles::kPositionX ][fCount] = fState.fPosition.fX; |
| fParticles.fData[SkParticles::kPositionY ][fCount] = fState.fPosition.fY; |
| fParticles.fData[SkParticles::kHeadingX ][fCount] = fState.fHeading.fX; |
| fParticles.fData[SkParticles::kHeadingY ][fCount] = fState.fHeading.fY; |
| fParticles.fData[SkParticles::kScale ][fCount] = fState.fScale; |
| fParticles.fData[SkParticles::kVelocityX ][fCount] = fState.fVelocity.fX; |
| fParticles.fData[SkParticles::kVelocityY ][fCount] = fState.fVelocity.fY; |
| fParticles.fData[SkParticles::kVelocityAngular][fCount] = fState.fSpin; |
| fParticles.fData[SkParticles::kColorR ][fCount] = fState.fColor.fR; |
| fParticles.fData[SkParticles::kColorG ][fCount] = fState.fColor.fG; |
| fParticles.fData[SkParticles::kColorB ][fCount] = fState.fColor.fB; |
| fParticles.fData[SkParticles::kColorA ][fCount] = fState.fColor.fA; |
| fParticles.fData[SkParticles::kSpriteFrame ][fCount] = fState.fFrame; |
| fParticles.fData[SkParticles::kRandom ][fCount] = fState.fRandom; |
| fCount++; |
| } |
| |
| // Run the spawn script |
| this->runParticleScript(EntryPoint::kSpawn, spawnBase, numToSpawn); |
| |
| // Now stash copies of the random seeds and compute inverse particle lifetimes |
| // (so that subsequent updates are faster) |
| for (int i = spawnBase; i < fCount; ++i) { |
| fParticles.fData[SkParticles::kLifetime][i] = |
| sk_ieee_float_divide(1.0f, fParticles.fData[SkParticles::kLifetime][i]); |
| fStableRandoms[i] = fParticles.fData[SkParticles::kRandom][i]; |
| } |
| } |
| |
| // Restore all stable random seeds so update scripts get consistent behavior each frame |
| for (int i = 0; i < fCount; ++i) { |
| fParticles.fData[SkParticles::kRandom][i] = fStableRandoms[i]; |
| } |
| |
| // Run the update script |
| this->runParticleScript(EntryPoint::kUpdate, 0, fCount); |
| |
| // Do fixed-function update work (integration of position and orientation) |
| for (int i = 0; i < fCount; ++i) { |
| fParticles.fData[SkParticles::kPositionX][i] += |
| fParticles.fData[SkParticles::kVelocityX][i] * deltaTime; |
| fParticles.fData[SkParticles::kPositionY][i] += |
| fParticles.fData[SkParticles::kVelocityY][i] * deltaTime; |
| |
| float spin = fParticles.fData[SkParticles::kVelocityAngular][i]; |
| float s = sk_float_sin(spin * deltaTime), |
| c = sk_float_cos(spin * deltaTime); |
| float oldHeadingX = fParticles.fData[SkParticles::kHeadingX][i], |
| oldHeadingY = fParticles.fData[SkParticles::kHeadingY][i]; |
| fParticles.fData[SkParticles::kHeadingX][i] = oldHeadingX * c - oldHeadingY * s; |
| fParticles.fData[SkParticles::kHeadingY][i] = oldHeadingX * s + oldHeadingY * c; |
| } |
| } |
| |
| void SkParticleEffect::update(double now) { |
| if (this->isAlive()) { |
| this->advanceTime(now); |
| } |
| } |
| |
| void SkParticleEffect::draw(SkCanvas* canvas) { |
| if (this->isAlive() && fParams->fDrawable) { |
| fParams->fDrawable->draw(canvas, fParticles, fCount); |
| } |
| } |
| |
| void SkParticleEffect::setCapacity(int capacity) { |
| for (int i = 0; i < SkParticles::kNumChannels; ++i) { |
| fParticles.fData[i].realloc(capacity); |
| } |
| fStableRandoms.realloc(capacity); |
| |
| fCapacity = capacity; |
| fCount = std::min(fCount, fCapacity); |
| } |
| |
| const SkSL::UniformInfo* SkParticleEffect::uniformInfo() const { |
| return fParams->fProgram ? fParams->fProgram->fUniformInfo.get() : nullptr; |
| } |
| |
| void SkParticleEffect::RegisterParticleTypes() { |
| static SkOnce once; |
| once([]{ |
| REGISTER_REFLECTED(SkReflected); |
| SkParticleBinding::RegisterBindingTypes(); |
| SkParticleDrawable::RegisterDrawableTypes(); |
| }); |
| } |