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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "NIMASlide.h"
#include "SkAnimTimer.h"
#include "SkOSPath.h"
#include "Resources.h"
#include "imgui.h"
#include <algorithm>
#include <cmath>
using namespace sk_app;
using namespace nima;
// NIMA stores its matrices as 6 floats to represent translation and scale. This function takes
// that format and converts it into a 3x3 matrix representation.
static void nima_to_skmatrix(const float* nimaData, SkMatrix& matrix) {
matrix[0] = nimaData[0];
matrix[1] = nimaData[2];
matrix[2] = nimaData[4];
matrix[3] = nimaData[1];
matrix[4] = nimaData[3];
matrix[5] = nimaData[5];
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 1.0f;
}
// ImGui expects an array of const char* when displaying a ListBox. This function is for an
// overload of ImGui::ListBox that takes a getter so that ListBox works with
// std::vector<std::string>.
static bool vector_getter(void* v, int index, const char** out) {
auto vector = reinterpret_cast<std::vector<std::string>*>(v);
*out = vector->at(index).c_str();
return true;
}
// A wrapper class that handles rendering of ActorImages (renderable components NIMA Actors).
class NIMAActorImage {
public:
NIMAActorImage(ActorImage* actorImage, SkImage* texture, SkPaint* paint)
: fActorImage(actorImage)
, fTexture(texture)
, fPaint(paint)
, fSkinned(false)
, fPositions()
, fTexs()
, fBoneIdx()
, fBoneWgt()
, fIndices()
, fBones()
, fVertices(nullptr)
, fRenderMode(kBackend_RenderMode) {
// Update the vertices and bones.
this->updateVertices();
this->updateBones();
// Update the vertices object.
this->updateVerticesObject(false, false);
}
void renderBackend(SkCanvas* canvas) {
// Reset vertices if the render mode has changed.
if (fRenderMode != kBackend_RenderMode) {
fRenderMode = kBackend_RenderMode;
this->updateVertices();
this->updateVerticesObject(false, false);
}
// Update the vertex data.
if (fActorImage->doesAnimationVertexDeform()) {
this->updateVertices();
this->updateVerticesObject(false, true);
}
// Update the bones.
this->updateBones();
// Draw the vertices object.
this->drawVerticesObject(canvas, true);
}
void renderImmediate(SkCanvas* canvas) {
// Reset vertices if the render mode has changed.
if (fRenderMode != kImmediate_RenderMode) {
fRenderMode = kImmediate_RenderMode;
this->updateVertices();
this->updateVerticesObject(true, true);
}
// Update the vertex data.
if (fActorImage->doesAnimationVertexDeform() && fActorImage->isVertexDeformDirty()) {
this->updateVertices();
fActorImage->isVertexDeformDirty(false);
}
// Update the vertices object.
this->updateVerticesObject(true, true);
// Draw the vertices object.
this->drawVerticesObject(canvas, false);
}
int drawOrder() const { return fActorImage->drawOrder(); }
private:
void updateVertices() {
// Update whether the image is skinned.
fSkinned = fActorImage->connectedBoneCount() > 0;
// Retrieve data from the image.
uint32_t vertexCount = fActorImage->vertexCount();
uint32_t vertexStride = fActorImage->vertexStride();
float* vertexData = fActorImage->vertices();
uint32_t indexCount = fActorImage->triangleCount() * 3;
uint16_t* indexData = fActorImage->triangles();
// Don't render if not visible.
if (!vertexCount || fActorImage->textureIndex() < 0) {
fPositions.clear();
fTexs.clear();
fBoneIdx.clear();
fBoneWgt.clear();
fIndices.clear();
return;
}
// Split the vertex data.
fPositions.resize(vertexCount);
fTexs.resize(vertexCount);
fIndices.resize(indexCount);
if (fSkinned) {
fBoneIdx.resize(vertexCount * 4);
fBoneWgt.resize(vertexCount * 4);
}
for (uint32_t i = 0; i < vertexCount; i ++) {
uint32_t j = i * vertexStride;
// Get the attributes.
float* attrPosition = vertexData + j;
float* attrTex = vertexData + j + 2;
float* attrBoneIdx = vertexData + j + 4;
float* attrBoneWgt = vertexData + j + 8;
// Get deformed positions if necessary.
if (fActorImage->doesAnimationVertexDeform()) {
attrPosition = fActorImage->animationDeformedVertices() + i * 2;
}
// Set the data.
fPositions[i].set(attrPosition[0], attrPosition[1]);
fTexs[i].set(attrTex[0] * fTexture->width(), attrTex[1] * fTexture->height());
if (fSkinned) {
for (uint32_t k = 0; k < 4; k ++) {
fBoneIdx[i].indices[k] = static_cast<uint32_t>(attrBoneIdx[k]);
fBoneWgt[i].weights[k] = attrBoneWgt[k];
}
}
}
memcpy(fIndices.data(), indexData, indexCount * sizeof(uint16_t));
}
void updateBones() {
// NIMA matrices are a collection of 6 floats.
constexpr int kNIMAMatrixSize = 6;
// Set up the matrices for the first time.
if (fBones.size() == 0) {
int numMatrices = 1;
if (fSkinned) {
numMatrices = fActorImage->boneInfluenceMatricesLength() / kNIMAMatrixSize;
}
fBones.assign(numMatrices, SkMatrix());
}
if (fSkinned) {
// Update the matrices.
float* matrixData = fActorImage->boneInfluenceMatrices();
for (uint32_t i = 1; i < fBones.size(); i ++) {
SkMatrix& matrix = fBones[i];
float* data = matrixData + i * kNIMAMatrixSize;
nima_to_skmatrix(data, matrix);
}
}
// Set the zero matrix to be the world transform.
nima_to_skmatrix(fActorImage->worldTransform().values(), fBones[0]);
}
void updateVerticesObject(bool applyDeforms, bool isVolatile) {
std::vector<SkPoint>* positions = &fPositions;
// Apply deforms if requested.
uint32_t vertexCount = fPositions.size();
std::vector<SkPoint> deformedPositions;
if (applyDeforms) {
positions = &deformedPositions;
deformedPositions.reserve(vertexCount);
for (uint32_t i = 0; i < vertexCount; i ++) {
Vec2D nimaPoint(fPositions[i].x(), fPositions[i].y());
uint32_t* boneIdx = nullptr;
float* boneWgt = nullptr;
if (fSkinned) {
boneIdx = fBoneIdx[i].indices;
boneWgt = fBoneWgt[i].weights;
}
nimaPoint = this->deform(nimaPoint, boneIdx, boneWgt);
deformedPositions.push_back(SkPoint::Make(nimaPoint[0], nimaPoint[1]));
}
}
// Update the vertices object.
fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
vertexCount,
positions->data(),
fTexs.data(),
nullptr,
fBoneIdx.data(),
fBoneWgt.data(),
fIndices.size(),
fIndices.data(),
isVolatile);
}
void drawVerticesObject(SkCanvas* canvas, bool useBones) const {
// Determine the blend mode.
SkBlendMode blendMode;
switch (fActorImage->blendMode()) {
case BlendMode::Off: {
blendMode = SkBlendMode::kSrc;
break;
}
case BlendMode::Normal: {
blendMode = SkBlendMode::kSrcOver;
break;
}
case BlendMode::Additive: {
blendMode = SkBlendMode::kPlus;
break;
}
case BlendMode::Multiply: {
blendMode = SkBlendMode::kMultiply;
break;
}
case BlendMode::Screen: {
blendMode = SkBlendMode::kScreen;
break;
}
}
// Set the opacity.
fPaint->setAlpha(static_cast<U8CPU>(fActorImage->renderOpacity() * 255));
// Draw the vertices.
if (useBones) {
canvas->drawVertices(fVertices, fBones.data(), fBones.size(), blendMode, *fPaint);
} else {
canvas->drawVertices(fVertices, blendMode, *fPaint);
}
// Reset the opacity.
fPaint->setAlpha(255);
}
Vec2D deform(const Vec2D& position, uint32_t* boneIdx, float* boneWgt) const {
float px = position[0], py = position[1];
float px2 = px, py2 = py;
float influence[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
// Apply the world transform.
Mat2D worldTransform = fActorImage->worldTransform();
px2 = worldTransform[0] * px + worldTransform[2] * py + worldTransform[4];
py2 = worldTransform[1] * px + worldTransform[3] * py + worldTransform[5];
// Apply deformations based on bone offsets.
if (boneIdx && boneWgt) {
float* matrices = fActorImage->boneInfluenceMatrices();
for (uint32_t i = 0; i < 4; i ++) {
uint32_t index = boneIdx[i];
float weight = boneWgt[i];
for (int j = 0; j < 6; j ++) {
influence[j] += matrices[index * 6 + j] * weight;
}
}
px = influence[0] * px2 + influence[2] * py2 + influence[4];
py = influence[1] * px2 + influence[3] * py2 + influence[5];
} else {
px = px2;
py = py2;
}
// Return the transformed position.
return Vec2D(px, py);
}
private:
ActorImage* fActorImage;
SkImage* fTexture;
SkPaint* fPaint;
bool fSkinned;
std::vector<SkPoint> fPositions;
std::vector<SkPoint> fTexs;
std::vector<SkVertices::BoneIndices> fBoneIdx;
std::vector<SkVertices::BoneWeights> fBoneWgt;
std::vector<uint16_t> fIndices;
std::vector<SkMatrix> fBones;
sk_sp<SkVertices> fVertices;
RenderMode fRenderMode;
};
//////////////////////////////////////////////////////////////////////////////////////////////////
// Represents an Actor, or an animated character, in NIMA.
class NIMAActor : public Actor {
public:
NIMAActor(const std::string& basePath)
: fTexture(nullptr)
, fActorImages()
, fPaint()
, fAnimations() {
// Load the NIMA data.
std::string nimaPath((basePath + ".nima").c_str());
INHERITED::load(nimaPath);
// Load the image asset.
sk_sp<SkData> imageData = SkData::MakeFromFileName((basePath + ".png").c_str());
fTexture = SkImage::MakeFromEncoded(imageData);
// Create the paint.
fPaint.setShader(fTexture->makeShader(nullptr));
fPaint.setFilterQuality(SkFilterQuality::kLow_SkFilterQuality);
// Load the image nodes.
fActorImages.reserve(m_ImageNodeCount);
for (uint32_t i = 0; i < m_ImageNodeCount; i ++) {
fActorImages.emplace_back(m_ImageNodes[i], fTexture.get(), &fPaint);
}
// Sort the image nodes.
std::sort(fActorImages.begin(), fActorImages.end(), [](auto a, auto b) {
return a.drawOrder() < b.drawOrder();
});
// Get the list of animations.
fAnimations.reserve(m_AnimationsCount);
for (uint32_t i = 0; i < m_AnimationsCount; i ++) {
fAnimations.push_back(m_Animations[i].name());
}
}
void render(SkCanvas* canvas, RenderMode renderMode) {
// Render the image nodes.
for (auto& image : fActorImages) {
switch (renderMode) {
case kBackend_RenderMode: {
// Render with Skia backend.
image.renderBackend(canvas);
break;
}
case kImmediate_RenderMode: {
// Render with immediate backend.
image.renderImmediate(canvas);
break;
}
}
}
}
const std::vector<std::string>& getAnimations() const {
return fAnimations;
}
private:
sk_sp<SkImage> fTexture;
std::vector<NIMAActorImage> fActorImages;
SkPaint fPaint;
std::vector<std::string> fAnimations;
typedef Actor INHERITED;
};
//////////////////////////////////////////////////////////////////////////////////////////////////
NIMASlide::NIMASlide(const SkString& name, const SkString& path)
: fBasePath()
, fActor(nullptr)
, fPlaying(true)
, fTime(0.0f)
, fRenderMode(kBackend_RenderMode)
, fAnimation(nullptr)
, fAnimationIndex(0) {
fName = name;
// Get the path components.
SkString baseName = SkOSPath::Basename(path.c_str());
baseName.resize(baseName.size() - 5);
SkString dirName = SkOSPath::Dirname(path.c_str());
SkString basePath = SkOSPath::Join(dirName.c_str(), baseName.c_str());
// Save the base path.
fBasePath = std::string(basePath.c_str());
}
NIMASlide::~NIMASlide() {}
void NIMASlide::draw(SkCanvas* canvas) {
canvas->save();
for (int i = 0; i < 10; i ++) {
for (int j = 0; j < 10; j ++) {
canvas->save();
canvas->translate(1250 - 250 * i, 1250 - 250 * j);
canvas->scale(0.5, -0.5);
// Render the actor.
fActor->render(canvas, fRenderMode);
canvas->restore();
}
}
canvas->restore();
// Render the GUI.
this->renderGUI();
}
void NIMASlide::load(SkScalar winWidth, SkScalar winHeight) {
this->resetActor();
}
void NIMASlide::unload() {
// Discard resources.
fAnimation = nullptr;
fActor.reset(nullptr);
}
bool NIMASlide::animate(const SkAnimTimer& timer) {
// Apply the animation.
if (fAnimation) {
if (fPlaying) {
fTime = std::fmod(timer.secs(), fAnimation->max());
}
fAnimation->time(fTime);
fAnimation->apply(1.0f);
}
return true;
}
bool NIMASlide::onChar(SkUnichar c) {
return false;
}
bool NIMASlide::onMouse(SkScalar x, SkScalar y, Window::InputState state, uint32_t modifiers) {
return false;
}
void NIMASlide::resetActor() {
// Create the actor.
fActor = std::make_unique<NIMAActor>(fBasePath);
// Get the animation.
fAnimation = fActor->animationInstance(fActor->getAnimations()[fAnimationIndex]);
}
void NIMASlide::renderGUI() {
ImGui::SetNextWindowSize(ImVec2(300, 220));
ImGui::Begin("NIMA");
// List of animations.
auto animations = const_cast<std::vector<std::string>&>(fActor->getAnimations());
ImGui::PushItemWidth(-1);
if (ImGui::ListBox("Animations",
&fAnimationIndex,
vector_getter,
reinterpret_cast<void*>(&animations),
animations.size(),
5)) {
resetActor();
}
// Playback control.
ImGui::Spacing();
if (ImGui::Button("Play")) {
fPlaying = true;
}
ImGui::SameLine();
if (ImGui::Button("Pause")) {
fPlaying = false;
}
// Time slider.
ImGui::PushItemWidth(-1);
ImGui::SliderFloat("Time", &fTime, 0.0f, fAnimation->max(), "Time: %.3f");
// Backend control.
int renderMode = fRenderMode;
ImGui::Spacing();
ImGui::RadioButton("Skia Backend", &renderMode, 0);
ImGui::RadioButton("Immediate Backend", &renderMode, 1);
if (renderMode == 0) {
fRenderMode = kBackend_RenderMode;
} else {
fRenderMode = kImmediate_RenderMode;
}
ImGui::End();
}