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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 "NimaActor.h"
#include "SkData.h"
#include "SkFilterQuality.h"
#include "SkImage.h"
#include "SkPaint.h"
#include "SkString.h"
#include "SkVertices.h"
#include <algorithm>
#include <cmath>
NimaActor::NimaActor(std::string nimaPath, std::string texturePath)
: fTexture(nullptr)
, fActorImages()
, fPaint(nullptr)
, fAnimationNames()
, fAnimationInstance(nullptr) {
// Load the NIMA data.
INHERITED::load(nimaPath);
// Load the image asset.
fTexture = SkImage::MakeFromEncoded(SkData::MakeFromFileName(texturePath.c_str()));
this->init();
}
NimaActor::NimaActor(sk_sp<SkData> nimaBytes, sk_sp<SkData> textureBytes)
: fTexture(nullptr)
, fActorImages()
, fPaint(nullptr)
, fAnimationNames()
, fAnimationInstance(nullptr) {
// Load the NIMA data.
INHERITED::load(const_cast<uint8_t*>(nimaBytes->bytes()), nimaBytes->size());
// Load the image asset.
fTexture = SkImage::MakeFromEncoded(textureBytes);
this->init();
}
void NimaActor::init() {
// Create the paint.
fPaint = std::make_unique<SkPaint>();
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.get());
}
// Sort the image nodes.
std::sort(fActorImages.begin(), fActorImages.end(), [](auto a, auto b) {
return a.drawOrder() < b.drawOrder();
});
// Get the list of animations.
fAnimationNames.reserve(m_AnimationsCount);
for (uint32_t i = 0; i < m_AnimationsCount; i++) {
fAnimationNames.push_back(m_Animations[i].name());
}
this->setAnimation(0);
}
SkScalar NimaActor::duration() const {
if (fAnimationInstance) {
return fAnimationInstance->duration();
}
return 0.0f;
}
void NimaActor::setAnimation(uint8_t index) {
if (index < fAnimationNames.size()) {
fAnimationIndex = index;
fAnimationInstance = this->animationInstance(fAnimationNames[fAnimationIndex]);
}
}
void NimaActor::setAnimation(std::string name) {
for (size_t i = 0; i < fAnimationNames.size(); i++)
{
std::string aName = fAnimationNames[i];
if (aName == name)
{
setAnimation(i);
return;
}
}
}
void NimaActor::render(SkCanvas* canvas, uint32_t renderFlags) {
// Render the image nodes.
for (auto& image : fActorImages) {
image.render(canvas, renderFlags);
}
}
void NimaActor::seek(SkScalar t) {
// Apply the animation.
if (fAnimationInstance) {
t = std::fmod(t, fAnimationInstance->max());
fAnimationInstance->time(t);
fAnimationInstance->apply(1.0f);
}
}
// ===================================================================================
NimaActorImage::NimaActorImage(nima::ActorImage* actorImage, SkImage* texture, SkPaint* paint)
: fActorImage(actorImage)
, fTexture(texture)
, fPaint(paint)
, fSkinned(false)
, fPositions()
, fTexs()
, fBoneIdx()
, fBoneWgt()
, fIndices()
, fBones()
, fVertices(nullptr)
, fRenderFlags(0) {
// Update the vertices and bones.
this->updateVertices(true);
this->updateBones();
}
void NimaActorImage::render(SkCanvas* canvas, uint32_t renderFlags) {
bool dirty = renderFlags != fRenderFlags;
fRenderFlags = renderFlags;
bool useImmediate = renderFlags & kImmediate_RenderFlag;
bool useCache = renderFlags & kCache_RenderFlag;
bool drawBounds = renderFlags & kBounds_RenderFlag;
// Don't use the cache if drawing in immediate mode.
useCache &= !useImmediate;
if (fActorImage->doesAnimationVertexDeform() || dirty) {
// These are vertices that transform beyond just bone transforms, so they must be
// updated every frame.
// If the render flags are dirty, reset the vertices object.
this->updateVertices(!useCache);
}
// Update the bones.
this->updateBones();
// Deform the bones in immediate mode.
sk_sp<SkVertices> vertices = fVertices;
if (useImmediate) {
vertices = fVertices->applyBones(fBones.data(), fBones.size());
}
// Draw the vertices object.
this->drawVerticesObject(vertices.get(), canvas, !useImmediate);
// Draw the bounds.
if (drawBounds && fActorImage->renderOpacity() > 0.0f) {
// Get the bounds.
SkRect bounds = vertices->bounds();
// Approximate bounds if not using immediate transforms.
if (!useImmediate) {
const SkRect originalBounds = fBones[0].mapRect(vertices->bounds());
bounds = originalBounds;
for (size_t i = 1; i < fBones.size(); i++) {
const SkVertices::Bone& matrix = fBones[i];
bounds.join(matrix.mapRect(originalBounds));
}
}
// Draw the bounds.
SkPaint paint;
paint.setStyle(SkPaint::kStroke_Style);
paint.setColor(0xFFFF0000);
canvas->drawRect(bounds, paint);
}
}
void NimaActorImage::updateVertices(bool isVolatile) {
// 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][k] = static_cast<uint32_t>(attrBoneIdx[k]);
fBoneWgt[i][k] = attrBoneWgt[k];
}
}
}
memcpy(fIndices.data(), indexData, indexCount * sizeof(uint16_t));
// Update the vertices object.
fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
vertexCount,
fPositions.data(),
fTexs.data(),
nullptr,
fBoneIdx.data(),
fBoneWgt.data(),
fIndices.size(),
fIndices.data(),
isVolatile);
}
void NimaActorImage::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;
}
// Initialize all matrices to the identity matrix.
fBones.assign(numMatrices, {{ 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f }});
}
if (fSkinned) {
// Update the matrices.
float* matrixData = fActorImage->boneInfluenceMatrices();
memcpy(fBones.data(), matrixData, fBones.size() * kNIMAMatrixSize * sizeof(float));
}
// Set the zero matrix to be the world transform.
memcpy(fBones.data(),
fActorImage->worldTransform().values(),
kNIMAMatrixSize * sizeof(float));
}
void NimaActorImage::drawVerticesObject(SkVertices* vertices, SkCanvas* canvas, bool useBones) const {
// Determine the blend mode.
SkBlendMode blendMode;
switch (fActorImage->blendMode()) {
case nima::BlendMode::Off: {
blendMode = SkBlendMode::kSrc;
break;
}
case nima::BlendMode::Normal: {
blendMode = SkBlendMode::kSrcOver;
break;
}
case nima::BlendMode::Additive: {
blendMode = SkBlendMode::kPlus;
break;
}
case nima::BlendMode::Multiply: {
blendMode = SkBlendMode::kMultiply;
break;
}
case nima::BlendMode::Screen: {
blendMode = SkBlendMode::kScreen;
break;
}
}
// Set the opacity.
fPaint->setAlpha(static_cast<U8CPU>(fActorImage->renderOpacity() * 255));
// Draw the vertices.
if (useBones) {
canvas->drawVertices(vertices, fBones.data(), fBones.size(), blendMode, *fPaint);
} else {
canvas->drawVertices(vertices, blendMode, *fPaint);
}
// Reset the opacity.
fPaint->setAlpha(255);
}