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fire.cpp
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fire.cpp
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#include "fire.hpp"
#include "particle.hpp"
#include "wayfire/debug.hpp"
#include "wayfire/geometry.hpp"
#include "wayfire/opengl.hpp"
#include "wayfire/scene-render.hpp"
#include "wayfire/scene.hpp"
#include "wayfire/view-transform.hpp"
#include <memory>
#include <wayfire/output.hpp>
#include <wayfire/core.hpp>
#include <glm/gtc/matrix_transform.hpp>
static wf::option_wrapper_t<int> fire_particles{"animate/fire_particles"};
static wf::option_wrapper_t<double> fire_particle_size{"animate/fire_particle_size"};
static wf::option_wrapper_t<bool> random_fire_color{"animate/random_fire_color"};
static wf::option_wrapper_t<wf::color_t> fire_color{"animate/fire_color"};
// generate a random float between s and e
static float random(float s, float e)
{
double r = 1.0 * (std::rand() % RAND_MAX) / (RAND_MAX - 1);
return (s * r + (1 - r) * e);
}
static int particle_count_for_width(int width)
{
int particles = fire_particles;
return particles * std::min(width / 400.0, 3.5);
}
class fire_node_t : public wf::scene::floating_inner_node_t
{
public:
std::unique_ptr<ParticleSystem> ps;
fire_node_t() : floating_inner_node_t(false)
{
ps = std::make_unique<ParticleSystem>(1);
ps->set_initer(
[=] (Particle& p)
{
init_particle_with_node(p, get_children_bounding_box(), progress_line);
});
}
static void init_particle_with_node(Particle& p,
wf::geometry_t bounding_box, double progress)
{
p.life = 1;
p.fade = random(0.1, 0.6);
wf::color_t color_setting = fire_color;
float r;
float g;
float b;
if (!random_fire_color)
{
// The calculation here makes the variation lower at darker values
float randomize_amount_r = (color_setting.r * 0.857) / 2;
float randomize_amount_g = (color_setting.g * 0.857) / 2;
float randomize_amount_b = (color_setting.b * 0.857) / 2;
r = random(color_setting.r - randomize_amount_r,
std::min(color_setting.r + randomize_amount_r,
1.0));
g = random(color_setting.g - randomize_amount_g,
std::min(color_setting.g + randomize_amount_g,
1.0));
b = random(color_setting.b - randomize_amount_b,
std::min(color_setting.b + randomize_amount_b,
1.0));
} else
{
r = random(0, 1);
g = random(0, 1);
b = random(0, 1);
r = 2 * pow(r, 16);
g = 2 * pow(g, 16);
b = 2 * pow(b, 16);
}
p.color = {r, g, b, 1};
const double cur_pos = bounding_box.height * progress;
p.pos = {random(0, bounding_box.width), random(cur_pos - 10, cur_pos + 10)};
p.start_pos = p.pos;
p.speed = {random(-10, 10), random(-25, 5)};
p.g = {-1, -3};
double size = fire_particle_size;
p.base_radius = p.radius = random(size * 0.8, size * 1.2);
}
std::string stringify() const override
{
return "fire";
}
void gen_render_instances(
std::vector<wf::scene::render_instance_uptr>& instances,
wf::scene::damage_callback push_damage,
wf::output_t *output = nullptr) override;
wf::geometry_t get_bounding_box() override
{
static constexpr int left_border = 200;
static constexpr int right_border = 200;
static constexpr int top_border = 200;
static constexpr int bottom_border = 200;
auto view = get_children_bounding_box();
view.x -= left_border;
view.y -= top_border;
view.width += left_border + right_border;
view.height += top_border + bottom_border;
return view;
}
float progress_line;
void set_progress_line(float line)
{
progress_line = line;
}
};
class fire_render_instance_t : public wf::scene::render_instance_t
{
std::shared_ptr<fire_node_t> self;
public:
fire_render_instance_t(fire_node_t *self,
wf::scene::damage_callback push_damage,
wf::output_t *output)
{
this->self = std::dynamic_pointer_cast<fire_node_t>(self->shared_from_this());
auto child_damage = [=] (const wf::region_t& damage)
{
push_damage(damage | self->get_bounding_box());
};
for (auto& ch : self->get_children())
{
if (ch->is_enabled())
{
ch->gen_render_instances(children, child_damage, output);
}
}
}
void schedule_instructions(
std::vector<wf::scene::render_instruction_t>& instructions,
const wf::render_target_t& target, wf::region_t& damage) override
{
if (children.empty())
{
return;
}
// Step 2: we render ourselves
auto bbox = self->get_bounding_box();
instructions.push_back(wf::scene::render_instruction_t{
.instance = this,
.target = target,
.damage = damage & bbox,
});
// Step 1: render the view below normally, however, make sure it doesn't
// render above the progress line
bbox = self->get_children_bounding_box();
bbox.height *= self->progress_line;
auto child_damage = damage & bbox;
for (auto& ch : children)
{
ch->schedule_instructions(instructions, target, child_damage);
}
}
void render(const wf::render_target_t& target_fb,
const wf::region_t& region) override
{
OpenGL::render_begin(target_fb);
auto bbox = self->get_children_bounding_box();
auto translate =
glm::translate(glm::mat4(1.0), {bbox.x, bbox.y, 0});
for (auto& box : region)
{
target_fb.logic_scissor(wlr_box_from_pixman_box(box));
self->ps->render(target_fb.get_orthographic_projection() * translate);
}
OpenGL::render_end();
}
void presentation_feedback(wf::output_t *output) override
{
for (auto& ch : children)
{
ch->presentation_feedback(output);
}
}
void compute_visibility(wf::output_t *output, wf::region_t& visible) override
{
for (auto& ch : this->children)
{
ch->compute_visibility(output, visible);
}
}
private:
std::vector<wf::scene::render_instance_uptr> children;
};
void fire_node_t::gen_render_instances(
std::vector<wf::scene::render_instance_uptr>& instances,
wf::scene::damage_callback push_damage,
wf::output_t *output)
{
instances.push_back(std::make_unique<fire_render_instance_t>(
this, push_damage, output));
}
static float fire_duration_mod_for_height(int height)
{
return std::min(height / 400.0, 3.0);
}
void FireAnimation::init(wayfire_view view, wf::animation_description_t dur, wf_animation_type type)
{
this->view = view;
auto bbox = view->get_transformed_node()->get_bounding_box();
dur.length_ms *= fire_duration_mod_for_height(bbox.height);
this->progression = wf::animation::simple_animation_t(
wf::create_option<wf::animation_description_t>(dur));
this->progression.animate(0, 1);
if (type & HIDING_ANIMATION)
{
this->progression.flip();
}
name = "animation-fire-" + std::to_string(type);
auto tr = std::make_shared<fire_node_t>();
view->get_transformed_node()->add_transformer(
tr, wf::TRANSFORMER_HIGHLEVEL + 1, name);
}
bool FireAnimation::step()
{
auto transformer = view->get_transformed_node()
->get_transformer<fire_node_t>(name);
transformer->set_progress_line(this->progression);
if (this->progression.running())
{
transformer->ps->spawn(transformer->ps->size() / 10);
}
transformer->ps->update();
transformer->ps->resize(particle_count_for_width(
transformer->get_children_bounding_box().width));
return this->progression.running() || transformer->ps->statistic();
}
void FireAnimation::reverse()
{
this->progression.reverse();
}
FireAnimation::~FireAnimation()
{
view->get_transformed_node()->rem_transformer(name);
}