Galacean Effects Core
Basic Concepts
The Composition in Galacean Effects is the unit of animation playback. The abstract class Composition
manages the process from data parsing (JSON -> VFXItem -> mesh) to the creation, updating, and destruction of rendered frames (renderFrame
) and render passes (renderPass
).
Each composition utilizes animation data from various types of elements (VFXItem
) and their corresponding components (Component
), including camera properties, multiple layers, particles, and interactive elements.
When a composition is created, it loads various data assets, creates elements (VFXItem
) along with their corresponding components (Component
), and initializes animation texture maps (Texture
), renderFrame
, and renderPass
.
At the beginning of the lifecycle, the corresponding mesh will be added to the default renderPass
by the composition. During the course of the lifecycle, the data within the mesh, such as Geometry
and Material
, will be updated.
When post-processing is needed, the mesh will be broken down into the appropriate renderPass
. After the lifecycle ends, the corresponding mesh will be removed from the renderFrame
.
To play the animation, the engine retrieves the mesh from the renderFrame
and adds it to the scene, continuously calls the update function of the Composition
during the rendering loop to update
the data.
Process
1. Resource Loading and Creation
- Asset Download AssetManager: Before playing the animation, JSON data along with binary resources (
processBins
) and image resources (processImages
) are downloaded. Upon completion of image downloads, parameters for creating textures (Texture
) are returned. In addition to basic resource downloading functionality, the following features are supported:
- Selective downloading of resources based on rendering levels.
- After loading the image, image/text replacement is performed according to the configuration, and the modified image is saved as an
imageData
object by drawing on a Canvas. - Enable the gl extension
KHR_parallel_shader_compile
to compile shaders after resource loading is completed.
- Asset Creation engine
The scene data loaded from the network needs to be mounted onto the
engine
object (addPackageDatas
) to create instances through the engine
object.
- Texture Creation Texture: The static methods
create
and createWithData
in the Texture
abstract class are used to create real texture objects based on the parameters returned above. The current texture objects may be based on the creation types enumerated in TextureSourceType
. - Element Creation VFXItem: Call
engine.createVFXItems()
to create VFXItem instances.
2. Animation Playback
-
Composition: The Composition manages the data processing and rendering settings for animation playback. The engine needs to obtain the mesh through composition.renderFrame
and add the retrieved meshes to the scene.
- The constructor will invoke the following functions, which do not need to be called manually when integrating:
- Plugin system
pluginSystem.initializeComposition()
composition.createRenderFrame()
: Creation and initialization of renderFrame
composition.reset()
: Animation data parsing and initialization of the rendering instance state such as Meshcomposition.play()
: Start playback of the composition
update
method: This method is used to call renderFrame
to add/modify/delete meshes, driving the update of VFXItem
and refreshing vertex data, uniform variable values, etc. The following functions will be called and need to be implemented:
updateVideo
: Update video frames for video playbackgetRendererOptions
: Return an empty Texture
created with the datareloadTexture/offloadTexture
: Handle the reload
and offload
of textures
- The meshes or rendering objects added to the scene are obtained through
renderFrame
. The interface can be freely designed in Composition
according to the needs of the engine. dispose
method: At the end of the composition lifecycle, this method will be called based on the termination behavior, executing the composition destruction callback of VFXItem
, and will also destroy objects such as meshes and textures.
-
RenderFrame: The RenderFrame
can be understood as the rendering data object corresponding to each frame of the composition. In addition to managing the renderPass
, it also stores the camera properties and common uniform variable table (semantics) associated with the composition. The meshes corresponding to different types of elements are added and removed using addMeshToDefaultRenderPass
and removeMeshFromDefaultRenderPass
methods of renderFrame
. The mesh is added to the appropriate position in the renderPass
based on its priority
property.
addMeshToDefaultRenderPass/removeMeshFromDefaultRenderPass
:
- For compositions without filter elements, the engine can manage all meshes through the
defRenderPass
, or it can directly place the passed-in mesh into its own scene. The engine can also organize and manage the meshes as required. - For compositions with filter elements involving post-processing, the effects-core will call the
splitDefaultRenderPassByMesh
function to split the renderPass
using the splitting parameters. In this case, the engine needs to iterate over renderFrame._renderPasses
to retrieve meshes and add them to the scene. - When adding a mesh, the common uniforms used by the material can be obtained through
mesh.material.uniformSemantics
, including matrices related to MVP transformations and the attachments used.
setEditorTransformUniform
: This method is used to set the translation/scaling transformation of an element after model transformation. The engine may not necessarily understand this concept but can set the value to semantics[EDITOR_TRANSFORM]
.
-
RenderPass: The meshes added to the scene can be obtained through renderPass.meshes
. The render pass renderPass
contains the meshes for the current pass, the operations for clearing the buffer before and after rendering, and attachments related to color, depth, and stencil. The delegate
property is used to specify the callbacks before and after rendering for the renderPass
, as defined in filters. The engine needs to execute these callbacks before actually rendering the meshes to ensure the correct operation of the filters.
-
Mesh: Each VFXItem
calls the Mesh.create()
function during initialization, passing in parameters such as geometry and material, and sets/retrieves the rendering order for the current mesh using priority
.
- The static
create
method is used to create a new Mesh
object that the engine can render. The engine needs to add geometry, material, and other objects to the mesh here.
- The primitive type to be rendered can be obtained from
geometry.mode
.
- The
setter
and getter
functions for priority
are used to set the rendering order of the current mesh. Meshes with lower priority
values should be drawn before those with higher values. setVisible/getVisible
sets the visibility of the mesh.
Tips
- To access methods on the element component, you can use
VFXItem.getComponent(XXXComponent)
. - To obtain the mesh corresponding to the current
VFXItem
, you can use VFXItem.content.mesh
to retrieve it.
Each VFXItem
calls the Geometry.create()
function during initialization, passing in the drawing type, vertex data, and index data of the element. During each frame update, new vertex data is passed to the attribute data.
- The static create method: It processes the passed attribute data. If the data contains the dataSource property, it indicates that the attribute shares a buffer with the data source.
size
, offset
, and stride
are also passed in. If the data length is 0 and the engine does not allow dynamic modification of the GPU cache length, an initialization array should be created using the maxVertex
parameter.
setAttributeData/getAttributeData
: Sets/retrieves attribute data for the specified attribute name.setAttributeSubData
: Sets partial attribute updates.getIndexData/setIndexData
: Sets/retrieves index data.setDrawCount/getDrawCount
: Sets/retrieves the draw count.
Attributes involved:
Sprite
1. aPoint: Float32Array - Vertex data
2. aIndex: Float32Array - Shared buffer with aPoint
3. Index data: Uint16Array
Particle
1. aPos: Float32Array
2. aVel: Float32Array - Shared buffer with aPos
3. aDirX: Float32Array - Shared buffer with aPos
4. aDirY: Float32Array - Shared buffer with aPos
5. aRot: Float32Array - Shared buffer with aPos
6. aSeed: Float32Array - Shared buffer with aRot
7. aColor: Float32Array - Shared buffer with aRot
8. aOffset: Float32Array
9. aSprite: Float32Array
10. Index data: Uint16Array
Particle-trail
1. aColor: Float32Array
2. aSeed: Float32Array - Shared buffer with aColor
3. aInfo: Float32Array - Shared buffer with aColor
4. aPos: Float32Array - Shared buffer with aColor
5. aTime: Float32Array
6. aDir: Float32Array
7. aTrailStart: Float32Array
8. aTrailStartIndex: Float32Array
Each VFXItem
calls the Material.create()
function during initialization, passing the shader and uniform semantics. The states and uniform data of the material are not passed in the constructor parameters but are set through functions after material creation.
- Static
create
method: It needs to handle the provided shader text and set the uniformSemantics
. - Implementation of
setter/getter
methods for states: The constant type passed is glContext
, which may need to be converted to constants defined by the engine. set[dataType]/get[dataType]
methods for uniforms: effects-core will invoke the corresponding methods based on the type of the uniform to set data.
⚠️ Note:
The related UBO calls are deprecated, and material-data-block
does not need to be implemented.
Uniforms involved and their types:
Sprite
1. uMainData: mat4
2. uTexParams: vec4
3. uTexOffset: vec4
4. uSampler\[i]: sampler2D
5. uSamplerPre: sampler2D
6. uFeatherSampler: sampler2D
Particle
1. uSprite: vec4
2. uParams: vec4
3. uAcceleration: vec4
4. uGravityModifierValue: vec4
5. uOpacityOverLifetimeValue: vec4
6. uRXByLifeTimeValue: vec4
7. uRYByLifeTimeValue: vec4
8. uRZByLifeTimeValue: vec4
9. uLinearXByLifetimeValue: vec4
10. uLinearYByLifetimeValue: vec4
11. uLinearZByLifetimeValue: vec4
12. uSpeedLifetimeValue: vec4
13. uOrbXByLifetimeValue: vec4
14. uOrbYByLifetimeValue: vec4
15. uOrbZByLifetimeValue: vec4
16. uSizeByLifetimeValue: vec4
17. uSizeYByLifetimeValue:vec4
18. uColorParams: vec4
19. uFSprite: vec4
20. uPreviewColor: vec4
21. uVCurveValues: vec4Array
22. uFCurveValues: vec4
23. uFinalTarget: vec3
24. uForceCurve: vec4
25. uOrbCenter: vec3
26. uTexOffset: vec2
27. uPeriodValue: vec4
28. uMovementValue: vec4
29. uStrengthValue: vec4
30. uWaveParams: vec4