Lines Matching refs:fState
225 fState.fAge = -1.0f;
273 fState.fAge = 0.0f;
278 fState.fLifetime = 1.0f;
279 fState.fLoopCount = 0;
280 fState.fRate = 0.0f;
281 fState.fBurst = 0;
283 fState.fPosition = position;
284 fState.fHeading = heading;
285 fState.fScale = scale;
286 fState.fVelocity = velocity;
287 fState.fSpin = spin;
288 fState.fColor = color;
289 fState.fFrame = frame;
290 fState.fRandom = seed;
319 args[i + 2] = SkTAddOffset<void>(&fState, i * sizeof(int));
322 memcpy(&fUniforms[1], &fState.fAge, sizeof(EffectState));
346 memcpy(&fUniforms[1], &fState.fAge, sizeof(EffectState));
369 if (fState.fAge == 0.0f && fState.fLoopCount == 0) {
373 fState.fAge += deltaTime / fState.fLifetime;
374 if (fState.fAge > 1) {
377 fState.fLoopCount += sk_float_floor2int(fState.fAge);
378 fState.fAge = fmodf(fState.fAge, 1.0f);
406 fState.fPosition += fState.fVelocity * deltaTime;
407 float s = sk_float_sin(fState.fSpin * deltaTime),
408 c = sk_float_cos(fState.fSpin * deltaTime);
410 fState.fHeading.setNormalize(fState.fHeading.fX * c - fState.fHeading.fY * s,
411 fState.fHeading.fX * s + fState.fHeading.fY * c);
415 float desired = fState.fRate * deltaTime + fSpawnRemainder + fState.fBurst;
416 fState.fBurst = 0;
425 fState.fRandom = advance_seed(fState.fRandom);
428 fParticles.fData[SkParticles::kPositionX ][fCount] = fState.fPosition.fX;
429 fParticles.fData[SkParticles::kPositionY ][fCount] = fState.fPosition.fY;
430 fParticles.fData[SkParticles::kHeadingX ][fCount] = fState.fHeading.fX;
431 fParticles.fData[SkParticles::kHeadingY ][fCount] = fState.fHeading.fY;
432 fParticles.fData[SkParticles::kScale ][fCount] = fState.fScale;
433 fParticles.fData[SkParticles::kVelocityX ][fCount] = fState.fVelocity.fX;
434 fParticles.fData[SkParticles::kVelocityY ][fCount] = fState.fVelocity.fY;
435 fParticles.fData[SkParticles::kVelocityAngular][fCount] = fState.fSpin;
436 fParticles.fData[SkParticles::kColorR ][fCount] = fState.fColor.fR;
437 fParticles.fData[SkParticles::kColorG ][fCount] = fState.fColor.fG;
438 fParticles.fData[SkParticles::kColorB ][fCount] = fState.fColor.fB;
439 fParticles.fData[SkParticles::kColorA ][fCount] = fState.fColor.fA;
440 fParticles.fData[SkParticles::kSpriteFrame ][fCount] = fState.fFrame;
441 fParticles.fData[SkParticles::kRandom ][fCount] = fState.fRandom;