2019-08-30 14:59:47 +00:00
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/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkParticleBinding_DEFINED
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#define SkParticleBinding_DEFINED
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#include "include/core/SkString.h"
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#include "modules/particles/include/SkReflected.h"
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2021-04-13 13:42:05 +00:00
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#include "src/sksl/ir/SkSLExternalFunction.h"
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2019-08-30 14:59:47 +00:00
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#include <memory>
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2021-01-20 19:01:30 +00:00
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class SkArenaAlloc;
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Particles: Sub-effect spawning and some slight refactoring
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-09-19 14:06:36 +00:00
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class SkParticleEffect;
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class SkParticleEffectParams;
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2019-08-30 14:59:47 +00:00
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2019-12-02 21:52:51 +00:00
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namespace skresources {
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class ResourceProvider;
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2020-08-06 18:11:56 +00:00
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} // namespace skresources
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2019-12-02 21:52:51 +00:00
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2019-08-30 14:59:47 +00:00
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namespace SkSL {
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class Compiler;
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2020-08-06 18:11:56 +00:00
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} // namespace SkSL
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2019-08-30 14:59:47 +00:00
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2021-01-20 19:01:30 +00:00
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namespace skvm {
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struct Uniforms;
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} // namespace skvm
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class SkParticleExternalFunction : public SkSL::ExternalFunction {
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2019-08-30 14:59:47 +00:00
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public:
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SkParticleExternalFunction(const char* name,
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SkSL::Compiler& compiler,
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const SkSL::Type& type,
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skvm::Uniforms* uniforms,
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SkArenaAlloc* alloc)
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: SkSL::ExternalFunction(name, type)
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, fCompiler(compiler)
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, fUniforms(uniforms)
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, fAlloc(alloc) {}
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2019-08-30 14:59:47 +00:00
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protected:
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SkSL::Compiler& fCompiler;
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skvm::Uniforms* fUniforms;
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SkArenaAlloc* fAlloc;
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2019-08-30 14:59:47 +00:00
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};
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class SkParticleBinding : public SkReflected {
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public:
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SkParticleBinding(const char* name = "name") : fName(name) {}
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REFLECTED_ABSTRACT(SkParticleBinding, SkReflected)
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void visitFields(SkFieldVisitor* v) override;
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2019-12-02 21:52:51 +00:00
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2021-01-20 19:01:30 +00:00
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virtual std::unique_ptr<SkParticleExternalFunction> toFunction(SkSL::Compiler&,
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skvm::Uniforms*,
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SkArenaAlloc*) = 0;
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2019-12-02 21:52:51 +00:00
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virtual void prepare(const skresources::ResourceProvider*) = 0;
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2019-08-30 14:59:47 +00:00
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static void RegisterBindingTypes();
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/*
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* All SkParticleBinding objects expose a particular native object to an effect's SkSL code.
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* In all cases, the 'name' is the symbol that will be used to access the object from the SkSL.
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* Each binding is a callable object, so the SkSL name behaves like a function. The behavior of
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* each kind of binding is described below.
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*/
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2019-12-03 19:31:37 +00:00
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// float4 name(xy) -- Fetches RGBA data from an image. 'xy' are normalized image coordinates.
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static sk_sp<SkParticleBinding> MakeImage(const char* name,
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const char* imagePath, const char* imageName);
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// float4 name(t) -- Fetches position and normal from an SkPath. 't' is the normalized distance
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// along the path. The return value contains position in .xy and normal in .zw.
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static sk_sp<SkParticleBinding> MakePath(const char* name,
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const char* pathPath, const char* pathName);
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Particles: Sub-effect spawning and some slight refactoring
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-09-19 14:06:36 +00:00
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2019-08-30 14:59:47 +00:00
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protected:
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SkString fName;
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};
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#endif // SkParticleBinding_DEFINED
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