7edfb69406
This was only being used in one effect (and for no good reason). SkSL is plenty powerful to re-implement something similar if required, at no real performance cost. Re-implemented the one effect that used it with simpler math in the script, updated the copy of that effect in the gallery. Docs-Preview: https://skia.org/?cl=247040 Change-Id: I68c86d6550dd4f003f6ba5ecd0febab37b86540b Bug: skia:9513 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/247040 Reviewed-by: Kevin Lubick <kjlubick@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
/*
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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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#include "src/sksl/SkSLExternalValue.h"
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#include <memory>
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class SkParticleEffect;
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class SkParticleEffectParams;
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class SkRandom;
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namespace SkSL {
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class Compiler;
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}
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class SkParticleExternalValue : public SkSL::ExternalValue {
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public:
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SkParticleExternalValue(const char* name, SkSL::Compiler& compiler, const SkSL::Type& type)
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: SkSL::ExternalValue(name, type)
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, fCompiler(compiler)
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, fRandom(nullptr)
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, fEffect(nullptr) {}
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void setRandom(SkRandom* random) { fRandom = random; }
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void setEffect(SkParticleEffect* effect) { fEffect = effect; }
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protected:
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SkSL::Compiler& fCompiler;
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SkRandom* fRandom;
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SkParticleEffect* fEffect;
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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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virtual std::unique_ptr<SkParticleExternalValue> toValue(SkSL::Compiler&) = 0;
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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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// Binds an SkPath to an effect's SkSL. The path is specified using SVG syntax. It is called
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// in the SkSL as 'name(t)'. 't' is a normalized distance along the path. This returns a float4
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// value, containing the position in .xy, and the normal in .zw.
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static sk_sp<SkParticleBinding> MakePathBinding(const char* name, const char* path);
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static sk_sp<SkParticleBinding> MakeEffectBinding(const char* name,
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sk_sp<SkParticleEffectParams> effect);
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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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