skia2/modules/particles/include/SkParticleEffect.h
Brian Osman 9a8b846baf 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 15:18:13 +00:00

232 lines
8.1 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkParticleEffect_DEFINED
#define SkParticleEffect_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkString.h"
#include "include/private/SkTArray.h"
#include "include/private/SkTemplates.h"
#include "include/utils/SkRandom.h"
#include "modules/particles/include/SkParticleData.h"
#include <memory>
class SkCanvas;
class SkFieldVisitor;
class SkParticleBinding;
class SkParticleDrawable;
class SkParticleExternalValue;
namespace SkSL {
struct ByteCode;
}
class SkParticleEffectParams : public SkRefCnt {
public:
SkParticleEffectParams();
// Maximum number of particles per instance of the effect
int fMaxCount;
// What is drawn for each particle? (Image, shape, sprite sheet, etc.)
// See SkParticleDrawable::Make*
sk_sp<SkParticleDrawable> fDrawable;
// Particle behavior is driven by two chunks of SkSL code. Effect functions are defined in
// fEffectCode, and get a mutable Effect struct:
//
// struct Effect {
// float age; // Normalized age of the effect
// float lifetime; // Effect's duration, in seconds - script should set this in effectSpawn
// int loop; // Number of loops that have elapsed (0 on initial spawn)
// float rate; // Rate to generate new particles (particles / second)
// int burst; // Number of particles to emit in a single update
// // Set during spawn to emit that many at once on each loop
//
// // Everything below this line controls the state of the effect, which is also the
// // default values for new particles.
// float2 pos = { 0, 0 }; // Local position
// float2 dir = { 0, -1 }; // Heading. Should be a normalized vector.
// float scale = 1; // Size, normalized relative to the drawable's native size
// float2 vel = { 0, 0 }; // Linear velocity, in (units / second)
// float spin = 0; // Angular velocity, in (radians / second)
// float4 color = { 1, 1, 1, 1 }; // RGBA color
// float frame = 0; // Normalized sprite index for multi-frame drawables
// };
//
// Particle functions are defined in fParticleCode, and get a mutable Particle struct, as well
// as a uniform copy of the current Effect, named 'effect'.
//
// struct Particle {
// float age;
// float lifetime;
// float2 pos;
// float2 dir;
// float scale;
// float2 vel;
// float spin;
// float4 color;
// float frame;
// };
//
// All functions have access to a global variable named 'rand'. Every read of 'rand' returns a
// random floating point value in [0, 1). For particle functions, the state is rewound after
// each update, so calls to 'rand' will return consistent values from one update to the next.
//
// Finally, there is one global uniform values available, 'dt'. This is a floating point
// number of seconds that have elapsed since the last update.
//
// Effect code should define two functions:
//
// 'void effectSpawn(inout Effect e)' is called when an instance of the effect is first
// created, and again at every loop point (if the effect is played with the looping flag).
//
// 'void effectUpdate(inout Effect e)' is called once per update to adjust properties of the
// effect (ie emitter).
//
// Particle code should also define two functions:
//
// 'void spawn(inout Particle p)' is called once for each particle when it is first created,
// to set initial values. At a minimum, this should set 'lifetime' to the number of seconds
// that the particle will exist. Other parameters will get default values from the effect.
//
// 'void update(inout Particle p)' is called for each particle on every call to the running
// SkParticleEffect's update() method. It can animate any of the particle's values. Note that
// the 'lifetime' field has a different meaning in 'update', and should not be used or changed.
SkString fEffectCode;
SkString fParticleCode;
// External objects accessible by the effect's SkSL code. Each binding is a name and particular
// kind of object. See SkParticleBinding::Make* for details.
SkTArray<sk_sp<SkParticleBinding>> fBindings;
void visitFields(SkFieldVisitor* v);
private:
friend class SkParticleEffect;
// Cached
struct Program {
std::unique_ptr<SkSL::ByteCode> fByteCode;
SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues;
};
Program fEffectProgram;
Program fParticleProgram;
void rebuild();
};
class SkParticleEffect : public SkRefCnt {
public:
SkParticleEffect(sk_sp<SkParticleEffectParams> params, const SkRandom& random);
// Start playing this effect, specifying initial values for the emitter's properties
void start(double now, bool looping, SkPoint position, SkVector heading, float scale,
SkVector velocity, float spin, SkColor4f color, float frame);
// Start playing this effect, with default values for the emitter's properties
void start(double now, bool looping) {
this->start(now, looping,
{ 0.0f, 0.0f }, // position
{ 0.0f, -1.0f }, // heading
1.0f, // scale
{ 0.0f, 0.0f }, // velocity
0.0f, // spin
{ 1.0f, 1.0f, 1.0f, 1.0f }, // color
0.0f); // sprite frame
}
void update(double now);
void draw(SkCanvas* canvas);
bool isAlive(bool includeSubEffects = true) const {
return (fState.fAge >= 0 && fState.fAge <= 1)
|| (includeSubEffects && !fSubEffects.empty());
}
int getCount() const { return fCount; }
static void RegisterParticleTypes();
private:
void setCapacity(int capacity);
// Helpers to break down update
void advanceTime(double now);
void processEffectSpawnRequests(double now);
int runEffectScript(double now, const char* entry);
void processParticleSpawnRequests(double now, int start);
void runParticleScript(double now, const char* entry, int start, int count);
sk_sp<SkParticleEffectParams> fParams;
SkRandom fRandom;
bool fLooping;
int fCount;
double fLastTime;
float fSpawnRemainder;
// Effect-associated values exposed to script. They are some mix of uniform and inout,
// depending on whether we're executing per-effect or per-particle scripts.
struct EffectState {
float fDeltaTime;
// Above this line is always uniform. Below is uniform for particles, inout for effect.
float fAge;
float fLifetime;
int fLoopCount;
float fRate;
int fBurst;
// Properties that determine default values for new particles
SkPoint fPosition;
SkVector fHeading;
float fScale;
SkVector fVelocity;
float fSpin;
SkColor4f fColor;
float fFrame;
};
EffectState fState;
SkParticles fParticles;
SkAutoTMalloc<SkRandom> fStableRandoms;
// Cached
int fCapacity;
// Private interface used by SkEffectBinding and SkEffectExternalValue to spawn sub effects
friend class SkEffectExternalValue;
struct SpawnRequest {
SpawnRequest(int index, bool loop, sk_sp<SkParticleEffectParams> params)
: fIndex(index)
, fLoop(loop)
, fParams(std::move(params)) {}
int fIndex;
bool fLoop;
sk_sp<SkParticleEffectParams> fParams;
};
void addSpawnRequest(int index, bool loop, sk_sp<SkParticleEffectParams> params) {
fSpawnRequests.emplace_back(index, loop, std::move(params));
}
SkTArray<SpawnRequest> fSpawnRequests;
SkTArray<sk_sp<SkParticleEffect>> fSubEffects;
};
#endif // SkParticleEffect_DEFINED