d1846d85ad
Change-Id: I3436ee95c4cc13067b53b170515fd10c19b329b3 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242136 Commit-Queue: Brian Osman <brianosman@google.com> Commit-Queue: Michael Ludwig <michaelludwig@google.com> Auto-Submit: Brian Osman <brianosman@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com>
186 lines
6.3 KiB
C++
186 lines
6.3 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 SkParticleEffect_DEFINED
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#define SkParticleEffect_DEFINED
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#include "include/core/SkColor.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkString.h"
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#include "include/private/SkTArray.h"
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#include "include/private/SkTemplates.h"
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#include "include/utils/SkRandom.h"
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#include "modules/particles/include/SkParticleData.h"
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#include <memory>
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class SkCanvas;
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class SkFieldVisitor;
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class SkParticleBinding;
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class SkParticleDrawable;
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class SkParticleExternalValue;
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namespace SkSL {
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struct ByteCode;
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}
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class SkParticleEffectParams : public SkRefCnt {
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public:
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SkParticleEffectParams();
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// Maximum number of particles per instance of the effect
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int fMaxCount;
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// What is drawn for each particle? (Image, shape, sprite sheet, etc.)
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// See SkParticleDrawable::Make*
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sk_sp<SkParticleDrawable> fDrawable;
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// Particle behavior is driven by two chunks of SkSL code. Effect functions are defined in
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// fEffectCode, and get a mutable Effect struct:
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//
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// struct Effect {
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// float age; // Normalized age of the effect
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// float lifetime; // Effect's duration, in seconds - script should set this in effectSpawn
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// int loop; // Number of loops that have elapsed (0 on initial spawn)
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// float rate; // Rate to generate new particles (particles / second)
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// int burst; // Number of particles to emit in a single update
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// // Set during spawn to emit that many at once on each loop
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//
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// // Everything below this line controls the state of the effect, which is also the
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// // default values for new particles.
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// float2 pos = { 0, 0 }; // Local position
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// float2 dir = { 0, -1 }; // Heading. Should be a normalized vector.
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// float scale = 1; // Size, normalized relative to the drawable's native size
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// float2 vel = { 0, 0 }; // Linear velocity, in (units / second)
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// float spin = 0; // Angular velocity, in (radians / second)
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// float4 color = { 1, 1, 1, 1 }; // RGBA color
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// float frame = 0; // Normalized sprite index for multi-frame drawables
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// };
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//
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// Particle functions are defined in fParticleCode, and get a mutable Particle struct, as well
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// as a uniform copy of the current Effect, named 'effect'.
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//
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// struct Particle {
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// float age;
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// float lifetime;
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// float2 pos;
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// float2 dir;
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// float scale;
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// float2 vel;
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// float spin;
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// float4 color;
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// float frame;
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// };
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//
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// All functions have access to a global variable named 'rand'. Every read of 'rand' returns a
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// random floating point value in [0, 1). For particle functions, the state is rewound after
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// each update, so calls to 'rand' will return consistent values from one update to the next.
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//
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// Finally, there is one global uniform values available, 'dt'. This is a floating point
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// number of seconds that have elapsed since the last update.
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//
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// Effect code should define two functions:
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//
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// 'void effectSpawn(inout Effect e)' is called when an instance of the effect is first
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// created, and again at every loop point (if the effect is played with the looping flag).
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//
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// 'void effectUpdate(inout Effect e)' is called once per update to adjust properties of the
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// effect (ie emitter).
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//
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// Particle code should also define two functions:
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//
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// 'void spawn(inout Particle p)' is called once for each particle when it is first created,
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// to set initial values. At a minimum, this should set 'lifetime' to the number of seconds
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// that the particle will exist. Other parameters will get default values from the effect.
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//
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// 'void update(inout Particle p)' is called for each particle on every call to the running
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// SkParticleEffect's update() method. It can animate any of the particle's values. Note that
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// the 'lifetime' field has a different meaning in 'update', and should not be used or changed.
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SkString fEffectCode;
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SkString fParticleCode;
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// External objects accessible by the effect's SkSL code. Each binding is a name and particular
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// kind of object. See SkParticleBinding::Make* for details.
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SkTArray<sk_sp<SkParticleBinding>> fBindings;
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void visitFields(SkFieldVisitor* v);
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private:
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friend class SkParticleEffect;
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// Cached
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struct Program {
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std::unique_ptr<SkSL::ByteCode> fByteCode;
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SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues;
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};
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Program fEffectProgram;
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Program fParticleProgram;
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void rebuild();
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};
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class SkParticleEffect : public SkRefCnt {
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public:
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SkParticleEffect(sk_sp<SkParticleEffectParams> params, const SkRandom& random);
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void start(double now, bool looping = false);
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void update(double now);
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void draw(SkCanvas* canvas);
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bool isAlive() const { return fState.fAge >= 0 && fState.fAge <= 1; }
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int getCount() const { return fCount; }
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static void RegisterParticleTypes();
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private:
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void setCapacity(int capacity);
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sk_sp<SkParticleEffectParams> fParams;
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SkRandom fRandom;
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bool fLooping;
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int fCount;
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double fLastTime;
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float fSpawnRemainder;
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// Effect-associated values exposed to script. They are some mix of uniform and inout,
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// depending on whether we're executing per-feffect or per-particle scripts.
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struct EffectState {
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float fDeltaTime;
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// Above this line is always uniform. Below is uniform for particles, inout for effect.
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float fAge;
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float fLifetime;
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int fLoopCount;
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float fRate;
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int fBurst;
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// Properties that determine default values for new particles
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SkPoint fPosition;
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SkVector fHeading;
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float fScale;
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SkVector fVelocity;
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float fSpin;
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SkColor4f fColor;
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float fFrame;
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};
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EffectState fState;
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SkParticles fParticles;
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SkAutoTMalloc<SkRandom> fStableRandoms;
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// Cached
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int fCapacity;
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};
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#endif // SkParticleEffect_DEFINED
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