3da607ec72
Added factories to create particle binding objects, which were the only piece that couldn't be generated programmatically. Commented most of the things that a user needs to know to create an effect from within code. (Except for all the details of SkSL). Change-Id: I4003e536e46c77e0c1c9e83486cf99f0c2cf54d1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/230120 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
162 lines
6.0 KiB
C++
162 lines
6.0 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/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 "modules/particles/include/SkReflected.h"
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#include <memory>
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class SkCanvas;
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struct SkCurve;
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struct SkColorCurve;
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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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class Compiler;
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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 SkCurve to an effect's SkSL. The curve is a one-dimensional function, described
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// in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a single float value.
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static sk_sp<SkParticleBinding> MakeCurve(const char* name, const SkCurve& curve);
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// Binds an SkColorCurve to an effect's SkSL. The curve is a one-dimensional, function,
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// described in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a float4 value.
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static sk_sp<SkParticleBinding> MakeColorCurve(const char* name, const SkColorCurve& curve);
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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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protected:
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SkString fName;
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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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int fMaxCount; // Maximum number of particles per instance of the effect
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float fEffectDuration; // How long does the effect last after being played, in seconds?
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float fRate; // How many particles are emitted per second?
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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 SkSL functions defined in the fCode string.
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// Both functions get a mutable Particle struct:
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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 = { 0, 0 }; // Local position, relative to the effect.
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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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// In addition, both functions have access to a global variable named 'rand'. Every read of
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// 'rand' returns a random floating point value in [0, 1). The random generator is stored
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// per-particle, and the state is rewound after each update, so calls to 'rand' will return
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// consistent values from one update to the next.
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//
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// Finally, there are two global uniform values available. The first is 'dt', a floating point
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// number of seconds that have elapsed since the last update. The second is 'effectAge', which
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// is the normalized age of the effect (not particle). For looping effects, this will wrap
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// back to zero when the effect's age exceeds its duration.
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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 have defaults shown above.
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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 fCode;
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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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std::unique_ptr<SkSL::ByteCode> fByteCode;
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SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues;
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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 fSpawnTime >= 0; }
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int getCount() const { return fCount; }
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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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double fSpawnTime;
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int fCount;
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double fLastTime;
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float fSpawnRemainder;
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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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