125daa4d1a
- Collapsed the per-particle data into a single struct, and use that to communicate with drawables, too. Let the drawables manage allocation of xforms, colors, etc. Helpful for non-atlas drawables, and just to keep the effect code simpler. - Having all of the params in a single struct allows us to move the remaining animated behaviors into affectors (color/frame). - Added SkColorCurve, which works like SkCurve for SkColor4f. Use that to create a color affector (rather than simple start/end colors in the effect params). - Also put the stable random in SkParticleState. This is going to be necessary if/when we change affectors to operate on all particles (rather than one at a time). Still need to move t value into the particle struct (or eval it from the lifetime params on demand). Change-Id: Icf39116acbfd5d6e8eb91e9affbd8898d106211d Reviewed-on: https://skia-review.googlesource.com/c/193473 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
82 lines
1.9 KiB
C++
82 lines
1.9 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 "SkAutoMalloc.h"
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#include "SkColor.h"
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#include "SkCurve.h"
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#include "SkParticleData.h"
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#include "SkRandom.h"
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#include "SkRefCnt.h"
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#include "SkTArray.h"
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class SkAnimTimer;
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class SkCanvas;
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class SkFieldVisitor;
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class SkParticleAffector;
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class SkParticleDrawable;
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class SkParticleEmitter;
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class SkParticleEffectParams : public SkRefCnt {
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public:
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int fMaxCount = 128;
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float fEffectDuration = 1.0f;
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float fRate = 8.0f;
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SkCurve fLifetime = 1.0f;
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// Drawable (image, sprite sheet, etc.)
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sk_sp<SkParticleDrawable> fDrawable;
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// Emitter shape & parameters
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sk_sp<SkParticleEmitter> fEmitter;
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// Rules that configure particles at spawn time
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SkTArray<sk_sp<SkParticleAffector>> fSpawnAffectors;
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// Rules that update existing particles over their lifetime
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SkTArray<sk_sp<SkParticleAffector>> fUpdateAffectors;
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void visitFields(SkFieldVisitor* v);
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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(const SkAnimTimer& timer, bool looping = false);
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void update(const SkAnimTimer& timer);
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void draw(SkCanvas* canvas);
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bool isAlive() { return fSpawnTime >= 0; }
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SkParticleEffectParams* getParams() { return fParams.get(); }
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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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SkAutoTMalloc<SkParticleState> 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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