| /* | |
| * 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 "src/sksl/SkSLInterpreter.h" | |
| #include <memory> | |
| class SkCanvas; | |
| class SkFieldVisitor; | |
| class SkParticleBinding; | |
| class SkParticleDrawable; | |
| class SkParticleExternalValue; | |
| static constexpr int INTERPRETER_WIDTH = 8; | |
| namespace skresources { | |
| class ResourceProvider; | |
| } | |
| namespace SkSL { | |
| class 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); | |
| // Load/compute cached resources | |
| void prepare(const skresources::ResourceProvider*); | |
| private: | |
| friend class SkParticleEffect; | |
| // Cached | |
| template<int width> | |
| struct Program { | |
| std::unique_ptr<SkSL::Interpreter<width>> fInterpreter; | |
| SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues; | |
| }; | |
| // for performance it would be better to run this with a Program<1>, but for code-size reasons | |
| // we stick to INTERPRETER_WIDTH | |
| Program<INTERPRETER_WIDTH> fEffectProgram; | |
| Program<INTERPRETER_WIDTH> fParticleProgram; | |
| }; | |
| 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, uint32_t flags); | |
| // 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 | |
| 0); // flags | |
| } | |
| 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; } | |
| float getRate() const { return fState.fRate; } | |
| int getBurst() const { return fState.fBurst; } | |
| SkPoint getPosition() const { return fState.fPosition; } | |
| SkVector getHeading() const { return fState.fHeading; } | |
| float getScale() const { return fState.fScale; } | |
| SkVector getVelocity() const { return fState.fVelocity; } | |
| float getSpin() const { return fState.fSpin; } | |
| SkColor4f getColor() const { return fState.fColor; } | |
| float getFrame() const { return fState.fFrame; } | |
| uint32_t getFlags() const { return fState.fFlags; } | |
| void setRate (float r) { fState.fRate = r; } | |
| void setBurst (int b) { fState.fBurst = b; } | |
| void setPosition(SkPoint p) { fState.fPosition = p; } | |
| void setHeading (SkVector h) { fState.fHeading = h; } | |
| void setScale (float s) { fState.fScale = s; } | |
| void setVelocity(SkVector v) { fState.fVelocity = v; } | |
| void setSpin (float s) { fState.fSpin = s; } | |
| void setColor (SkColor4f c) { fState.fColor = c; } | |
| void setFrame (float f) { fState.fFrame = f; } | |
| void setFlags (uint32_t f) { fState.fFlags = f; } | |
| const SkSL::ByteCode* effectCode() const { | |
| return fParams->fEffectProgram.fInterpreter ? | |
| &fParams->fEffectProgram.fInterpreter->getCode() : | |
| nullptr; | |
| } | |
| const SkSL::ByteCode* particleCode() const { | |
| return fParams->fParticleProgram.fInterpreter ? | |
| &fParams->fParticleProgram.fInterpreter->getCode() : | |
| nullptr; | |
| } | |
| float* effectUniforms() { return fEffectUniforms.data(); } | |
| float* particleUniforms() { return fParticleUniforms.data(); } | |
| static void RegisterParticleTypes(); | |
| private: | |
| void setCapacity(int capacity); | |
| // Helpers to break down update | |
| void advanceTime(double now); | |
| void processEffectSpawnRequests(double now); | |
| void 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; | |
| // C++ version of the SkSL Effect struct. This is the inout parameter to per-effect scripts, | |
| // and provided as a uniform (named 'effect') to the per-particle scripts. | |
| struct EffectState { | |
| 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; | |
| uint32_t fFlags; | |
| }; | |
| EffectState fState; | |
| SkParticles fParticles; | |
| SkAutoTMalloc<SkRandom> fStableRandoms; | |
| // Cached | |
| int fCapacity; | |
| SkTArray<float, true> fEffectUniforms; | |
| SkTArray<float, true> fParticleUniforms; | |
| // 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 |