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/*
* 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/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 "modules/particles/include/SkReflected.h"
#include <memory>
class SkCanvas;
struct SkCurve;
struct SkColorCurve;
class SkParticleDrawable;
class SkParticleExternalValue;
namespace SkSL {
struct ByteCode;
class Compiler;
}
class SkParticleBinding : public SkReflected {
public:
SkParticleBinding(const char* name = "name") : fName(name) {}
REFLECTED_ABSTRACT(SkParticleBinding, SkReflected)
void visitFields(SkFieldVisitor* v) override;
virtual std::unique_ptr<SkParticleExternalValue> toValue(SkSL::Compiler&) = 0;
static void RegisterBindingTypes();
/*
* All SkParticleBinding objects expose a particular native object to an effect's SkSL code.
* In all cases, the 'name' is the symbol that will be used to access the object from the SkSL.
* Each binding is a callable object, so the SkSL name behaves like a function. The behavior of
* each kind of binding is described below.
*/
// Binds an SkCurve to an effect's SkSL. The curve is a one-dimensional function, described
// in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a single float value.
static sk_sp<SkParticleBinding> MakeCurve(const char* name, const SkCurve& curve);
// Binds an SkColorCurve to an effect's SkSL. The curve is a one-dimensional, function,
// described in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a float4 value.
static sk_sp<SkParticleBinding> MakeColorCurve(const char* name, const SkColorCurve& curve);
// Binds an SkPath to an effect's SkSL. The path is specified using SVG syntax. It is called
// in the SkSL as 'name(t)'. 't' is a normalized distance along the path. This returns a float4
// value, containing the position in .xy, and the normal in .zw.
static sk_sp<SkParticleBinding> MakePathBinding(const char* name, const char* path);
protected:
SkString fName;
};
class SkParticleEffectParams : public SkRefCnt {
public:
SkParticleEffectParams();
int fMaxCount; // Maximum number of particles per instance of the effect
float fEffectDuration; // How long does the effect last after being played, in seconds?
float fRate; // How many particles are emitted per second?
// What is drawn for each particle? (Image, shape, sprite sheet, etc.)
// See SkParticleDrawable::Make*
sk_sp<SkParticleDrawable> fDrawable;
// Particle behavior is driven by two SkSL functions defined in the fCode string.
// Both functions get a mutable Particle struct:
//
// struct Particle {
// float age;
// float lifetime;
// float2 pos = { 0, 0 }; // Local position, relative to the effect.
// 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
// };
//
// In addition, both functions have access to a global variable named 'rand'. Every read of
// 'rand' returns a random floating point value in [0, 1). The random generator is stored
// per-particle, and the state is rewound after each update, so calls to 'rand' will return
// consistent values from one update to the next.
//
// Finally, there are two global uniform values available. The first is 'dt', a floating point
// number of seconds that have elapsed since the last update. The second is 'effectAge', which
// is the normalized age of the effect (not particle). For looping effects, this will wrap
// back to zero when the effect's age exceeds its duration.
//
// '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 have defaults shown above.
//
// '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 fCode;
// 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
std::unique_ptr<SkSL::ByteCode> fByteCode;
SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues;
void rebuild();
};
class SkParticleEffect : public SkRefCnt {
public:
SkParticleEffect(sk_sp<SkParticleEffectParams> params, const SkRandom& random);
void start(double now, bool looping = false);
void update(double now);
void draw(SkCanvas* canvas);
bool isAlive() const { return fSpawnTime >= 0; }
int getCount() const { return fCount; }
private:
void setCapacity(int capacity);
sk_sp<SkParticleEffectParams> fParams;
SkRandom fRandom;
bool fLooping;
double fSpawnTime;
int fCount;
double fLastTime;
float fSpawnRemainder;
SkParticles fParticles;
SkAutoTMalloc<SkRandom> fStableRandoms;
// Cached
int fCapacity;
};
#endif // SkParticleEffect_DEFINED