blob: e6e9cc05b34e24ff798f6a4ab33f20703f6f9216 [file] [log] [blame]
// Copyright 2020 Google LLC.
// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
#include "tools/fiddle/examples.h"
REG_FIDDLE_ANIMATED(Octopus_Generator_Animated, 256, 256, false, 0, 4) {
#include <random>
void paintOctopus(float x, float y, int size_base, SkColor color, SkCanvas* canvas) {
// Set up the paint to draw the head and legs
SkPaint paint;
paint.setAntiAlias(true);
paint.setColor(color);
int radius = 3*size_base;
// Draw the big head
canvas->drawCircle(x, y, radius, paint);
// Draw 8 small legs
for (int leg = 0; leg < 8; ++leg) {
canvas->drawCircle(x - radius + (2*radius/7.5*leg),
y + radius - pow(abs(4-leg), 2), size_base/2 + 2, paint);
}
// Make the color a bit lighter for the eyes
paint.setColor(SkColorSetRGB(std::min(255u, SkColorGetR(color) + 20),
std::min(255u, SkColorGetG(color) + 20),
std::min(255u, SkColorGetB(color) + 20)));
// Draw the left and right eye
canvas->drawCircle(x-size_base, y+size_base, size_base/2, paint);
canvas->drawCircle(x+size_base, y+size_base, size_base/2, paint);
}
void draw(SkCanvas* canvas) {
// This is called many times, once per frame. To keep the octopods
// a consistent color, we depend on the RNG using the *same* seed
// for each of calls (i.e. don't reseed it based on time or something).
std::default_random_engine rng;
const auto randScalar = [&rng](float min, float max) -> float {
return std::uniform_real_distribution<float>(min, max)(rng);
};
const auto randInt = [&rng](int min, int max) -> int {
return std::uniform_int_distribution<int>(min, max)(rng);
};
const auto randOpaqueColor = [&rng]() -> SkColor {
return std::uniform_int_distribution<uint32_t>(0, 0xFFFFFF)(rng) | 0xFF000000;
};
// Don't make this too big or rendering will time out.
constexpr int numOctopods = 20;
for (int i = 0; i < numOctopods; ++i) {
float x = randScalar(0, 256);
float y = randScalar(0, 256);
int s = randInt(6, 12);
SkColor c = randOpaqueColor();
// To make the octopods "swim" we have them move around a circle
// of a random radius
float radius = randScalar(0, 40);
// frame is in range [0, 1.0], so this starts at some fraction of 2pi
// (e.g. 1/2 pi) and goes until that fraction + 2pi (e.g. 5/2 pi)
float angle = (randScalar(0, 1) + frame) * 6.28319;
x += radius * cos(angle);
y += radius * sin(angle);
paintOctopus(x, y, s, c, canvas);
}
}
} // END FIDDLE