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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 SkParticleBinding_DEFINED
#define SkParticleBinding_DEFINED
#include "include/core/SkString.h"
#include "modules/particles/include/SkReflected.h"
#include "src/sksl/SkSLExternalValue.h"
#include <memory>
class SkParticleEffect;
class SkParticleEffectParams;
class SkRandom;
namespace skresources {
class ResourceProvider;
namespace SkSL {
class Compiler;
class SkParticleExternalValue : public SkSL::ExternalValue {
SkParticleExternalValue(const char* name, SkSL::Compiler& compiler, const SkSL::Type& type)
: SkSL::ExternalValue(name, type)
, fCompiler(compiler)
, fRandom(nullptr)
, fEffect(nullptr) {}
void setRandom(SkRandom* random) { fRandom = random; }
void setEffect(SkParticleEffect* effect) { fEffect = effect; }
SkSL::Compiler& fCompiler;
SkRandom* fRandom;
SkParticleEffect* fEffect;
class SkParticleBinding : public SkReflected {
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;
virtual void prepare(const skresources::ResourceProvider*) = 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 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);
static sk_sp<SkParticleBinding> MakeEffectBinding(const char* name,
sk_sp<SkParticleEffectParams> effect);
SkString fName;
#endif // SkParticleBinding_DEFINED