/* * 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 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 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 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 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 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 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> fBindings; void visitFields(SkFieldVisitor* v); private: friend class SkParticleEffect; // Cached std::unique_ptr fByteCode; SkTArray> fExternalValues; void rebuild(); }; class SkParticleEffect : public SkRefCnt { public: SkParticleEffect(sk_sp 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 fParams; SkRandom fRandom; bool fLooping; double fSpawnTime; int fCount; double fLastTime; float fSpawnRemainder; SkParticles fParticles; SkAutoTMalloc fStableRandoms; // Cached int fCapacity; }; #endif // SkParticleEffect_DEFINED