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1 /*
2 * Copyright 2019 Google LLC
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7 
8 #ifndef SkParticleEffect_DEFINED
9 #define SkParticleEffect_DEFINED
10 
11 #include "include/core/SkRefCnt.h"
12 #include "include/core/SkString.h"
13 #include "include/private/SkTArray.h"
14 #include "include/private/SkTemplates.h"
15 #include "include/utils/SkRandom.h"
16 #include "modules/particles/include/SkParticleData.h"
17 #include "modules/particles/include/SkReflected.h"
18 
19 #include <memory>
20 
21 class SkCanvas;
22 struct SkCurve;
23 struct SkColorCurve;
24 class SkParticleDrawable;
25 class SkParticleExternalValue;
26 
27 namespace SkSL {
28     struct ByteCode;
29     class Compiler;
30 }
31 
32 class SkParticleBinding : public SkReflected {
33 public:
fName(name)34     SkParticleBinding(const char* name = "name") : fName(name) {}
35 
36     REFLECTED_ABSTRACT(SkParticleBinding, SkReflected)
37 
38     void visitFields(SkFieldVisitor* v) override;
39     virtual std::unique_ptr<SkParticleExternalValue> toValue(SkSL::Compiler&) = 0;
40 
41     static void RegisterBindingTypes();
42 
43     /*
44      * All SkParticleBinding objects expose a particular native object to an effect's SkSL code.
45      * In all cases, the 'name' is the symbol that will be used to access the object from the SkSL.
46      * Each binding is a callable object, so the SkSL name behaves like a function. The behavior of
47      * each kind of binding is described below.
48      */
49 
50     // Binds an SkCurve to an effect's SkSL. The curve is a one-dimensional function, described
51     // in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a single float value.
52     static sk_sp<SkParticleBinding> MakeCurve(const char* name, const SkCurve& curve);
53 
54     // Binds an SkColorCurve to an effect's SkSL. The curve is a one-dimensional, function,
55     // described in SkCurve.h. It is called in the SkSL as 'name(t)', and returns a float4 value.
56     static sk_sp<SkParticleBinding> MakeColorCurve(const char* name, const SkColorCurve& curve);
57 
58     // Binds an SkPath to an effect's SkSL. The path is specified using SVG syntax. It is called
59     // in the SkSL as 'name(t)'. 't' is a normalized distance along the path. This returns a float4
60     // value, containing the position in .xy, and the normal in .zw.
61     static sk_sp<SkParticleBinding> MakePathBinding(const char* name, const char* path);
62 
63 protected:
64     SkString fName;
65 };
66 
67 class SkParticleEffectParams : public SkRefCnt {
68 public:
69     SkParticleEffectParams();
70 
71     int   fMaxCount;        // Maximum number of particles per instance of the effect
72     float fEffectDuration;  // How long does the effect last after being played, in seconds?
73     float fRate;            // How many particles are emitted per second?
74 
75     // What is drawn for each particle? (Image, shape, sprite sheet, etc.)
76     // See SkParticleDrawable::Make*
77     sk_sp<SkParticleDrawable> fDrawable;
78 
79     // Particle behavior is driven by two SkSL functions defined in the fCode string.
80     // Both functions get a mutable Particle struct:
81     //
82     // struct Particle {
83     //   float  age;
84     //   float  lifetime;
85     //   float2 pos   = { 0, 0 };        // Local position, relative to the effect.
86     //   float2 dir   = { 0, -1 };       // Heading. Should be a normalized vector.
87     //   float  scale = 1;               // Size, normalized relative to the drawable's native size
88     //   float2 vel   = { 0, 0 };        // Linear velocity, in (units / second)
89     //   float  spin  = 0;               // Angular velocity, in (radians / second)
90     //   float4 color = { 1, 1, 1, 1 };  // RGBA color
91     //   float  frame = 0;               // Normalized sprite index for multi-frame drawables
92     // };
93     //
94     // In addition, both functions have access to a global variable named 'rand'. Every read of
95     // 'rand' returns a random floating point value in [0, 1). The random generator is stored
96     // per-particle, and the state is rewound after each update, so calls to 'rand' will return
97     // consistent values from one update to the next.
98     //
99     // Finally, there are two global uniform values available. The first is 'dt', a floating point
100     // number of seconds that have elapsed since the last update. The second is 'effectAge', which
101     // is the normalized age of the effect (not particle). For looping effects, this will wrap
102     // back to zero when the effect's age exceeds its duration.
103     //
104     // 'void spawn(inout Particle p)' is called once for each particle when it is first created,
105     // to set initial values. At a minimum, this should set 'lifetime' to the number of seconds
106     // that the particle will exist. Other parameters have defaults shown above.
107     //
108     // 'void update(inout Particle p)' is called for each particle on every call to the running
109     // SkParticleEffect's update() method. It can animate any of the particle's values. Note that
110     // the 'lifetime' field has a different meaning in 'update', and should not be used or changed.
111     SkString fCode;
112 
113     // External objects accessible by the effect's SkSL code. Each binding is a name and particular
114     // kind of object. See SkParticleBinding::Make* for details.
115     SkTArray<sk_sp<SkParticleBinding>> fBindings;
116 
117     void visitFields(SkFieldVisitor* v);
118 
119 private:
120     friend class SkParticleEffect;
121 
122     // Cached
123     std::unique_ptr<SkSL::ByteCode> fByteCode;
124     SkTArray<std::unique_ptr<SkParticleExternalValue>> fExternalValues;
125 
126     void rebuild();
127 };
128 
129 class SkParticleEffect : public SkRefCnt {
130 public:
131     SkParticleEffect(sk_sp<SkParticleEffectParams> params, const SkRandom& random);
132 
133     void start(double now, bool looping = false);
134     void update(double now);
135     void draw(SkCanvas* canvas);
136 
isAlive()137     bool isAlive() const { return fSpawnTime >= 0; }
getCount()138     int getCount() const { return fCount; }
139 
140 private:
141     void setCapacity(int capacity);
142 
143     sk_sp<SkParticleEffectParams> fParams;
144 
145     SkRandom fRandom;
146 
147     bool   fLooping;
148     double fSpawnTime;
149 
150     int    fCount;
151     double fLastTime;
152     float  fSpawnRemainder;
153 
154     SkParticles             fParticles;
155     SkAutoTMalloc<SkRandom> fStableRandoms;
156 
157     // Cached
158     int fCapacity;
159 };
160 
161 #endif // SkParticleEffect_DEFINED
162