1 /* 2 * Copyright 2023 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 #include "gm/gm.h" 9 #include "include/core/SkBitmap.h" 10 #include "include/core/SkCanvas.h" 11 #include "include/core/SkData.h" 12 #include "include/core/SkPaint.h" 13 #include "include/core/SkRRect.h" 14 #include "include/core/SkSize.h" 15 #include "include/core/SkString.h" 16 #include "include/core/SkSurface.h" 17 #include "include/effects/SkGradientShader.h" 18 #include "include/effects/SkImageFilters.h" 19 #include "include/effects/SkRuntimeEffect.h" 20 #include "include/gpu/ganesh/GrRecordingContext.h" 21 #include "src/base/SkRandom.h" 22 #include "src/core/SkColorSpacePriv.h" 23 #include "src/core/SkRuntimeEffectPriv.h" 24 #include "tools/DecodeUtils.h" 25 #include "tools/Resources.h" 26 27 #include <cmath> 28 29 class RippleShaderGM : public skiagm::GM { 30 public: 31 static constexpr SkISize kSize = {512, 512}; 32 onOnceBeforeDraw()33 void onOnceBeforeDraw() override { 34 // Load the mandrill into a shader. 35 sk_sp<SkImage> img = ToolUtils::GetResourceAsImage("images/mandrill_512.png"); 36 if (!img) { 37 SkDebugf("Unable to load mandrill_512 from resources directory"); 38 return; 39 } 40 fMandrill = img->makeShader(SkSamplingOptions()); 41 42 // Load RippleShader.rts into a SkRuntimeEffect. 43 sk_sp<SkData> shaderData = GetResourceAsData("sksl/realistic/RippleShader.rts"); 44 if (!shaderData) { 45 SkDebugf("Unable to load ripple shader from resources directory"); 46 return; 47 } 48 auto [effect, error] = SkRuntimeEffect::MakeForShader( 49 SkString(static_cast<const char*>(shaderData->data()), shaderData->size())); 50 if (!effect) { 51 SkDebugf("Ripple shader failed to compile\n\n%s\n", error.c_str()); 52 } 53 fEffect = std::move(effect); 54 } 55 getName() const56 SkString getName() const override { return SkString("rippleshader"); } getISize()57 SkISize getISize() override { return kSize; } onAnimate(double nanos)58 bool onAnimate(double nanos) override { 59 fMillis = nanos / (1000. * 1000.); 60 return true; 61 } 62 onDraw(SkCanvas * canvas)63 void onDraw(SkCanvas* canvas) override { 64 SkPaint base; 65 base.setShader(fMandrill); 66 canvas->drawRect(SkRect::MakeWH(kSize.width(), kSize.height()), base); 67 68 // Uniform setting logic was imperfectly adapted from: 69 // frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java 70 // frameworks/base/graphics/java/android/graphics/drawable/RippleAnimationSession.java 71 72 SkRuntimeShaderBuilder builder(fEffect); 73 constexpr float ANIM_DURATION = 1500.0f; 74 constexpr float NOISE_ANIMATION_DURATION = 7000.0f; 75 constexpr float MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 214.0f; 76 constexpr float PI_ROTATE_RIGHT = SK_ScalarPI * 0.0078125f; 77 constexpr float PI_ROTATE_LEFT = SK_ScalarPI * -0.0078125f; 78 79 builder.uniform("in_origin") = SkV2{kSize.width() / 2, kSize.height() / 2}; 80 builder.uniform("in_touch") = SkV2{kSize.width() / 2, kSize.height() / 2}; 81 // Note that `in_progress` should actually be interpolated via FAST_OUT_SLOW_IN. 82 builder.uniform("in_progress") = this->sawtoothLerp(0.0f, 1.0f, ANIM_DURATION); 83 builder.uniform("in_maxRadius") = 400.0f; 84 builder.uniform("in_resolutionScale") = SkV2{1.0f / kSize.width(), 1.0f / kSize.height()}; 85 builder.uniform("in_noiseScale") = SkV2{2.1f / kSize.width(), 2.1f / kSize.height()}; 86 builder.uniform("in_hasMask") = 1.0f; 87 88 float phase = this->sawtoothLerp(0, MAX_NOISE_PHASE, NOISE_ANIMATION_DURATION); 89 builder.uniform("in_noisePhase") = phase; 90 builder.uniform("in_turbulencePhase") = phase * 1000.0f; 91 92 const float scale = 1.5f; 93 builder.uniform("in_tCircle1") = SkV2{scale * .5f + (phase * 0.01f * cosf(scale * .55f)), 94 scale * .5f + (phase * 0.01f * sinf(scale * .55f))}; 95 builder.uniform("in_tCircle2") = SkV2{scale * .2f + (phase * -.0066f * cosf(scale * .45f)), 96 scale * .2f + (phase * -.0066f * sinf(scale * .45f))}; 97 builder.uniform("in_tCircle3") = SkV2{scale + (phase * -.0066f * cosf(scale * .35f)), 98 scale + (phase * -.0066f * sinf(scale * .35f))}; 99 100 float rotation1 = phase * PI_ROTATE_RIGHT + 1.7f * SK_ScalarPI; 101 builder.uniform("in_tRotation1") = SkV2{cosf(rotation1), sinf(rotation1)}; 102 103 float rotation2 = phase * PI_ROTATE_LEFT + 2.0f * SK_ScalarPI; 104 builder.uniform("in_tRotation2") = SkV2{cosf(rotation2), sinf(rotation2)}; 105 106 float rotation3 = phase * PI_ROTATE_RIGHT + 2.75f * SK_ScalarPI; 107 builder.uniform("in_tRotation3") = SkV2{cosf(rotation3), sinf(rotation3)}; 108 109 builder.uniform("in_color") = SkV4{0.0f, 0.6f, 0.0f, 1.0f}; // green 110 builder.uniform("in_sparkleColor") = SkV4{1.0f, 1.0f, 1.0f, 1.0f}; // white 111 builder.child("in_shader") = fMandrill; 112 113 SkPaint sparkle; 114 sparkle.setShader(builder.makeShader()); 115 canvas->drawRect(SkRect::MakeWH(kSize.width(), kSize.height()), sparkle); 116 } 117 sawtoothLerp(float a,float b,float windowMs)118 float sawtoothLerp(float a, float b, float windowMs) { 119 float t = std::fmod(fMillis, windowMs) / windowMs; 120 return a * (1. - t) + b * t; 121 } 122 123 protected: 124 sk_sp<SkRuntimeEffect> fEffect; 125 sk_sp<SkShader> fMandrill; 126 float fMillis = 500.0f; // this allows a non-animated single-frame capture to show the effect 127 128 }; 129 130 DEF_GM(return new RippleShaderGM;) 131