xref: /aosp_15_r20/external/skia/docs/examples/SkSL_EvaluatingNestedShaders.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker // Copyright 2024 Google LLC.
2*c8dee2aaSAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
3*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fiddle/examples.h"
4*c8dee2aaSAndroid Build Coastguard Worker REG_FIDDLE(SkSL_EvaluatingNestedShaders, 128, 128, false, 5) {
5*c8dee2aaSAndroid Build Coastguard Worker // Create a linear gradient from white (left) to black (right)
makeGradientShader()6*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> makeGradientShader() {
7*c8dee2aaSAndroid Build Coastguard Worker   const char* sksl =
8*c8dee2aaSAndroid Build Coastguard Worker     "half4 main(float2 coord) {"
9*c8dee2aaSAndroid Build Coastguard Worker     "  float t = coord.x / 128;"
10*c8dee2aaSAndroid Build Coastguard Worker     "  half4 white = half4(1);"
11*c8dee2aaSAndroid Build Coastguard Worker     "  half4 black = half4(0,0,0,1);"
12*c8dee2aaSAndroid Build Coastguard Worker     "  return mix(white, black, t);"
13*c8dee2aaSAndroid Build Coastguard Worker     "}";
14*c8dee2aaSAndroid Build Coastguard Worker   auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
15*c8dee2aaSAndroid Build Coastguard Worker   return effect->makeShader(/*uniforms=*/ nullptr, /*children=*/ {});
16*c8dee2aaSAndroid Build Coastguard Worker }
17*c8dee2aaSAndroid Build Coastguard Worker 
draw(SkCanvas * canvas)18*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) {
19*c8dee2aaSAndroid Build Coastguard Worker   // Turn `image` into an SkShader:
20*c8dee2aaSAndroid Build Coastguard Worker   sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker   const char* sksl =
23*c8dee2aaSAndroid Build Coastguard Worker     "uniform shader input_1;"
24*c8dee2aaSAndroid Build Coastguard Worker     "uniform shader input_2;"
25*c8dee2aaSAndroid Build Coastguard Worker     "half4 main(float2 coord) {"
26*c8dee2aaSAndroid Build Coastguard Worker     "  return input_1.eval(coord) * input_2.eval(coord);"
27*c8dee2aaSAndroid Build Coastguard Worker     "}";
28*c8dee2aaSAndroid Build Coastguard Worker   SkRuntimeEffect::ChildPtr children[] = { /*input_1=*/ imageShader,
29*c8dee2aaSAndroid Build Coastguard Worker                                            /*input_2=*/ makeGradientShader() };
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker   // Create SkShader from SkSL, then fill surface: // SK_FOLD_START
32*c8dee2aaSAndroid Build Coastguard Worker 
33*c8dee2aaSAndroid Build Coastguard Worker   // Create an SkShader from our SkSL, with `children` bound to the inputs:
34*c8dee2aaSAndroid Build Coastguard Worker   auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
35*c8dee2aaSAndroid Build Coastguard Worker   sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
36*c8dee2aaSAndroid Build Coastguard Worker                                                 /*children=*/ children);
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker   // Fill the surface with `myShader`:
39*c8dee2aaSAndroid Build Coastguard Worker   SkPaint p;
40*c8dee2aaSAndroid Build Coastguard Worker   p.setShader(myShader);
41*c8dee2aaSAndroid Build Coastguard Worker   canvas->drawPaint(p);
42*c8dee2aaSAndroid Build Coastguard Worker   // SK_FOLD_END
43*c8dee2aaSAndroid Build Coastguard Worker }
44*c8dee2aaSAndroid Build Coastguard Worker }  // END FIDDLE
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