xref: /aosp_15_r20/external/skia/docs/examples/SkSL_Uniforms.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 // Copyright 2024 Google LLC.
2 // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
3 #include "tools/fiddle/examples.h"
4 REG_FIDDLE(SkSL_Uniforms, 128, 64, false, 0) {
draw(SkCanvas * canvas)5 void draw(SkCanvas* canvas) {
6   // Make a very wide-gamut offscreen surface:
7   auto rec2020 = SkColorSpace::MakeRGB(SkNamedTransferFn::kLinear,
8                                        SkNamedGamut::kRec2020);
9   auto info = SkImageInfo::Make(128, 64, kRGBA_F16_SkColorType,
10                                 kPremul_SkAlphaType, rec2020);
11   auto surface = SkSurfaces::Raster(info);
12 
13   // Effect draws horizontal gradients. Top half uses the simple uniform,
14   // bottom half uses a uniform tagged as a color:
15   const char* sksl = R"(
16                   uniform vec4 not_a_color;
17     layout(color) uniform vec4 color;
18 
19     vec4 main(vec2 xy) {
20       vec4 c = xy.y < 32 ? not_a_color : color;
21       return (c * (xy.x / 128)).rgb1;
22     })";
23 
24   auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
25 
26   // Set both uniforms to be "red":
27   SkRuntimeShaderBuilder builder(effect);
28   builder.uniform("not_a_color") = SkV4{ 1, 0, 0, 1 };  // Red?
29   builder.uniform("color")       = SkV4{ 1, 0, 0, 1 };  // sRGB Red
30 
31   // Fill the offscreen surface:
32   SkPaint paint;
33   paint.setShader(builder.makeShader());
34   surface->getCanvas()->drawPaint(paint);
35 
36   // Draw our offscreen image back to the original canvas:
37   canvas->drawImage(surface->makeImageSnapshot(), 0, 0);
38 }
39 }  // END FIDDLE
40