xref: /aosp_15_r20/external/skia/docs/examples/SkSL_Uniforms.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_Uniforms, 128, 64, false, 0) {
draw(SkCanvas * canvas)5*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) {
6*c8dee2aaSAndroid Build Coastguard Worker   // Make a very wide-gamut offscreen surface:
7*c8dee2aaSAndroid Build Coastguard Worker   auto rec2020 = SkColorSpace::MakeRGB(SkNamedTransferFn::kLinear,
8*c8dee2aaSAndroid Build Coastguard Worker                                        SkNamedGamut::kRec2020);
9*c8dee2aaSAndroid Build Coastguard Worker   auto info = SkImageInfo::Make(128, 64, kRGBA_F16_SkColorType,
10*c8dee2aaSAndroid Build Coastguard Worker                                 kPremul_SkAlphaType, rec2020);
11*c8dee2aaSAndroid Build Coastguard Worker   auto surface = SkSurfaces::Raster(info);
12*c8dee2aaSAndroid Build Coastguard Worker 
13*c8dee2aaSAndroid Build Coastguard Worker   // Effect draws horizontal gradients. Top half uses the simple uniform,
14*c8dee2aaSAndroid Build Coastguard Worker   // bottom half uses a uniform tagged as a color:
15*c8dee2aaSAndroid Build Coastguard Worker   const char* sksl = R"(
16*c8dee2aaSAndroid Build Coastguard Worker                   uniform vec4 not_a_color;
17*c8dee2aaSAndroid Build Coastguard Worker     layout(color) uniform vec4 color;
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker     vec4 main(vec2 xy) {
20*c8dee2aaSAndroid Build Coastguard Worker       vec4 c = xy.y < 32 ? not_a_color : color;
21*c8dee2aaSAndroid Build Coastguard Worker       return (c * (xy.x / 128)).rgb1;
22*c8dee2aaSAndroid Build Coastguard Worker     })";
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker   auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker   // Set both uniforms to be "red":
27*c8dee2aaSAndroid Build Coastguard Worker   SkRuntimeShaderBuilder builder(effect);
28*c8dee2aaSAndroid Build Coastguard Worker   builder.uniform("not_a_color") = SkV4{ 1, 0, 0, 1 };  // Red?
29*c8dee2aaSAndroid Build Coastguard Worker   builder.uniform("color")       = SkV4{ 1, 0, 0, 1 };  // sRGB Red
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker   // Fill the offscreen surface:
32*c8dee2aaSAndroid Build Coastguard Worker   SkPaint paint;
33*c8dee2aaSAndroid Build Coastguard Worker   paint.setShader(builder.makeShader());
34*c8dee2aaSAndroid Build Coastguard Worker   surface->getCanvas()->drawPaint(paint);
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker   // Draw our offscreen image back to the original canvas:
37*c8dee2aaSAndroid Build Coastguard Worker   canvas->drawImage(surface->makeImageSnapshot(), 0, 0);
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker }  // END FIDDLE
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