blob: 2219a0e8a920387ec969ea57a4f93367d81d37d7 [file] [log] [blame]
// Copyright 2024 Google LLC.
// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
#include "tools/fiddle/examples.h"
REG_FIDDLE(SkSL_CoordinateSpaces, 128, 128, false, 5) {
void draw(SkCanvas* canvas) {
const char* sksl =
"uniform shader image;"
"half4 main(float2 coord) {"
" coord.x += sin(coord.y / 3) * 4;" // Displace each row by up to 4 pixels
" return image.eval(coord);"
"}";
// Draw the SkSL shader, with an image shader bound to `image`: // SK_FOLD_START
// Turn `image` into an SkShader:
sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
// Parse the SkSL, and create an SkRuntimeEffect object:
auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
// SkRuntimeEffect::makeShader expects an SkSpan<ChildPtr>, one per `uniform shader`:
SkRuntimeEffect::ChildPtr children[] = { imageShader };
// Create an SkShader from our SkSL, with `imageShader` bound to `image`:
sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
/*children=*/ { children, 1 });
// Fill the surface with `myShader`:
SkPaint p;
p.setShader(myShader);
canvas->drawPaint(p);
// SK_FOLD_END
}
} // END FIDDLE