blob: 932d743e8ea91f2ef948429d44d1864a9feceddb [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_RawImageShaders, 384, 128, false, 0) {
static sk_sp<SkImage> make_image(sk_sp<SkRuntimeEffect> effect,
const SkImageInfo& info) {
sk_sp<SkSurface> surface = SkSurfaces::Raster(info);
SkCanvas* canvas = surface->getCanvas();
auto shader = effect->makeShader(/*uniforms=*/ nullptr, /*children=*/ {});
if (!shader) {
return nullptr;
}
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
canvas->drawPaint(paint);
return surface->makeImageSnapshot();
}
void draw(SkCanvas* canvas) {
// Make a hemispherical normal map image:
auto imageInfo = SkImageInfo::MakeN32Premul(128, 128);
auto imageShader = SkRuntimeEffect::MakeForShader(SkString(R"(
vec4 main(vec2 p) {
p = (p / 128) * 2 - 1;
float len2 = dot(p, p);
vec3 v = (len2 > 1) ? vec3(0, 0, 1) : vec3(p, sqrt(1 - len2));
return (v * 0.5 + 0.5).xyz1;
})")).effect;
auto normalImage = make_image(imageShader, imageInfo);
// Make a simple lighting effect:
auto litEffect = SkRuntimeEffect::MakeForShader(SkString(R"(
uniform shader normals;
vec4 main(vec2 p) {
vec3 n = normalize(normals.eval(p).xyz * 2 - 1);
vec3 l = normalize(vec3(-1, -1, 0.5));
return saturate(dot(n, l)).xxx1;
})")).effect;
SkRuntimeShaderBuilder builder(litEffect);
SkPaint paint;
// FIRST: Draw the lighting to our (not color managed) canvas.
// This is our CORRECT, reference result:
builder.child("normals") = normalImage->makeShader(SkSamplingOptions{});
paint.setShader(builder.makeShader());
canvas->drawRect({0,0,128,128}, paint);
// Make an offscreen surface with a wide gamut:
auto rec2020 = SkColorSpace::MakeRGB(SkNamedTransferFn::kSRGB,
SkNamedGamut::kRec2020);
auto info = SkImageInfo::Make(128, 128, kRGBA_F16_SkColorType,
kPremul_SkAlphaType, rec2020);
auto surface = SkSurfaces::Raster(info);
// SECOND: Draw the lighting to the offscreen surface. Color management
// changes the normals, producing INCORRECT (wrong direction) lighting:
surface->getCanvas()->drawPaint(paint);
canvas->drawImage(surface->makeImageSnapshot(), 128, 0);
// THIRD: Convert the normals to a raw image shader. This ignores color
// management for that image, so we get CORRECT lighting again:
builder.child("normals") = normalImage->makeRawShader(SkSamplingOptions{});
paint.setShader(builder.makeShader());
surface->getCanvas()->drawPaint(paint);
canvas->drawImage(surface->makeImageSnapshot(), 256, 0);
}
} // END FIDDLE