blob: 5d38475cbddfb2ac4d2b5d44a9fe1ffd719fe4b0 [file] [log] [blame]
/*
* Copyright 2023 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRRect.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkImageFilters.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrRecordingContext.h"
#include "src/base/SkRandom.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "tools/DecodeUtils.h"
#include "tools/Resources.h"
#include <cmath>
class RippleShaderGM : public skiagm::GM {
public:
static constexpr SkISize kSize = {512, 512};
void onOnceBeforeDraw() override {
// Load the mandrill into a shader.
sk_sp<SkImage> img = ToolUtils::GetResourceAsImage("images/mandrill_512.png");
if (!img) {
SkDebugf("Unable to load mandrill_512 from resources directory");
return;
}
fMandrill = img->makeShader(SkSamplingOptions());
// Load RippleShader.rts into a SkRuntimeEffect.
sk_sp<SkData> shaderData = GetResourceAsData("sksl/realistic/RippleShader.rts");
if (!shaderData) {
SkDebugf("Unable to load ripple shader from resources directory");
return;
}
auto [effect, error] = SkRuntimeEffect::MakeForShader(
SkString(static_cast<const char*>(shaderData->data()), shaderData->size()));
if (!effect) {
SkDebugf("Ripple shader failed to compile\n\n%s\n", error.c_str());
}
fEffect = std::move(effect);
}
SkString getName() const override { return SkString("rippleshader"); }
SkISize getISize() override { return kSize; }
bool onAnimate(double nanos) override {
fMillis = nanos / (1000. * 1000.);
return true;
}
void onDraw(SkCanvas* canvas) override {
SkPaint base;
base.setShader(fMandrill);
canvas->drawRect(SkRect::MakeWH(kSize.width(), kSize.height()), base);
// Uniform setting logic was imperfectly adapted from:
// frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java
// frameworks/base/graphics/java/android/graphics/drawable/RippleAnimationSession.java
SkRuntimeShaderBuilder builder(fEffect);
constexpr float ANIM_DURATION = 1500.0f;
constexpr float NOISE_ANIMATION_DURATION = 7000.0f;
constexpr float MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 214.0f;
constexpr float PI_ROTATE_RIGHT = SK_ScalarPI * 0.0078125f;
constexpr float PI_ROTATE_LEFT = SK_ScalarPI * -0.0078125f;
builder.uniform("in_origin") = SkV2{kSize.width() / 2, kSize.height() / 2};
builder.uniform("in_touch") = SkV2{kSize.width() / 2, kSize.height() / 2};
// Note that `in_progress` should actually be interpolated via FAST_OUT_SLOW_IN.
builder.uniform("in_progress") = this->sawtoothLerp(0.0f, 1.0f, ANIM_DURATION);
builder.uniform("in_maxRadius") = 400.0f;
builder.uniform("in_resolutionScale") = SkV2{1.0f / kSize.width(), 1.0f / kSize.height()};
builder.uniform("in_noiseScale") = SkV2{2.1f / kSize.width(), 2.1f / kSize.height()};
builder.uniform("in_hasMask") = 1.0f;
float phase = this->sawtoothLerp(0, MAX_NOISE_PHASE, NOISE_ANIMATION_DURATION);
builder.uniform("in_noisePhase") = phase;
builder.uniform("in_turbulencePhase") = phase * 1000.0f;
const float scale = 1.5f;
builder.uniform("in_tCircle1") = SkV2{scale * .5f + (phase * 0.01f * cosf(scale * .55f)),
scale * .5f + (phase * 0.01f * sinf(scale * .55f))};
builder.uniform("in_tCircle2") = SkV2{scale * .2f + (phase * -.0066f * cosf(scale * .45f)),
scale * .2f + (phase * -.0066f * sinf(scale * .45f))};
builder.uniform("in_tCircle3") = SkV2{scale + (phase * -.0066f * cosf(scale * .35f)),
scale + (phase * -.0066f * sinf(scale * .35f))};
float rotation1 = phase * PI_ROTATE_RIGHT + 1.7f * SK_ScalarPI;
builder.uniform("in_tRotation1") = SkV2{cosf(rotation1), sinf(rotation1)};
float rotation2 = phase * PI_ROTATE_LEFT + 2.0f * SK_ScalarPI;
builder.uniform("in_tRotation2") = SkV2{cosf(rotation2), sinf(rotation2)};
float rotation3 = phase * PI_ROTATE_RIGHT + 2.75f * SK_ScalarPI;
builder.uniform("in_tRotation3") = SkV2{cosf(rotation3), sinf(rotation3)};
builder.uniform("in_color") = SkV4{0.0f, 0.6f, 0.0f, 1.0f}; // green
builder.uniform("in_sparkleColor") = SkV4{1.0f, 1.0f, 1.0f, 1.0f}; // white
builder.child("in_shader") = fMandrill;
SkPaint sparkle;
sparkle.setShader(builder.makeShader());
canvas->drawRect(SkRect::MakeWH(kSize.width(), kSize.height()), sparkle);
}
float sawtoothLerp(float a, float b, float windowMs) {
float t = std::fmod(fMillis, windowMs) / windowMs;
return a * (1. - t) + b * t;
}
protected:
sk_sp<SkRuntimeEffect> fEffect;
sk_sp<SkShader> fMandrill;
float fMillis = 500.0f; // this allows a non-animated single-frame capture to show the effect
};
DEF_GM(return new RippleShaderGM;)