/* * 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/ganesh/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 class RippleShaderGM : public skiagm::GM { public: static constexpr SkISize kSize = {512, 512}; void onOnceBeforeDraw() override { // Load the mandrill into a shader. sk_sp 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 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(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 fEffect; sk_sp fMandrill; float fMillis = 500.0f; // this allows a non-animated single-frame capture to show the effect }; DEF_GM(return new RippleShaderGM;)