skia2/gm/runtimefunctions.cpp
John Stiles e9ae96cdcd Make runtimefunctions slide much cooler.
Previously, this slide used a bunch of code to render a gray ramp. My
first impression was that the test slide was broken, but this was the
actual intent. We now use the shaders.skia.org zoomy-neurons.

Change-Id: Icd08462e30ab328b533525d74fa6064bccb76e8a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/539202
Auto-Submit: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2022-05-11 21:18:53 +00:00

64 lines
1.8 KiB
C++

/*
* Copyright 2019 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/SkCanvas.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkShader.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/effects/SkRuntimeEffect.h"
static const char* RUNTIME_FUNCTIONS_SRC = R"(
// Source: @notargs https://twitter.com/notargs/status/1250468645030858753
uniform half4 iResolution;
const float iTime = 0;
float f(vec3 p) {
p.z -= iTime * 10.;
float a = p.z * .1;
p.xy *= mat2(cos(a), sin(a), -sin(a), cos(a));
return .1 - length(cos(p.xy) + sin(p.yz));
}
half4 main(vec2 fragcoord) {
vec3 d = .5 - fragcoord.xy1 / iResolution.y;
vec3 p=vec3(0);
for (int i = 0; i < 32; i++) {
p += f(p) * d;
}
return ((sin(p) + vec3(2, 5, 9)) / length(p)).xyz1;
}
)";
class RuntimeFunctions : public skiagm::GM {
bool runAsBench() const override { return true; }
SkString onShortName() override { return SkString("runtimefunctions"); }
SkISize onISize() override { return {256, 256}; }
void onDraw(SkCanvas* canvas) override {
SkRuntimeEffect::Result result =
SkRuntimeEffect::MakeForShader(SkString(RUNTIME_FUNCTIONS_SRC));
SkASSERTF(result.effect, "%s", result.errorText.c_str());
SkMatrix localM;
localM.setRotate(90, 128, 128);
SkV4 iResolution = { 255, 255, 0, 0 };
auto shader = result.effect->makeShader(
SkData::MakeWithCopy(&iResolution, sizeof(iResolution)), nullptr, 0, &localM);
SkPaint p;
p.setShader(std::move(shader));
canvas->drawRect({0, 0, 256, 256}, p);
}
};
DEF_GM(return new RuntimeFunctions;)