8b2633215e
This change has the potential to break existing clients if they pass nullptr as the childShaderName, which used to be supported. To fix this breakage, pass the empty string instead of null. Change-Id: I984ec0e12be5bb0a82ec5b719fec48ee7d577dc4 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/557898 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
108 lines
3.8 KiB
C++
108 lines
3.8 KiB
C++
/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkImageFilter.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPixelRef.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/effects/SkImageFilters.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/utils/SkRandom.h"
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#include "src/effects/imagefilters/SkRuntimeImageFilter.h"
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#include "tools/Resources.h"
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#include "tools/ToolUtils.h"
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#include <string_view>
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static sk_sp<SkImageFilter> make_filter() {
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sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(R"(
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uniform shader child;
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half4 main(float2 coord) {
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coord.x += sin(coord.y / 3) * 4;
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return child.eval(coord);
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}
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)")).effect;
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SkRuntimeShaderBuilder builder(std::move(effect));
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return SkImageFilters::RuntimeShader(builder, /*childShaderName=*/"", /*input=*/nullptr);
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}
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DEF_SIMPLE_GM_BG(rtif_distort, canvas, 500, 750, SK_ColorBLACK) {
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SkRect clip = SkRect::MakeWH(250, 250);
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SkPaint filterPaint;
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filterPaint.setImageFilter(make_filter());
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auto draw_layer = [&](SkScalar tx, SkScalar ty, SkMatrix m) {
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canvas->save();
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canvas->translate(tx, ty);
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canvas->clipRect(clip);
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canvas->concat(m);
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canvas->saveLayer(nullptr, &filterPaint);
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const char* str = "The quick brown fox jumped over the lazy dog.";
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SkRandom rand;
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SkFont font(ToolUtils::create_portable_typeface());
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for (int i = 0; i < 25; ++i) {
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int x = rand.nextULessThan(500);
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int y = rand.nextULessThan(500);
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SkPaint paint;
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paint.setColor(ToolUtils::color_to_565(rand.nextBits(24) | 0xFF000000));
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font.setSize(rand.nextRangeScalar(0, 300));
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canvas->drawString(str, SkIntToScalar(x), SkIntToScalar(y), font, paint);
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}
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canvas->restore();
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canvas->restore();
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};
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draw_layer( 0, 0, SkMatrix::I());
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draw_layer(250, 0, SkMatrix::Scale(0.5f, 0.5f));
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draw_layer( 0, 250, SkMatrix::RotateDeg(45, {125, 125}));
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draw_layer(250, 250, SkMatrix::Scale(0.5f, 0.5f) * SkMatrix::RotateDeg(45, {125, 125}));
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draw_layer( 0, 500, SkMatrix::Skew(-0.5f, 0));
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SkMatrix p = SkMatrix::I();
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p.setPerspX(0.0015f);
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p.setPerspY(-0.0015f);
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draw_layer(250, 500, p);
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}
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DEF_SIMPLE_GM(rtif_unsharp, canvas, 512, 256) {
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// Similar to "unsharp_rt", which does the entire unsharp filter in a single shader. This uses
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// the image filter DAG to compute the blurred version, then does the weighted subtraction.
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sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(R"(
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uniform shader content;
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uniform shader blurred;
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vec4 main(vec2 coord) {
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vec4 c = content.eval(coord);
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vec4 b = blurred.eval(coord);
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return c + (c - b) * 4;
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}
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)")).effect;
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SkRuntimeShaderBuilder builder(std::move(effect));
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auto image = GetResourceAsImage("images/mandrill_256.png");
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auto blurredSrc = SkImageFilters::Blur(1, 1, /*input=*/nullptr);
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std::string_view childNames[] = { "content", "blurred" };
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sk_sp<SkImageFilter> childNodes[] = { nullptr, blurredSrc };
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auto sharpened = SkImageFilters::RuntimeShader(builder, childNames, childNodes, 2);
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canvas->drawImage(image, 0, 0);
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canvas->translate(256, 0);
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SkPaint paint;
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paint.setImageFilter(sharpened);
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canvas->saveLayer({ 0, 0, 256, 256 }, &paint);
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canvas->drawImage(image, 0, 0);
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canvas->restore();
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}
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