/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkPerlinNoiseShader2_DEFINED #define SkPerlinNoiseShader2_DEFINED #include "SkShader.h" /** \class SkPerlinNoiseShader2 SkPerlinNoiseShader2 creates an image using the Perlin turbulence function. It can produce tileable noise if asked to stitch tiles and provided a tile size. In order to fill a large area with repeating noise, set the stitchTiles flag to true, and render exactly a single tile of noise. Without this flag, the result will contain visible seams between tiles. The algorithm used is described here : http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement */ class SK_API SkPerlinNoiseShader2 : public SkShader { public: struct StitchData; struct PaintingData; /** * About the noise types : the difference between the first 2 is just minor tweaks to the * algorithm, they're not 2 entirely different noises. The output looks different, but once the * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by * doing : * kFractalNoise_Type : noise * 0.5 + 0.5 * kTurbulence_Type : abs(noise) * Very little differences between the 2 types, although you can tell the difference visually. * "Improved" is based on the Improved Perlin Noise algorithm described at * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor * changes to the noise, making it suitable for animated noise. */ enum Type { kFractalNoise_Type, kTurbulence_Type, kImprovedNoise_Type, kFirstType = kFractalNoise_Type, kLastType = kImprovedNoise_Type }; /** * This will construct Perlin noise of the given type (Fractal Noise or Turbulence). * * Both base frequencies (X and Y) have a usual range of (0..1). * * The number of octaves provided should be fairly small, although no limit is enforced. * Each octave doubles the frequency, so 10 octaves would produce noise from * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small * periods and resembles regular unstructured noise rather than Perlin noise. * * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify * the frequencies so that the noise will be tileable for the given tile size. If tileSize * is NULL or an empty size, the frequencies will be used as is without modification. */ static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = NULL); static SkShader* CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = NULL); /** * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the * other two types, but minor variations to z will only slightly change the noise. */ static SkShader* CreateImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar z); /** * Create alias for CreateTurbulunce until all Skia users changed * its code to use the new naming */ static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = NULL) { return CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize); } size_t contextSize(const ContextRec&) const override; class PerlinNoiseShaderContext : public SkShader::Context { public: PerlinNoiseShaderContext(const SkPerlinNoiseShader2& shader, const ContextRec&); virtual ~PerlinNoiseShaderContext(); void shadeSpan(int x, int y, SkPMColor[], int count) override; private: SkPMColor shade(const SkPoint& point, StitchData& stitchData) const; SkScalar calculateTurbulenceValueForPoint( int channel, StitchData& stitchData, const SkPoint& point) const; SkScalar calculateImprovedNoiseValueForPoint(int channel, const SkPoint& point) const; SkScalar noise2D(int channel, const StitchData& stitchData, const SkPoint& noiseVector) const; SkMatrix fMatrix; PaintingData* fPaintingData; typedef SkShader::Context INHERITED; }; #if SK_SUPPORT_GPU const GrFragmentProcessor* asFragmentProcessor(GrContext* context, const SkMatrix& viewM, const SkMatrix*, SkFilterQuality) const override; #endif SK_TO_STRING_OVERRIDE() SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader2) protected: void flatten(SkWriteBuffer&) const override; Context* onCreateContext(const ContextRec&, void* storage) const override; private: SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type, SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize); virtual ~SkPerlinNoiseShader2(); const SkPerlinNoiseShader2::Type fType; const SkScalar fBaseFrequencyX; const SkScalar fBaseFrequencyY; const int fNumOctaves; const SkScalar fSeed; const SkISize fTileSize; const bool fStitchTiles; typedef SkShader INHERITED; }; #endif