diff options
author | Herb Derby <herb@google.com> | 2017-01-31 15:30:44 -0500 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-01-31 21:00:35 +0000 |
commit | 99d4721171f9b8f23cd907ef3da938c4c5579ae9 (patch) | |
tree | e959963460e8f47aef5a24c96a686659296c8804 | |
parent | 987360687ac551cbfdc0bdcc8ed53c7c48843abf (diff) |
WS: remove trailing WS.
TBR=stani@google.com
Change-Id: I8d2b86697797977ed153cc65e2ca63941677c010
Reviewed-on: https://skia-review.googlesource.com/7826
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Herb Derby <herb@google.com>
-rw-r--r-- | experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp | 132 | ||||
-rw-r--r-- | experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h | 6 |
2 files changed, 69 insertions, 69 deletions
diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp index c9fca4bd55..f5082a0ab7 100644 --- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp +++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp @@ -31,34 +31,34 @@ static const int kBlockMask = kBlockSize - 1; static const int kPerlinNoise = 4096; static const int kRandMaximum = SK_MaxS32; // 2**31 - 1 -static uint8_t improved_noise_permutations[] = { - 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, - 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, - 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, - 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, - 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, - 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, - 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, - 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, - 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, - 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, - 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, - 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, - 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, +static uint8_t improved_noise_permutations[] = { + 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, + 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, + 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, + 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, + 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, + 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, + 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, + 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, + 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, + 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, + 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, + 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, + 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, - 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, - 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, - 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, - 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, - 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, - 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, - 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, - 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, - 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, - 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, - 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, - 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, - 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, + 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, + 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, + 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, + 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, + 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, + 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, + 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, + 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, + 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, + 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, + 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, + 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, + 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; @@ -137,20 +137,20 @@ struct SkPerlinNoiseShader2::PaintingData { fGradientBitmap.setInfo(SkImageInfo::MakeN32Premul(16, 1)); static uint8_t gradients[] = { 2, 2, 1, 0, - 0, 2, 1, 0, - 2, 0, 1, 0, - 0, 0, 1, 0, - 2, 1, 2, 0, - 0, 1, 2, 0, - 2, 1, 0, 0, - 0, 1, 0, 0, - 1, 2, 2, 0, - 1, 0, 2, 0, - 1, 2, 0, 0, - 1, 0, 0, 0, - 2, 2, 1, 0, - 1, 0, 2, 0, - 0, 2, 1, 0, + 0, 2, 1, 0, + 2, 0, 1, 0, + 0, 0, 1, 0, + 2, 1, 2, 0, + 0, 1, 2, 0, + 2, 1, 0, 0, + 0, 1, 0, 0, + 1, 2, 2, 0, + 1, 0, 2, 0, + 1, 2, 0, 0, + 1, 0, 0, 0, + 2, 2, 1, 0, + 1, 0, 2, 0, + 0, 2, 1, 0, 1, 0, 0, 0 }; fGradientBitmap.setPixels(gradients); #endif @@ -487,12 +487,12 @@ SkScalar SkPerlinNoiseShader2::PerlinNoiseShaderContext::calculateTurbulenceValu //////////////////////////////////////////////////////////////////////////////////////////////////// // Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/ -static SkScalar fade(SkScalar t) { - return t * t * t * (t * (t * 6 - 15) + 10); +static SkScalar fade(SkScalar t) { + return t * t * t * (t * (t * 6 - 15) + 10); } -static SkScalar lerp(SkScalar t, SkScalar a, SkScalar b) { - return a + t * (b - a); +static SkScalar lerp(SkScalar t, SkScalar a, SkScalar b) { + return a + t * (b - a); } static SkScalar grad(int hash, SkScalar x, SkScalar y, SkScalar z) { @@ -1161,8 +1161,8 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { }; SkString fadeFuncName; fsBuilder->emitFunction(kVec3f_GrSLType, "fade", SK_ARRAY_COUNT(fadeArgs), - fadeArgs, - "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);", + fadeArgs, + "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);", &fadeFuncName); // perm function @@ -1171,12 +1171,12 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { }; SkString permFuncName; SkString permCode("return "); - // FIXME even though I'm creating these textures with kRepeat_TileMode, they're clamped. Not + // FIXME even though I'm creating these textures with kRepeat_TileMode, they're clamped. Not // sure why. Using fract() (here and the next texture lookup) as a workaround. fsBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "vec2(fract(x / 256.0), 0.0)", kVec2f_GrSLType); permCode.append(".r * 255.0;"); - fsBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs, + fsBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs, permCode.c_str(), &permFuncName); // grad function @@ -1189,7 +1189,7 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { fsBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "vec2(fract(x / 16.0), 0.0)", kVec2f_GrSLType); gradCode.append(".rgb * 255.0 - vec3(1.0), p);"); - fsBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs, + fsBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs, gradCode.c_str(), &gradFuncName); // lerp function @@ -1199,7 +1199,7 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { GrShaderVar("w", kFloat_GrSLType) }; SkString lerpFuncName; - fsBuilder->emitFunction(kFloat_GrSLType, "lerp", SK_ARRAY_COUNT(lerpArgs), lerpArgs, + fsBuilder->emitFunction(kFloat_GrSLType, "lerp", SK_ARRAY_COUNT(lerpArgs), lerpArgs, "return a + w * (b - a);", &lerpFuncName); // noise function @@ -1218,27 +1218,27 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { noiseCode.appendf("float BA = %s(B) + P.z;", permFuncName.c_str()); noiseCode.appendf("float BB = %s(B + 1.0) + P.z;", permFuncName.c_str()); noiseCode.appendf("float result = %s(", lerpFuncName.c_str()); - noiseCode.appendf("%s(%s(%s(%s(AA), p),", lerpFuncName.c_str(), lerpFuncName.c_str(), + noiseCode.appendf("%s(%s(%s(%s(AA), p),", lerpFuncName.c_str(), lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(BA), p + vec3(-1.0, 0.0, 0.0)), f.x),", gradFuncName.c_str(), + noiseCode.appendf("%s(%s(BA), p + vec3(-1.0, 0.0, 0.0)), f.x),", gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(%s(AB), p + vec3(0.0, -1.0, 0.0)),", lerpFuncName.c_str(), + noiseCode.appendf("%s(%s(%s(AB), p + vec3(0.0, -1.0, 0.0)),", lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y),", + noiseCode.appendf("%s(%s(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y),", gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(%s(%s(AA + 1.0), p + vec3(0.0, 0.0, -1.0)),", - lerpFuncName.c_str(), lerpFuncName.c_str(), gradFuncName.c_str(), + noiseCode.appendf("%s(%s(%s(%s(AA + 1.0), p + vec3(0.0, 0.0, -1.0)),", + lerpFuncName.c_str(), lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x),", + noiseCode.appendf("%s(%s(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x),", gradFuncName.c_str(), permFuncName.c_str()); noiseCode.appendf("%s(%s(%s(AB + 1.0), p + vec3(0.0, -1.0, -1.0)),", lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str()); - noiseCode.appendf("%s(%s(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);", + noiseCode.appendf("%s(%s(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);", gradFuncName.c_str(), permFuncName.c_str()); noiseCode.append("return result;"); - fsBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs, + fsBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs, noiseCode.c_str(), &noiseFuncName); - + // noiseOctaves function static const GrShaderVar noiseOctavesArgs[] = { GrShaderVar("p", kVec3f_GrSLType), @@ -1254,17 +1254,17 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { noiseOctavesCode.append("ratio *= 2.0;"); noiseOctavesCode.append("}"); noiseOctavesCode.append("return (result + 1.0) / 2.0;"); - fsBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs), + fsBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs), noiseOctavesArgs, noiseOctavesCode.c_str(), &noiseOctavesFuncName); fsBuilder->codeAppendf("vec2 coords = %s * %s;", vCoords.c_str(), baseFrequencyUni); - fsBuilder->codeAppendf("float r = %s(vec3(coords, %s), %s);", noiseOctavesFuncName.c_str(), + fsBuilder->codeAppendf("float r = %s(vec3(coords, %s), %s);", noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("float g = %s(vec3(coords, %s + 0000.0), %s);", + fsBuilder->codeAppendf("float g = %s(vec3(coords, %s + 0000.0), %s);", noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("float b = %s(vec3(coords, %s + 0000.0), %s);", + fsBuilder->codeAppendf("float b = %s(vec3(coords, %s + 0000.0), %s);", noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("float a = %s(vec3(coords, %s + 0000.0), %s);", + fsBuilder->codeAppendf("float a = %s(vec3(coords, %s + 0000.0), %s);", noiseOctavesFuncName.c_str(), zUni, octavesUni); fsBuilder->codeAppendf("%s = vec4(r, g, b, a);", args.fOutputColor); diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h index e4c71ac92e..f1b94e1c80 100644 --- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h +++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h @@ -28,9 +28,9 @@ public: 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 + * 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) |