diff options
author | Florin Malita <fmalita@chromium.org> | 2017-05-30 16:39:47 -0400 |
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committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-05-30 21:01:46 +0000 |
commit | 5edba45dca995baed5e66dfaaa7859132e716314 (patch) | |
tree | 0333422088e6ed781db5c6e2cf4ed330b69a0957 /src/shaders/SkPerlinNoiseShader.cpp | |
parent | 64790a3714467300848971aa153aca8cea91cf7b (diff) |
[Reland] Relocate shaders to own dir
Consolidate all shader impls under src/shaders/.
(reland of https://skia-review.googlesource.com/c/17927/)
Change-Id: I7918bdc1aafe842ed194412ba95b9ae53a2ec1d7
Reviewed-on: https://skia-review.googlesource.com/18146
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Diffstat (limited to 'src/shaders/SkPerlinNoiseShader.cpp')
-rw-r--r-- | src/shaders/SkPerlinNoiseShader.cpp | 1496 |
1 files changed, 1496 insertions, 0 deletions
diff --git a/src/shaders/SkPerlinNoiseShader.cpp b/src/shaders/SkPerlinNoiseShader.cpp new file mode 100644 index 0000000000..9d8d030002 --- /dev/null +++ b/src/shaders/SkPerlinNoiseShader.cpp @@ -0,0 +1,1496 @@ +/* + * Copyright 2013 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#include "SkPerlinNoiseShader.h" + +#include "SkArenaAlloc.h" +#include "SkDither.h" +#include "SkColorFilter.h" +#include "SkReadBuffer.h" +#include "SkWriteBuffer.h" +#include "SkShader.h" +#include "SkUnPreMultiply.h" +#include "SkString.h" + +#if SK_SUPPORT_GPU +#include "GrContext.h" +#include "GrCoordTransform.h" +#include "SkGr.h" +#include "effects/GrConstColorProcessor.h" +#include "glsl/GrGLSLFragmentProcessor.h" +#include "glsl/GrGLSLFragmentShaderBuilder.h" +#include "glsl/GrGLSLProgramDataManager.h" +#include "glsl/GrGLSLUniformHandler.h" +#endif + +static const int kBlockSize = 256; +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, + 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, + 141, 128, 195, 78, 66, 215, 61, 156, 180 +}; + +class SkPerlinNoiseShaderImpl : public SkShaderBase { +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 + }; + + SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, SkScalar baseFrequencyX, + SkScalar baseFrequencyY, int numOctaves, SkScalar seed, + const SkISize* tileSize); + ~SkPerlinNoiseShaderImpl() override; + + + class PerlinNoiseShaderContext : public Context { + public: + PerlinNoiseShaderContext(const SkPerlinNoiseShaderImpl& shader, const ContextRec&); + ~PerlinNoiseShaderContext() override; + + 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 Context INHERITED; + }; + +#if SK_SUPPORT_GPU + sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override; +#endif + + SK_TO_STRING_OVERRIDE() + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShaderImpl) + +protected: + void flatten(SkWriteBuffer&) const override; + Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override; + +private: + const SkPerlinNoiseShaderImpl::Type fType; + const SkScalar fBaseFrequencyX; + const SkScalar fBaseFrequencyY; + const int fNumOctaves; + const SkScalar fSeed; + const SkISize fTileSize; + const bool fStitchTiles; + + friend class ::SkPerlinNoiseShader; + + typedef SkShaderBase INHERITED; +}; + +namespace { + +// noiseValue is the color component's value (or color) +// limitValue is the maximum perlin noise array index value allowed +// newValue is the current noise dimension (either width or height) +inline int checkNoise(int noiseValue, int limitValue, int newValue) { + // If the noise value would bring us out of bounds of the current noise array while we are + // stiching noise tiles together, wrap the noise around the current dimension of the noise to + // stay within the array bounds in a continuous fashion (so that tiling lines are not visible) + if (noiseValue >= limitValue) { + noiseValue -= newValue; + } + return noiseValue; +} + +inline SkScalar smoothCurve(SkScalar t) { + return t * t * (3 - 2 * t); +} + +} // end namespace + +struct SkPerlinNoiseShaderImpl::StitchData { + StitchData() + : fWidth(0) + , fWrapX(0) + , fHeight(0) + , fWrapY(0) + {} + + bool operator==(const StitchData& other) const { + return fWidth == other.fWidth && + fWrapX == other.fWrapX && + fHeight == other.fHeight && + fWrapY == other.fWrapY; + } + + int fWidth; // How much to subtract to wrap for stitching. + int fWrapX; // Minimum value to wrap. + int fHeight; + int fWrapY; +}; + +struct SkPerlinNoiseShaderImpl::PaintingData { + PaintingData(const SkISize& tileSize, SkScalar seed, + SkScalar baseFrequencyX, SkScalar baseFrequencyY, + const SkMatrix& matrix) + { + SkVector vec[2] = { + { SkScalarInvert(baseFrequencyX), SkScalarInvert(baseFrequencyY) }, + { SkIntToScalar(tileSize.fWidth), SkIntToScalar(tileSize.fHeight) }, + }; + matrix.mapVectors(vec, 2); + + fBaseFrequency.set(SkScalarInvert(vec[0].fX), SkScalarInvert(vec[0].fY)); + fTileSize.set(SkScalarRoundToInt(vec[1].fX), SkScalarRoundToInt(vec[1].fY)); + this->init(seed); + if (!fTileSize.isEmpty()) { + this->stitch(); + } + +#if SK_SUPPORT_GPU + fPermutationsBitmap.setInfo(SkImageInfo::MakeA8(kBlockSize, 1)); + fPermutationsBitmap.setPixels(fLatticeSelector); + + fNoiseBitmap.setInfo(SkImageInfo::MakeN32Premul(kBlockSize, 4)); + fNoiseBitmap.setPixels(fNoise[0][0]); + + fImprovedPermutationsBitmap.setInfo(SkImageInfo::MakeA8(256, 1)); + fImprovedPermutationsBitmap.setPixels(improved_noise_permutations); + + 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, + 1, 0, 0, 0 }; + fGradientBitmap.setPixels(gradients); +#endif + } + + int fSeed; + uint8_t fLatticeSelector[kBlockSize]; + uint16_t fNoise[4][kBlockSize][2]; + SkPoint fGradient[4][kBlockSize]; + SkISize fTileSize; + SkVector fBaseFrequency; + StitchData fStitchDataInit; + +private: + +#if SK_SUPPORT_GPU + SkBitmap fPermutationsBitmap; + SkBitmap fNoiseBitmap; + SkBitmap fImprovedPermutationsBitmap; + SkBitmap fGradientBitmap; +#endif + + inline int random() { + static const int gRandAmplitude = 16807; // 7**5; primitive root of m + static const int gRandQ = 127773; // m / a + static const int gRandR = 2836; // m % a + + int result = gRandAmplitude * (fSeed % gRandQ) - gRandR * (fSeed / gRandQ); + if (result <= 0) + result += kRandMaximum; + fSeed = result; + return result; + } + + // Only called once. Could be part of the constructor. + void init(SkScalar seed) + { + static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize)); + + // According to the SVG spec, we must truncate (not round) the seed value. + fSeed = SkScalarTruncToInt(seed); + // The seed value clamp to the range [1, kRandMaximum - 1]. + if (fSeed <= 0) { + fSeed = -(fSeed % (kRandMaximum - 1)) + 1; + } + if (fSeed > kRandMaximum - 1) { + fSeed = kRandMaximum - 1; + } + for (int channel = 0; channel < 4; ++channel) { + for (int i = 0; i < kBlockSize; ++i) { + fLatticeSelector[i] = i; + fNoise[channel][i][0] = (random() % (2 * kBlockSize)); + fNoise[channel][i][1] = (random() % (2 * kBlockSize)); + } + } + for (int i = kBlockSize - 1; i > 0; --i) { + int k = fLatticeSelector[i]; + int j = random() % kBlockSize; + SkASSERT(j >= 0); + SkASSERT(j < kBlockSize); + fLatticeSelector[i] = fLatticeSelector[j]; + fLatticeSelector[j] = k; + } + + // Perform the permutations now + { + // Copy noise data + uint16_t noise[4][kBlockSize][2]; + for (int i = 0; i < kBlockSize; ++i) { + for (int channel = 0; channel < 4; ++channel) { + for (int j = 0; j < 2; ++j) { + noise[channel][i][j] = fNoise[channel][i][j]; + } + } + } + // Do permutations on noise data + for (int i = 0; i < kBlockSize; ++i) { + for (int channel = 0; channel < 4; ++channel) { + for (int j = 0; j < 2; ++j) { + fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j]; + } + } + } + } + + // Half of the largest possible value for 16 bit unsigned int + static const SkScalar gHalfMax16bits = 32767.5f; + + // Compute gradients from permutated noise data + for (int channel = 0; channel < 4; ++channel) { + for (int i = 0; i < kBlockSize; ++i) { + fGradient[channel][i] = SkPoint::Make( + (fNoise[channel][i][0] - kBlockSize) * gInvBlockSizef, + (fNoise[channel][i][1] - kBlockSize) * gInvBlockSizef); + fGradient[channel][i].normalize(); + // Put the normalized gradient back into the noise data + fNoise[channel][i][0] = SkScalarRoundToInt( + (fGradient[channel][i].fX + 1) * gHalfMax16bits); + fNoise[channel][i][1] = SkScalarRoundToInt( + (fGradient[channel][i].fY + 1) * gHalfMax16bits); + } + } + } + + // Only called once. Could be part of the constructor. + void stitch() { + SkScalar tileWidth = SkIntToScalar(fTileSize.width()); + SkScalar tileHeight = SkIntToScalar(fTileSize.height()); + SkASSERT(tileWidth > 0 && tileHeight > 0); + // When stitching tiled turbulence, the frequencies must be adjusted + // so that the tile borders will be continuous. + if (fBaseFrequency.fX) { + SkScalar lowFrequencx = + SkScalarFloorToScalar(tileWidth * fBaseFrequency.fX) / tileWidth; + SkScalar highFrequencx = + SkScalarCeilToScalar(tileWidth * fBaseFrequency.fX) / tileWidth; + // BaseFrequency should be non-negative according to the standard. + if (fBaseFrequency.fX / lowFrequencx < highFrequencx / fBaseFrequency.fX) { + fBaseFrequency.fX = lowFrequencx; + } else { + fBaseFrequency.fX = highFrequencx; + } + } + if (fBaseFrequency.fY) { + SkScalar lowFrequency = + SkScalarFloorToScalar(tileHeight * fBaseFrequency.fY) / tileHeight; + SkScalar highFrequency = + SkScalarCeilToScalar(tileHeight * fBaseFrequency.fY) / tileHeight; + if (fBaseFrequency.fY / lowFrequency < highFrequency / fBaseFrequency.fY) { + fBaseFrequency.fY = lowFrequency; + } else { + fBaseFrequency.fY = highFrequency; + } + } + // Set up TurbulenceInitial stitch values. + fStitchDataInit.fWidth = + SkScalarRoundToInt(tileWidth * fBaseFrequency.fX); + fStitchDataInit.fWrapX = kPerlinNoise + fStitchDataInit.fWidth; + fStitchDataInit.fHeight = + SkScalarRoundToInt(tileHeight * fBaseFrequency.fY); + fStitchDataInit.fWrapY = kPerlinNoise + fStitchDataInit.fHeight; + } + +public: + +#if SK_SUPPORT_GPU + const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; } + + const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; } + + const SkBitmap& getImprovedPermutationsBitmap() const { return fImprovedPermutationsBitmap; } + + const SkBitmap& getGradientBitmap() const { return fGradientBitmap; } +#endif +}; + +SkPerlinNoiseShaderImpl::SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, + SkScalar baseFrequencyX, + SkScalar baseFrequencyY, + int numOctaves, + SkScalar seed, + const SkISize* tileSize) + : fType(type) + , fBaseFrequencyX(baseFrequencyX) + , fBaseFrequencyY(baseFrequencyY) + , fNumOctaves(numOctaves > 255 ? 255 : numOctaves/*[0,255] octaves allowed*/) + , fSeed(seed) + , fTileSize(nullptr == tileSize ? SkISize::Make(0, 0) : *tileSize) + , fStitchTiles(!fTileSize.isEmpty()) +{ + SkASSERT(numOctaves >= 0 && numOctaves < 256); +} + +SkPerlinNoiseShaderImpl::~SkPerlinNoiseShaderImpl() { +} + +sk_sp<SkFlattenable> SkPerlinNoiseShaderImpl::CreateProc(SkReadBuffer& buffer) { + Type type = (Type)buffer.readInt(); + SkScalar freqX = buffer.readScalar(); + SkScalar freqY = buffer.readScalar(); + int octaves = buffer.readInt(); + SkScalar seed = buffer.readScalar(); + SkISize tileSize; + tileSize.fWidth = buffer.readInt(); + tileSize.fHeight = buffer.readInt(); + + switch (type) { + case kFractalNoise_Type: + return SkPerlinNoiseShader::MakeFractalNoise(freqX, freqY, octaves, seed, &tileSize); + case kTurbulence_Type: + return SkPerlinNoiseShader::MakeTurbulence(freqX, freqY, octaves, seed, &tileSize); + case kImprovedNoise_Type: + return SkPerlinNoiseShader::MakeImprovedNoise(freqX, freqY, octaves, seed); + default: + return nullptr; + } +} + +void SkPerlinNoiseShaderImpl::flatten(SkWriteBuffer& buffer) const { + buffer.writeInt((int) fType); + buffer.writeScalar(fBaseFrequencyX); + buffer.writeScalar(fBaseFrequencyY); + buffer.writeInt(fNumOctaves); + buffer.writeScalar(fSeed); + buffer.writeInt(fTileSize.fWidth); + buffer.writeInt(fTileSize.fHeight); +} + +SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::noise2D( + int channel, const StitchData& stitchData, const SkPoint& noiseVector) const { + struct Noise { + int noisePositionIntegerValue; + int nextNoisePositionIntegerValue; + SkScalar noisePositionFractionValue; + Noise(SkScalar component) + { + SkScalar position = component + kPerlinNoise; + noisePositionIntegerValue = SkScalarFloorToInt(position); + noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue); + nextNoisePositionIntegerValue = noisePositionIntegerValue + 1; + } + }; + Noise noiseX(noiseVector.x()); + Noise noiseY(noiseVector.y()); + SkScalar u, v; + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + // If stitching, adjust lattice points accordingly. + if (perlinNoiseShader.fStitchTiles) { + noiseX.noisePositionIntegerValue = + checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); + noiseY.noisePositionIntegerValue = + checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); + noiseX.nextNoisePositionIntegerValue = + checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); + noiseY.nextNoisePositionIntegerValue = + checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); + } + noiseX.noisePositionIntegerValue &= kBlockMask; + noiseY.noisePositionIntegerValue &= kBlockMask; + noiseX.nextNoisePositionIntegerValue &= kBlockMask; + noiseY.nextNoisePositionIntegerValue &= kBlockMask; + int i = + fPaintingData->fLatticeSelector[noiseX.noisePositionIntegerValue]; + int j = + fPaintingData->fLatticeSelector[noiseX.nextNoisePositionIntegerValue]; + int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask; + int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask; + int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask; + int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask; + SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); + SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); + + if (sx < 0 || sy < 0 || sx > 1 || sy > 1) { + return 0; // Check for pathological inputs. + } + + // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement + SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue, + noiseY.noisePositionFractionValue); // Offset (0,0) + u = fPaintingData->fGradient[channel][b00].dot(fractionValue); + fractionValue.fX -= SK_Scalar1; // Offset (-1,0) + v = fPaintingData->fGradient[channel][b10].dot(fractionValue); + SkScalar a = SkScalarInterp(u, v, sx); + fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) + v = fPaintingData->fGradient[channel][b11].dot(fractionValue); + fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) + u = fPaintingData->fGradient[channel][b01].dot(fractionValue); + SkScalar b = SkScalarInterp(u, v, sx); + return SkScalarInterp(a, b, sy); +} + +SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint( + int channel, StitchData& stitchData, const SkPoint& point) const { + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + if (perlinNoiseShader.fStitchTiles) { + // Set up TurbulenceInitial stitch values. + stitchData = fPaintingData->fStitchDataInit; + } + SkScalar turbulenceFunctionResult = 0; + SkPoint noiseVector(SkPoint::Make(point.x() * fPaintingData->fBaseFrequency.fX, + point.y() * fPaintingData->fBaseFrequency.fY)); + SkScalar ratio = SK_Scalar1; + for (int octave = 0; octave < perlinNoiseShader.fNumOctaves; ++octave) { + SkScalar noise = noise2D(channel, stitchData, noiseVector); + SkScalar numer = (perlinNoiseShader.fType == kFractalNoise_Type) ? + noise : SkScalarAbs(noise); + turbulenceFunctionResult += numer / ratio; + noiseVector.fX *= 2; + noiseVector.fY *= 2; + ratio *= 2; + if (perlinNoiseShader.fStitchTiles) { + // Update stitch values + stitchData.fWidth *= 2; + stitchData.fWrapX = stitchData.fWidth + kPerlinNoise; + stitchData.fHeight *= 2; + stitchData.fWrapY = stitchData.fHeight + kPerlinNoise; + } + } + + // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 + // by fractalNoise and (turbulenceFunctionResult) by turbulence. + if (perlinNoiseShader.fType == kFractalNoise_Type) { + turbulenceFunctionResult = SkScalarHalf(turbulenceFunctionResult + 1); + } + + if (channel == 3) { // Scale alpha by paint value + turbulenceFunctionResult *= SkIntToScalar(getPaintAlpha()) / 255; + } + + // Clamp result + return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1); +} + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 lerp(SkScalar t, SkScalar a, SkScalar b) { + return a + t * (b - a); +} + +static SkScalar grad(int hash, SkScalar x, SkScalar y, SkScalar z) { + int h = hash & 15; + SkScalar u = h < 8 ? x : y; + SkScalar v = h < 4 ? y : h == 12 || h == 14 ? x : z; + return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); +} + +SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateImprovedNoiseValueForPoint( + int channel, const SkPoint& point) const { + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + SkScalar x = point.fX * perlinNoiseShader.fBaseFrequencyX; + SkScalar y = point.fY * perlinNoiseShader.fBaseFrequencyY; + // z offset between different channels, chosen arbitrarily + static const SkScalar CHANNEL_DELTA = 1000.0f; + SkScalar z = channel * CHANNEL_DELTA + perlinNoiseShader.fSeed; + SkScalar result = 0; + SkScalar ratio = SK_Scalar1; + for (int i = 0; i < perlinNoiseShader.fNumOctaves; i++) { + int X = SkScalarFloorToInt(x) & 255; + int Y = SkScalarFloorToInt(y) & 255; + int Z = SkScalarFloorToInt(z) & 255; + SkScalar px = x - SkScalarFloorToScalar(x); + SkScalar py = y - SkScalarFloorToScalar(y); + SkScalar pz = z - SkScalarFloorToScalar(z); + SkScalar u = fade(px); + SkScalar v = fade(py); + SkScalar w = fade(pz); + uint8_t* permutations = improved_noise_permutations; + int A = permutations[X] + Y; + int AA = permutations[A] + Z; + int AB = permutations[A + 1] + Z; + int B = permutations[X + 1] + Y; + int BA = permutations[B] + Z; + int BB = permutations[B + 1] + Z; + result += lerp(w, lerp(v, lerp(u, grad(permutations[AA ], px , py , pz ), + grad(permutations[BA ], px - 1, py , pz )), + lerp(u, grad(permutations[AB ], px , py - 1, pz ), + grad(permutations[BB ], px - 1, py - 1, pz ))), + lerp(v, lerp(u, grad(permutations[AA + 1], px , py , pz - 1), + grad(permutations[BA + 1], px - 1, py , pz - 1)), + lerp(u, grad(permutations[AB + 1], px , py - 1, pz - 1), + grad(permutations[BB + 1], px - 1, py - 1, pz - 1)))) / + ratio; + x *= 2; + y *= 2; + ratio *= 2; + } + result = SkScalarClampMax((result + 1.0f) / 2.0f, 1.0f); + return result; +} +//////////////////////////////////////////////////////////////////////////////////////////////////// + +SkPMColor SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::shade( + const SkPoint& point, StitchData& stitchData) const { + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + SkPoint newPoint; + fMatrix.mapPoints(&newPoint, &point, 1); + newPoint.fX = SkScalarRoundToScalar(newPoint.fX); + newPoint.fY = SkScalarRoundToScalar(newPoint.fY); + + U8CPU rgba[4]; + for (int channel = 3; channel >= 0; --channel) { + SkScalar value; + if (perlinNoiseShader.fType == kImprovedNoise_Type) { + value = calculateImprovedNoiseValueForPoint(channel, newPoint); + } + else { + value = calculateTurbulenceValueForPoint(channel, stitchData, newPoint); + } + rgba[channel] = SkScalarFloorToInt(255 * value); + } + return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]); +} + +SkShaderBase::Context* SkPerlinNoiseShaderImpl::onMakeContext(const ContextRec& rec, + SkArenaAlloc* alloc) const { + return alloc->make<PerlinNoiseShaderContext>(*this, rec); +} + +SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::PerlinNoiseShaderContext( + const SkPerlinNoiseShaderImpl& shader, const ContextRec& rec) + : INHERITED(shader, rec) +{ + SkMatrix newMatrix = *rec.fMatrix; + newMatrix.preConcat(shader.getLocalMatrix()); + if (rec.fLocalMatrix) { + newMatrix.preConcat(*rec.fLocalMatrix); + } + // This (1,1) translation is due to WebKit's 1 based coordinates for the noise + // (as opposed to 0 based, usually). The same adjustment is in the setData() function. + fMatrix.setTranslate(-newMatrix.getTranslateX() + SK_Scalar1, -newMatrix.getTranslateY() + SK_Scalar1); + fPaintingData = new PaintingData(shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, + shader.fBaseFrequencyY, newMatrix); +} + +SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() { delete fPaintingData; } + +void SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::shadeSpan( + int x, int y, SkPMColor result[], int count) { + SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y)); + StitchData stitchData; + for (int i = 0; i < count; ++i) { + result[i] = shade(point, stitchData); + point.fX += SK_Scalar1; + } +} + +///////////////////////////////////////////////////////////////////// + +#if SK_SUPPORT_GPU + +class GrGLPerlinNoise : public GrGLSLFragmentProcessor { +public: + void emitCode(EmitArgs&) override; + + static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b); + +protected: + void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; + +private: + GrGLSLProgramDataManager::UniformHandle fStitchDataUni; + GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni; + + typedef GrGLSLFragmentProcessor INHERITED; +}; + +///////////////////////////////////////////////////////////////////// + +class GrPerlinNoise2Effect : public GrFragmentProcessor { +public: + static sk_sp<GrFragmentProcessor> Make(GrResourceProvider* resourceProvider, + SkPerlinNoiseShaderImpl::Type type, + int numOctaves, bool stitchTiles, + SkPerlinNoiseShaderImpl::PaintingData* paintingData, + sk_sp<GrTextureProxy> permutationsProxy, + sk_sp<GrTextureProxy> noiseProxy, + const SkMatrix& matrix) { + return sk_sp<GrFragmentProcessor>( + new GrPerlinNoise2Effect(resourceProvider, type, numOctaves, stitchTiles, paintingData, + std::move(permutationsProxy), std::move(noiseProxy), matrix)); + } + + ~GrPerlinNoise2Effect() override { delete fPaintingData; } + + const char* name() const override { return "PerlinNoise"; } + + const SkPerlinNoiseShaderImpl::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; } + + SkPerlinNoiseShaderImpl::Type type() const { return fType; } + bool stitchTiles() const { return fStitchTiles; } + const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; } + int numOctaves() const { return fNumOctaves; } + const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); } + +private: + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { + return new GrGLPerlinNoise; + } + + virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps, + GrProcessorKeyBuilder* b) const override { + GrGLPerlinNoise::GenKey(*this, caps, b); + } + + bool onIsEqual(const GrFragmentProcessor& sBase) const override { + const GrPerlinNoise2Effect& s = sBase.cast<GrPerlinNoise2Effect>(); + return fType == s.fType && + fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency && + fNumOctaves == s.fNumOctaves && + fStitchTiles == s.fStitchTiles && + fPaintingData->fStitchDataInit == s.fPaintingData->fStitchDataInit; + } + + GrPerlinNoise2Effect(GrResourceProvider* resourceProvider, + SkPerlinNoiseShaderImpl::Type type, int numOctaves, bool stitchTiles, + SkPerlinNoiseShaderImpl::PaintingData* paintingData, + sk_sp<GrTextureProxy> permutationsProxy, + sk_sp<GrTextureProxy> noiseProxy, + const SkMatrix& matrix) + : INHERITED(kNone_OptimizationFlags) + , fType(type) + , fNumOctaves(numOctaves) + , fStitchTiles(stitchTiles) + , fPermutationsSampler(resourceProvider, std::move(permutationsProxy)) + , fNoiseSampler(resourceProvider, std::move(noiseProxy)) + , fPaintingData(paintingData) { + this->initClassID<GrPerlinNoise2Effect>(); + this->addTextureSampler(&fPermutationsSampler); + this->addTextureSampler(&fNoiseSampler); + fCoordTransform.reset(matrix); + this->addCoordTransform(&fCoordTransform); + } + + GR_DECLARE_FRAGMENT_PROCESSOR_TEST; + + SkPerlinNoiseShaderImpl::Type fType; + GrCoordTransform fCoordTransform; + int fNumOctaves; + bool fStitchTiles; + TextureSampler fPermutationsSampler; + TextureSampler fNoiseSampler; + SkPerlinNoiseShaderImpl::PaintingData* fPaintingData; + + typedef GrFragmentProcessor INHERITED; +}; + +///////////////////////////////////////////////////////////////////// +GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoise2Effect); + +#if GR_TEST_UTILS +sk_sp<GrFragmentProcessor> GrPerlinNoise2Effect::TestCreate(GrProcessorTestData* d) { + int numOctaves = d->fRandom->nextRangeU(2, 10); + bool stitchTiles = d->fRandom->nextBool(); + SkScalar seed = SkIntToScalar(d->fRandom->nextU()); + SkISize tileSize = SkISize::Make(d->fRandom->nextRangeU(4, 4096), + d->fRandom->nextRangeU(4, 4096)); + SkScalar baseFrequencyX = d->fRandom->nextRangeScalar(0.01f, + 0.99f); + SkScalar baseFrequencyY = d->fRandom->nextRangeScalar(0.01f, + 0.99f); + + sk_sp<SkShader> shader(d->fRandom->nextBool() ? + SkPerlinNoiseShader::MakeFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, + stitchTiles ? &tileSize : nullptr) : + SkPerlinNoiseShader::MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, + stitchTiles ? &tileSize : nullptr)); + + GrTest::TestAsFPArgs asFPArgs(d); + return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); +} +#endif + +void GrGLPerlinNoise::emitCode(EmitArgs& args) { + const GrPerlinNoise2Effect& pne = args.fFp.cast<GrPerlinNoise2Effect>(); + + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; + SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); + + fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, + kVec2f_GrSLType, kDefault_GrSLPrecision, + "baseFrequency"); + const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); + + const char* stitchDataUni = nullptr; + if (pne.stitchTiles()) { + fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag, + kVec2f_GrSLType, kDefault_GrSLPrecision, + "stitchData"); + stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni); + } + + // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8 + const char* chanCoordR = "0.125"; + const char* chanCoordG = "0.375"; + const char* chanCoordB = "0.625"; + const char* chanCoordA = "0.875"; + const char* chanCoord = "chanCoord"; + const char* stitchData = "stitchData"; + const char* ratio = "ratio"; + const char* noiseVec = "noiseVec"; + const char* noiseSmooth = "noiseSmooth"; + const char* floorVal = "floorVal"; + const char* fractVal = "fractVal"; + const char* uv = "uv"; + const char* ab = "ab"; + const char* latticeIdx = "latticeIdx"; + const char* bcoords = "bcoords"; + const char* lattice = "lattice"; + const char* inc8bit = "0.00390625"; // 1.0 / 256.0 + // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a + // [-1,1] vector and perform a dot product between that vector and the provided vector. + const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);"; + + // Add noise function + static const GrShaderVar gPerlinNoiseArgs[] = { + GrShaderVar(chanCoord, kFloat_GrSLType), + GrShaderVar(noiseVec, kVec2f_GrSLType) + }; + + static const GrShaderVar gPerlinNoiseStitchArgs[] = { + GrShaderVar(chanCoord, kFloat_GrSLType), + GrShaderVar(noiseVec, kVec2f_GrSLType), + GrShaderVar(stitchData, kVec2f_GrSLType) + }; + + SkString noiseCode; + + noiseCode.appendf("\tvec4 %s;\n", floorVal); + noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); + noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); + noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec); + + // smooth curve : t * t * (3 - 2 * t) + noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);", + noiseSmooth, fractVal, fractVal, fractVal); + + // Adjust frequencies if we're stitching tiles + if (pne.stitchTiles()) { + noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", + floorVal, stitchData, floorVal, stitchData); + noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", + floorVal, stitchData, floorVal, stitchData); + noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }", + floorVal, stitchData, floorVal, stitchData); + noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }", + floorVal, stitchData, floorVal, stitchData); + } + + // Get texture coordinates and normalize + noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n", + floorVal, floorVal); + + // Get permutation for x + { + SkString xCoords(""); + xCoords.appendf("vec2(%s.x, 0.5)", floorVal); + + noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(), + kVec2f_GrSLType); + noiseCode.append(".r;"); + } + + // Get permutation for x + 1 + { + SkString xCoords(""); + xCoords.appendf("vec2(%s.z, 0.5)", floorVal); + + noiseCode.appendf("\n\t%s.y = ", latticeIdx); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(), + kVec2f_GrSLType); + noiseCode.append(".r;"); + } + +#if defined(SK_BUILD_FOR_ANDROID) + // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3). + // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit + // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725 + // (or 0.484368 here). The following rounding operation prevents these precision issues from + // affecting the result of the noise by making sure that we only have multiples of 1/255. + // (Note that 1/255 is about 0.003921569, which is the value used here). + noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);", + latticeIdx, latticeIdx); +#endif + + // Get (x,y) coordinates with the permutated x + noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal); + + noiseCode.appendf("\n\n\tvec2 %s;", uv); + // Compute u, at offset (0,0) + { + SkString latticeCoords(""); + latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord); + noiseCode.appendf("\n\tvec4 %s = ", lattice); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), + kVec2f_GrSLType); + noiseCode.appendf(".bgra;\n\t%s.x = ", uv); + noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); + } + + noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); + // Compute v, at offset (-1,0) + { + SkString latticeCoords(""); + latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord); + noiseCode.append("\n\tlattice = "); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), + kVec2f_GrSLType); + noiseCode.appendf(".bgra;\n\t%s.y = ", uv); + noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); + } + + // Compute 'a' as a linear interpolation of 'u' and 'v' + noiseCode.appendf("\n\tvec2 %s;", ab); + noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); + + noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); + // Compute v, at offset (-1,-1) + { + SkString latticeCoords(""); + latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord); + noiseCode.append("\n\tlattice = "); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), + kVec2f_GrSLType); + noiseCode.appendf(".bgra;\n\t%s.y = ", uv); + noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); + } + + noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); + // Compute u, at offset (0,-1) + { + SkString latticeCoords(""); + latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord); + noiseCode.append("\n\tlattice = "); + fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), + kVec2f_GrSLType); + noiseCode.appendf(".bgra;\n\t%s.x = ", uv); + noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); + } + + // Compute 'b' as a linear interpolation of 'u' and 'v' + noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); + // Compute the noise as a linear interpolation of 'a' and 'b' + noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth); + + SkString noiseFuncName; + if (pne.stitchTiles()) { + fragBuilder->emitFunction(kFloat_GrSLType, + "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), + gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); + } else { + fragBuilder->emitFunction(kFloat_GrSLType, + "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), + gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); + } + + // There are rounding errors if the floor operation is not performed here + fragBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;", + noiseVec, vCoords.c_str(), baseFrequencyUni); + + // Clear the color accumulator + fragBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", args.fOutputColor); + + if (pne.stitchTiles()) { + // Set up TurbulenceInitial stitch values. + fragBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); + } + + fragBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio); + + // Loop over all octaves + fragBuilder->codeAppendf("for (int octave = 0; octave < %d; ++octave) {", pne.numOctaves()); + + fragBuilder->codeAppendf("\n\t\t\t%s += ", args.fOutputColor); + if (pne.type() != SkPerlinNoiseShaderImpl::kFractalNoise_Type) { + fragBuilder->codeAppend("abs("); + } + if (pne.stitchTiles()) { + fragBuilder->codeAppendf( + "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s)," + "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))", + noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData, + noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData, + noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData, + noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData); + } else { + fragBuilder->codeAppendf( + "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s)," + "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))", + noiseFuncName.c_str(), chanCoordR, noiseVec, + noiseFuncName.c_str(), chanCoordG, noiseVec, + noiseFuncName.c_str(), chanCoordB, noiseVec, + noiseFuncName.c_str(), chanCoordA, noiseVec); + } + if (pne.type() != SkPerlinNoiseShaderImpl::kFractalNoise_Type) { + fragBuilder->codeAppendf(")"); // end of "abs(" + } + fragBuilder->codeAppendf(" * %s;", ratio); + + fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); + fragBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio); + + if (pne.stitchTiles()) { + fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); + } + fragBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves + + if (pne.type() == SkPerlinNoiseShaderImpl::kFractalNoise_Type) { + // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 + // by fractalNoise and (turbulenceFunctionResult) by turbulence. + fragBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", + args.fOutputColor,args.fOutputColor); + } + + // Clamp values + fragBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); + + // Pre-multiply the result + fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", + args.fOutputColor, args.fOutputColor, + args.fOutputColor, args.fOutputColor); +} + +void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrShaderCaps&, + GrProcessorKeyBuilder* b) { + const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); + + uint32_t key = turbulence.numOctaves(); + + key = key << 3; // Make room for next 3 bits + + switch (turbulence.type()) { + case SkPerlinNoiseShaderImpl::kFractalNoise_Type: + key |= 0x1; + break; + case SkPerlinNoiseShaderImpl::kTurbulence_Type: + key |= 0x2; + break; + default: + // leave key at 0 + break; + } + + if (turbulence.stitchTiles()) { + key |= 0x4; // Flip the 3rd bit if tile stitching is on + } + + b->add32(key); +} + +void GrGLPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, + const GrFragmentProcessor& processor) { + INHERITED::onSetData(pdman, processor); + + const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); + + const SkVector& baseFrequency = turbulence.baseFrequency(); + pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); + + if (turbulence.stitchTiles()) { + const SkPerlinNoiseShaderImpl::StitchData& stitchData = turbulence.stitchData(); + pdman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth), + SkIntToScalar(stitchData.fHeight)); + } +} + +///////////////////////////////////////////////////////////////////// + +class GrGLImprovedPerlinNoise : public GrGLSLFragmentProcessor { +public: + void emitCode(EmitArgs&) override; + + static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder*); + +protected: + void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; + +private: + GrGLSLProgramDataManager::UniformHandle fZUni; + GrGLSLProgramDataManager::UniformHandle fOctavesUni; + GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni; + + typedef GrGLSLFragmentProcessor INHERITED; +}; + +///////////////////////////////////////////////////////////////////// + +class GrImprovedPerlinNoiseEffect : public GrFragmentProcessor { +public: + static sk_sp<GrFragmentProcessor> Make(GrResourceProvider* resourceProvider, + int octaves, SkScalar z, + SkPerlinNoiseShaderImpl::PaintingData* paintingData, + sk_sp<GrTextureProxy> permutationsProxy, + sk_sp<GrTextureProxy> gradientProxy, + const SkMatrix& matrix) { + return sk_sp<GrFragmentProcessor>( + new GrImprovedPerlinNoiseEffect(resourceProvider, octaves, z, paintingData, + std::move(permutationsProxy), + std::move(gradientProxy), matrix)); + } + + ~GrImprovedPerlinNoiseEffect() override { delete fPaintingData; } + + const char* name() const override { return "ImprovedPerlinNoise"; } + + const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; } + SkScalar z() const { return fZ; } + int octaves() const { return fOctaves; } + const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); } + +private: + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { + return new GrGLImprovedPerlinNoise; + } + + void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { + GrGLImprovedPerlinNoise::GenKey(*this, caps, b); + } + + bool onIsEqual(const GrFragmentProcessor& sBase) const override { + const GrImprovedPerlinNoiseEffect& s = sBase.cast<GrImprovedPerlinNoiseEffect>(); + return fZ == fZ && + fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency; + } + + GrImprovedPerlinNoiseEffect(GrResourceProvider* resourceProvider, + int octaves, SkScalar z, + SkPerlinNoiseShaderImpl::PaintingData* paintingData, + sk_sp<GrTextureProxy> permutationsProxy, + sk_sp<GrTextureProxy> gradientProxy, + const SkMatrix& matrix) + : INHERITED(kNone_OptimizationFlags) + , fOctaves(octaves) + , fZ(z) + , fPermutationsSampler(resourceProvider, std::move(permutationsProxy)) + , fGradientSampler(resourceProvider, std::move(gradientProxy)) + , fPaintingData(paintingData) { + this->initClassID<GrImprovedPerlinNoiseEffect>(); + this->addTextureSampler(&fPermutationsSampler); + this->addTextureSampler(&fGradientSampler); + fCoordTransform.reset(matrix); + this->addCoordTransform(&fCoordTransform); + } + + GR_DECLARE_FRAGMENT_PROCESSOR_TEST; + + GrCoordTransform fCoordTransform; + int fOctaves; + SkScalar fZ; + TextureSampler fPermutationsSampler; + TextureSampler fGradientSampler; + SkPerlinNoiseShaderImpl::PaintingData* fPaintingData; + + typedef GrFragmentProcessor INHERITED; +}; + +///////////////////////////////////////////////////////////////////// +GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrImprovedPerlinNoiseEffect); + +#if GR_TEST_UTILS +sk_sp<GrFragmentProcessor> GrImprovedPerlinNoiseEffect::TestCreate(GrProcessorTestData* d) { + SkScalar baseFrequencyX = d->fRandom->nextRangeScalar(0.01f, + 0.99f); + SkScalar baseFrequencyY = d->fRandom->nextRangeScalar(0.01f, + 0.99f); + int numOctaves = d->fRandom->nextRangeU(2, 10); + SkScalar z = SkIntToScalar(d->fRandom->nextU()); + + sk_sp<SkShader> shader(SkPerlinNoiseShader::MakeImprovedNoise(baseFrequencyX, + baseFrequencyY, + numOctaves, + z)); + + GrTest::TestAsFPArgs asFPArgs(d); + return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); +} +#endif + +void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; + SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); + + fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, + kVec2f_GrSLType, kDefault_GrSLPrecision, + "baseFrequency"); + const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); + + fOctavesUni = uniformHandler->addUniform(kFragment_GrShaderFlag, + kFloat_GrSLType, kDefault_GrSLPrecision, + "octaves"); + const char* octavesUni = uniformHandler->getUniformCStr(fOctavesUni); + + fZUni = uniformHandler->addUniform(kFragment_GrShaderFlag, + kFloat_GrSLType, kDefault_GrSLPrecision, + "z"); + const char* zUni = uniformHandler->getUniformCStr(fZUni); + + // fade function + static const GrShaderVar fadeArgs[] = { + GrShaderVar("t", kVec3f_GrSLType) + }; + SkString fadeFuncName; + fragBuilder->emitFunction(kVec3f_GrSLType, "fade", SK_ARRAY_COUNT(fadeArgs), + fadeArgs, + "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);", + &fadeFuncName); + + // perm function + static const GrShaderVar permArgs[] = { + GrShaderVar("x", kFloat_GrSLType) + }; + SkString permFuncName; + SkString permCode("return "); + // 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. + fragBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "vec2(fract(x / 256.0), 0.0)", + kVec2f_GrSLType); + permCode.append(".r * 255.0;"); + fragBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs, + permCode.c_str(), &permFuncName); + + // grad function + static const GrShaderVar gradArgs[] = { + GrShaderVar("x", kFloat_GrSLType), + GrShaderVar("p", kVec3f_GrSLType) + }; + SkString gradFuncName; + SkString gradCode("return dot("); + fragBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "vec2(fract(x / 16.0), 0.0)", + kVec2f_GrSLType); + gradCode.append(".rgb * 255.0 - vec3(1.0), p);"); + fragBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs, + gradCode.c_str(), &gradFuncName); + + // lerp function + static const GrShaderVar lerpArgs[] = { + GrShaderVar("a", kFloat_GrSLType), + GrShaderVar("b", kFloat_GrSLType), + GrShaderVar("w", kFloat_GrSLType) + }; + SkString lerpFuncName; + fragBuilder->emitFunction(kFloat_GrSLType, "lerp", SK_ARRAY_COUNT(lerpArgs), lerpArgs, + "return a + w * (b - a);", &lerpFuncName); + + // noise function + static const GrShaderVar noiseArgs[] = { + GrShaderVar("p", kVec3f_GrSLType), + }; + SkString noiseFuncName; + SkString noiseCode; + noiseCode.append("vec3 P = mod(floor(p), 256.0);"); + noiseCode.append("p -= floor(p);"); + noiseCode.appendf("vec3 f = %s(p);", fadeFuncName.c_str()); + noiseCode.appendf("float A = %s(P.x) + P.y;", permFuncName.c_str()); + noiseCode.appendf("float AA = %s(A) + P.z;", permFuncName.c_str()); + noiseCode.appendf("float AB = %s(A + 1.0) + P.z;", permFuncName.c_str()); + noiseCode.appendf("float B = %s(P.x + 1.0) + P.y;", permFuncName.c_str()); + 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(), + gradFuncName.c_str(), permFuncName.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(), + gradFuncName.c_str(), permFuncName.c_str()); + 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(), + permFuncName.c_str()); + 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);", + gradFuncName.c_str(), permFuncName.c_str()); + noiseCode.append("return result;"); + fragBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs, + noiseCode.c_str(), &noiseFuncName); + + // noiseOctaves function + static const GrShaderVar noiseOctavesArgs[] = { + GrShaderVar("p", kVec3f_GrSLType), + GrShaderVar("octaves", kFloat_GrSLType), + }; + SkString noiseOctavesFuncName; + SkString noiseOctavesCode; + noiseOctavesCode.append("float result = 0.0;"); + noiseOctavesCode.append("float ratio = 1.0;"); + noiseOctavesCode.append("for (float i = 0.0; i < octaves; i++) {"); + noiseOctavesCode.appendf("result += %s(p) / ratio;", noiseFuncName.c_str()); + noiseOctavesCode.append("p *= 2.0;"); + noiseOctavesCode.append("ratio *= 2.0;"); + noiseOctavesCode.append("}"); + noiseOctavesCode.append("return (result + 1.0) / 2.0;"); + fragBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs), + noiseOctavesArgs, noiseOctavesCode.c_str(), &noiseOctavesFuncName); + + fragBuilder->codeAppendf("vec2 coords = %s * %s;", vCoords.c_str(), baseFrequencyUni); + fragBuilder->codeAppendf("float r = %s(vec3(coords, %s), %s);", noiseOctavesFuncName.c_str(), + zUni, octavesUni); + fragBuilder->codeAppendf("float g = %s(vec3(coords, %s + 0000.0), %s);", + noiseOctavesFuncName.c_str(), zUni, octavesUni); + fragBuilder->codeAppendf("float b = %s(vec3(coords, %s + 0000.0), %s);", + noiseOctavesFuncName.c_str(), zUni, octavesUni); + fragBuilder->codeAppendf("float a = %s(vec3(coords, %s + 0000.0), %s);", + noiseOctavesFuncName.c_str(), zUni, octavesUni); + fragBuilder->codeAppendf("%s = vec4(r, g, b, a);", args.fOutputColor); + + // Clamp values + fragBuilder->codeAppendf("%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); + + // Pre-multiply the result + fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", + args.fOutputColor, args.fOutputColor, + args.fOutputColor, args.fOutputColor); +} + +void GrGLImprovedPerlinNoise::GenKey(const GrProcessor& processor, const GrShaderCaps&, + GrProcessorKeyBuilder* b) { +} + +void GrGLImprovedPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, + const GrFragmentProcessor& processor) { + INHERITED::onSetData(pdman, processor); + + const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>(); + + const SkVector& baseFrequency = noise.baseFrequency(); + pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); + + pdman.set1f(fOctavesUni, SkIntToScalar(noise.octaves())); + + pdman.set1f(fZUni, noise.z()); +} + +///////////////////////////////////////////////////////////////////// +sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor(const AsFPArgs& args) const { + SkASSERT(args.fContext); + + SkMatrix localMatrix = this->getLocalMatrix(); + if (args.fLocalMatrix) { + localMatrix.preConcat(*args.fLocalMatrix); + } + + SkMatrix matrix = *args.fViewMatrix; + matrix.preConcat(localMatrix); + + // Either we don't stitch tiles, either we have a valid tile size + SkASSERT(!fStitchTiles || !fTileSize.isEmpty()); + + SkPerlinNoiseShaderImpl::PaintingData* paintingData = + new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix); + + SkMatrix m = *args.fViewMatrix; + m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1); + m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1); + + if (fType == kImprovedNoise_Type) { + GrSamplerParams textureParams(SkShader::TileMode::kRepeat_TileMode, + GrSamplerParams::FilterMode::kNone_FilterMode); + sk_sp<GrTextureProxy> permutationsTexture( + GrRefCachedBitmapTextureProxy(args.fContext, + paintingData->getImprovedPermutationsBitmap(), + textureParams, nullptr)); + sk_sp<GrTextureProxy> gradientTexture( + GrRefCachedBitmapTextureProxy(args.fContext, + paintingData->getGradientBitmap(), + textureParams, nullptr)); + return GrImprovedPerlinNoiseEffect::Make(args.fContext->resourceProvider(), + fNumOctaves, fSeed, paintingData, + std::move(permutationsTexture), + std::move(gradientTexture), m); + } + + if (0 == fNumOctaves) { + if (kFractalNoise_Type == fType) { + // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2) + // TODO: Either treat the output of this shader as sRGB or allow client to specify a + // color space of the noise. Either way, this case (and the GLSL) need to convert to + // the destination. + sk_sp<GrFragmentProcessor> inner( + GrConstColorProcessor::Make(GrColor4f::FromGrColor(0x80404040), + GrConstColorProcessor::kModulateRGBA_InputMode)); + return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); + } + // Emit zero. + return GrConstColorProcessor::Make(GrColor4f::TransparentBlack(), + GrConstColorProcessor::kIgnore_InputMode); + } + + sk_sp<GrTextureProxy> permutationsProxy = GrMakeCachedBitmapProxy( + args.fContext->resourceProvider(), + paintingData->getPermutationsBitmap()); + sk_sp<GrTextureProxy> noiseProxy = GrMakeCachedBitmapProxy(args.fContext->resourceProvider(), + paintingData->getNoiseBitmap()); + + if (permutationsProxy && noiseProxy) { + sk_sp<GrFragmentProcessor> inner( + GrPerlinNoise2Effect::Make(args.fContext->resourceProvider(), + fType, + fNumOctaves, + fStitchTiles, + paintingData, + std::move(permutationsProxy), + std::move(noiseProxy), + m)); + return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); + } + delete paintingData; + return nullptr; +} + +#endif + +#ifndef SK_IGNORE_TO_STRING +void SkPerlinNoiseShaderImpl::toString(SkString* str) const { + str->append("SkPerlinNoiseShaderImpl: ("); + + str->append("type: "); + switch (fType) { + case kFractalNoise_Type: + str->append("\"fractal noise\""); + break; + case kTurbulence_Type: + str->append("\"turbulence\""); + break; + default: + str->append("\"unknown\""); + break; + } + str->append(" base frequency: ("); + str->appendScalar(fBaseFrequencyX); + str->append(", "); + str->appendScalar(fBaseFrequencyY); + str->append(") number of octaves: "); + str->appendS32(fNumOctaves); + str->append(" seed: "); + str->appendScalar(fSeed); + str->append(" stitch tiles: "); + str->append(fStitchTiles ? "true " : "false "); + + this->INHERITED::toString(str); + + str->append(")"); +} +#endif + +/////////////////////////////////////////////////////////////////////////////////////////////////// + +sk_sp<SkShader> SkPerlinNoiseShader::MakeFractalNoise(SkScalar baseFrequencyX, + SkScalar baseFrequencyY, + int numOctaves, SkScalar seed, + const SkISize* tileSize) { + return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kFractalNoise_Type, + baseFrequencyX, baseFrequencyY, numOctaves, seed, + tileSize)); +} + +sk_sp<SkShader> SkPerlinNoiseShader::MakeTurbulence(SkScalar baseFrequencyX, + SkScalar baseFrequencyY, + int numOctaves, SkScalar seed, + const SkISize* tileSize) { + return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kTurbulence_Type, + baseFrequencyX, baseFrequencyY, numOctaves, seed, + tileSize)); +} + +sk_sp<SkShader> SkPerlinNoiseShader::MakeImprovedNoise(SkScalar baseFrequencyX, + SkScalar baseFrequencyY, + int numOctaves, SkScalar z) { + return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kImprovedNoise_Type, + baseFrequencyX, baseFrequencyY, numOctaves, z, + nullptr)); +} + +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkPerlinNoiseShader) + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPerlinNoiseShaderImpl) +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |