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authorGravatar Florin Malita <fmalita@chromium.org>2017-05-30 16:39:47 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-30 21:01:46 +0000
commit5edba45dca995baed5e66dfaaa7859132e716314 (patch)
tree0333422088e6ed781db5c6e2cf4ed330b69a0957 /src/shaders/SkPerlinNoiseShader.cpp
parent64790a3714467300848971aa153aca8cea91cf7b (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.cpp1496
1 files changed, 1496 insertions, 0 deletions
diff --git a/src/shaders/SkPerlinNoiseShader.cpp b/src/shaders/SkPerlinNoiseShader.cpp
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+++ b/src/shaders/SkPerlinNoiseShader.cpp
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+/*
+ * 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