diff options
-rw-r--r-- | BUILD.gn | 1 | ||||
-rw-r--r-- | experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp | 1403 | ||||
-rw-r--r-- | experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h | 136 | ||||
-rw-r--r-- | include/effects/SkPerlinNoiseShader.h | 9 | ||||
-rw-r--r-- | samplecode/PerlinPatch.cpp | 4 | ||||
-rw-r--r-- | src/effects/SkPerlinNoiseShader.cpp | 762 | ||||
-rw-r--r-- | src/gpu/GrProcessor.cpp | 2 |
7 files changed, 610 insertions, 1707 deletions
@@ -1124,7 +1124,6 @@ if (skia_enable_tools) { public_include_dirs = [ "samplecode" ] include_dirs = [ "experimental" ] sources = samples_sources + [ - "experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp", "experimental/SkSetPoly3To3.cpp", "experimental/SkSetPoly3To3_A.cpp", "experimental/SkSetPoly3To3_D.cpp", diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp deleted file mode 100644 index 1ebee2ef73..0000000000 --- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp +++ /dev/null @@ -1,1403 +0,0 @@ -/* - * 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 "SkPerlinNoiseShader2.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 -}; - -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 SkPerlinNoiseShader2::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 SkPerlinNoiseShader2::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 -}; - -sk_sp<SkShader> SkPerlinNoiseShader2::MakeFractalNoise(SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize) { - return sk_sp<SkShader>(new SkPerlinNoiseShader2(kFractalNoise_Type, baseFrequencyX, - baseFrequencyY, numOctaves, seed, tileSize)); -} - -sk_sp<SkShader> SkPerlinNoiseShader2::MakeTurbulence(SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize) { - return sk_sp<SkShader>(new SkPerlinNoiseShader2(kTurbulence_Type, baseFrequencyX, - baseFrequencyY, numOctaves, seed, tileSize)); -} - -sk_sp<SkShader> SkPerlinNoiseShader2::MakeImprovedNoise(SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, SkScalar z) { - return sk_sp<SkShader>(new SkPerlinNoiseShader2(kImprovedNoise_Type, baseFrequencyX, - baseFrequencyY, numOctaves, z, NULL)); -} - -SkPerlinNoiseShader2::SkPerlinNoiseShader2(SkPerlinNoiseShader2::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); -} - -SkPerlinNoiseShader2::~SkPerlinNoiseShader2() { -} - -sk_sp<SkFlattenable> SkPerlinNoiseShader2::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 SkPerlinNoiseShader2::MakeFractalNoise(freqX, freqY, octaves, seed, &tileSize); - case kTurbulence_Type: - return SkPerlinNoiseShader2::MakeTubulence(freqX, freqY, octaves, seed, &tileSize); - case kImprovedNoise_Type: - return SkPerlinNoiseShader2::MakeImprovedNoise(freqX, freqY, octaves, seed); - default: - return nullptr; - } -} - -void SkPerlinNoiseShader2::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 SkPerlinNoiseShader2::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 SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(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); - // 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 SkPerlinNoiseShader2::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint( - int channel, StitchData& stitchData, const SkPoint& point) const { - const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(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 SkPerlinNoiseShader2::PerlinNoiseShaderContext::calculateImprovedNoiseValueForPoint( - int channel, const SkPoint& point) const { - const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(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 SkPerlinNoiseShader2::PerlinNoiseShaderContext::shade( - const SkPoint& point, StitchData& stitchData) const { - const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(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* SkPerlinNoiseShader2::onMakeContext(const ContextRec& rec, - SkArenaAlloc* alloc) const { - return alloc->make<PerlinNoiseShaderContext>(*this, rec); -} - -SkPerlinNoiseShader2::PerlinNoiseShaderContext::PerlinNoiseShaderContext( - const SkPerlinNoiseShader2& 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); -} - -SkPerlinNoiseShader2::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() { delete fPaintingData; } - -void SkPerlinNoiseShader2::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 GrGLPerlinNoise2 : 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, - SkPerlinNoiseShader2::Type type, - int numOctaves, bool stitchTiles, - SkPerlinNoiseShader2::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 SkPerlinNoiseShader2::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; } - - SkPerlinNoiseShader2::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 GrGLPerlinNoise2; - } - - virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps, - GrProcessorKeyBuilder* b) const override { - GrGLPerlinNoise2::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, - SkPerlinNoiseShader2::Type type, int numOctaves, bool stitchTiles, - SkPerlinNoiseShader2::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; - - SkPerlinNoiseShader2::Type fType; - GrCoordTransform fCoordTransform; - int fNumOctaves; - bool fStitchTiles; - TextureSampler fPermutationsSampler; - TextureSampler fNoiseSampler; - SkPerlinNoiseShader2::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() ? - SkPerlinNoiseShader2::MakeFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, - stitchTiles ? &tileSize : nullptr) : - SkPerlinNoiseShader2::MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, - stitchTiles ? &tileSize : nullptr)); - - GrTest::TestAsFPArgs asFPArgs(d); - return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); -} -#endif - -void GrGLPerlinNoise2::emitCode(EmitArgs& args) { - const GrPerlinNoise2Effect& pne = args.fFp.cast<GrPerlinNoise2Effect>(); - - GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder; - GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; - SkString vCoords = fsBuilder->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); - fsBuilder->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); - fsBuilder->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); - fsBuilder->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 = "); - fsBuilder->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 = "); - fsBuilder->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 = "); - fsBuilder->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()) { - fsBuilder->emitFunction(kFloat_GrSLType, - "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), - gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); - } else { - fsBuilder->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 - fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;", - noiseVec, vCoords.c_str(), baseFrequencyUni); - - // Clear the color accumulator - fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", args.fOutputColor); - - if (pne.stitchTiles()) { - // Set up TurbulenceInitial stitch values. - fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); - } - - fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio); - - // Loop over all octaves - fsBuilder->codeAppendf("for (int octave = 0; octave < %d; ++octave) {", pne.numOctaves()); - - fsBuilder->codeAppendf("\n\t\t\t%s += ", args.fOutputColor); - if (pne.type() != SkPerlinNoiseShader2::kFractalNoise_Type) { - fsBuilder->codeAppend("abs("); - } - if (pne.stitchTiles()) { - fsBuilder->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 { - fsBuilder->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() != SkPerlinNoiseShader2::kFractalNoise_Type) { - fsBuilder->codeAppendf(")"); // end of "abs(" - } - fsBuilder->codeAppendf(" * %s;", ratio); - - fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); - fsBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio); - - if (pne.stitchTiles()) { - fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); - } - fsBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves - - if (pne.type() == SkPerlinNoiseShader2::kFractalNoise_Type) { - // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 - // by fractalNoise and (turbulenceFunctionResult) by turbulence. - fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", - args.fOutputColor,args.fOutputColor); - } - - // Clamp values - fsBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); - - // Pre-multiply the result - fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", - args.fOutputColor, args.fOutputColor, - args.fOutputColor, args.fOutputColor); -} - -void GrGLPerlinNoise2::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 SkPerlinNoiseShader2::kFractalNoise_Type: - key |= 0x1; - break; - case SkPerlinNoiseShader2::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 GrGLPerlinNoise2::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 SkPerlinNoiseShader2::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, - SkPerlinNoiseShader2::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, - SkPerlinNoiseShader2::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; - SkPerlinNoiseShader2::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(SkPerlinNoiseShader2::MakeImprovedNoise(baseFrequencyX, - baseFrequencyY, - numOctaves, - z)); - - GrTest::TestAsFPArgs asFPArgs(d); - return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); -} -#endif - -void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { - GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder; - GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; - SkString vCoords = fsBuilder->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; - fsBuilder->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. - fsBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "vec2(fract(x / 256.0), 0.0)", - kVec2f_GrSLType); - permCode.append(".r * 255.0;"); - fsBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs, - permCode.c_str(), &permFuncName); - - // grad function - static const GrShaderVar gradArgs[] = { - GrShaderVar("x", kFloat_GrSLType), - GrShaderVar("p", kVec3f_GrSLType) - }; - SkString gradFuncName; - SkString gradCode("return dot("); - fsBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "vec2(fract(x / 16.0), 0.0)", - kVec2f_GrSLType); - gradCode.append(".rgb * 255.0 - vec3(1.0), p);"); - fsBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs, - gradCode.c_str(), &gradFuncName); - - // lerp function - static const GrShaderVar lerpArgs[] = { - GrShaderVar("a", kFloat_GrSLType), - GrShaderVar("b", kFloat_GrSLType), - GrShaderVar("w", kFloat_GrSLType) - }; - SkString lerpFuncName; - fsBuilder->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;"); - fsBuilder->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;"); - fsBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs), - noiseOctavesArgs, noiseOctavesCode.c_str(), &noiseOctavesFuncName); - - fsBuilder->codeAppendf("vec2 coords = %s * %s;", vCoords.c_str(), baseFrequencyUni); - fsBuilder->codeAppendf("float r = %s(vec3(coords, %s), %s);", noiseOctavesFuncName.c_str(), - zUni, octavesUni); - fsBuilder->codeAppendf("float g = %s(vec3(coords, %s + 0000.0), %s);", - noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("float b = %s(vec3(coords, %s + 0000.0), %s);", - noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("float a = %s(vec3(coords, %s + 0000.0), %s);", - noiseOctavesFuncName.c_str(), zUni, octavesUni); - fsBuilder->codeAppendf("%s = vec4(r, g, b, a);", args.fOutputColor); - - // Clamp values - fsBuilder->codeAppendf("%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); - - // Pre-multiply the result - fsBuilder->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> SkPerlinNoiseShader2::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()); - - SkPerlinNoiseShader2::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 SkPerlinNoiseShader2::toString(SkString* str) const { - str->append("SkPerlinNoiseShader2: ("); - - 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 diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h deleted file mode 100644 index 8a46a326d9..0000000000 --- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h +++ /dev/null @@ -1,136 +0,0 @@ -/* - * Copyright 2013 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#ifndef SkPerlinNoiseShader2_DEFINED -#define SkPerlinNoiseShader2_DEFINED - -#include "SkShaderBase.h" - -/** \class SkPerlinNoiseShader2 - - SkPerlinNoiseShader2 creates an image using the Perlin turbulence function. - - It can produce tileable noise if asked to stitch tiles and provided a tile size. - In order to fill a large area with repeating noise, set the stitchTiles flag to - true, and render exactly a single tile of noise. Without this flag, the result - will contain visible seams between tiles. - - The algorithm used is described here : - http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement -*/ -class SK_API SkPerlinNoiseShader2 : public 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 - }; - /** - * This will construct Perlin noise of the given type (Fractal Noise or Turbulence). - * - * Both base frequencies (X and Y) have a usual range of (0..1). - * - * The number of octaves provided should be fairly small, although no limit is enforced. - * Each octave doubles the frequency, so 10 octaves would produce noise from - * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small - * periods and resembles regular unstructured noise rather than Perlin noise. - * - * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify - * the frequencies so that the noise will be tileable for the given tile size. If tileSize - * is NULL or an empty size, the frequencies will be used as is without modification. - */ - static sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize = NULL); - static sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize = NULL); - /** - * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the - * other two types, but minor variations to z will only slightly change the noise. - */ - static sk_sp<SkShader> MakeImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, - int numOctaves, SkScalar z); - /** - * Create alias for CreateTurbulunce until all Skia users changed - * its code to use the new naming - */ - static sk_sp<SkShader> MakeTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize = NULL) { - return MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize); - } - - class PerlinNoiseShaderContext : public Context { - public: - PerlinNoiseShaderContext(const SkPerlinNoiseShader2& 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(SkPerlinNoiseShader2) - -protected: - void flatten(SkWriteBuffer&) const override; - Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override; - -private: - SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type, SkScalar baseFrequencyX, - SkScalar baseFrequencyY, int numOctaves, SkScalar seed, - const SkISize* tileSize); - ~SkPerlinNoiseShader2() override; - - const SkPerlinNoiseShader2::Type fType; - const SkScalar fBaseFrequencyX; - const SkScalar fBaseFrequencyY; - const int fNumOctaves; - const SkScalar fSeed; - const SkISize fTileSize; - const bool fStitchTiles; - - typedef SkShaderBase INHERITED; -}; - -#endif diff --git a/include/effects/SkPerlinNoiseShader.h b/include/effects/SkPerlinNoiseShader.h index 6c2d7ff5cf..5bf3847ae3 100644 --- a/include/effects/SkPerlinNoiseShader.h +++ b/include/effects/SkPerlinNoiseShader.h @@ -10,9 +10,6 @@ #include "SkShader.h" -struct SkISize; -class SkShader; - /** \class SkPerlinNoiseShader SkPerlinNoiseShader creates an image using the Perlin turbulence function. @@ -47,6 +44,12 @@ public: static sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = nullptr); + /** + * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the + * other two types, but minor variations to z will only slightly change the noise. + */ + static sk_sp<SkShader> MakeImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, + int numOctaves, SkScalar z); SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() diff --git a/samplecode/PerlinPatch.cpp b/samplecode/PerlinPatch.cpp index 3f04973b3b..59337c5e1d 100644 --- a/samplecode/PerlinPatch.cpp +++ b/samplecode/PerlinPatch.cpp @@ -10,7 +10,7 @@ #include "SkCanvas.h" #include "SkGradientShader.h" #include "SkPatchUtils.h" -#include "SkPerlinNoiseShader2/SkPerlinNoiseShader2.h" +#include "SkPerlinNoiseShader.h" static void draw_control_points(SkCanvas* canvas, const SkPoint cubics[12]) { //draw control points @@ -149,7 +149,7 @@ protected: ; SkScalar scaleFreq = 2.0; - fShader1 = SkPerlinNoiseShader2::MakeImprovedNoise(fXFreq/scaleFreq, fYFreq/scaleFreq, 4, + fShader1 = SkPerlinNoiseShader::MakeImprovedNoise(fXFreq/scaleFreq, fYFreq/scaleFreq, 4, fSeed); fShaderCompose = SkShader::MakeComposeShader(fShader0, fShader1, SkBlendMode::kSrcOver); diff --git a/src/effects/SkPerlinNoiseShader.cpp b/src/effects/SkPerlinNoiseShader.cpp index 87f8967242..9d8d030002 100644 --- a/src/effects/SkPerlinNoiseShader.cpp +++ b/src/effects/SkPerlinNoiseShader.cpp @@ -8,12 +8,13 @@ #include "SkPerlinNoiseShader.h" #include "SkArenaAlloc.h" +#include "SkDither.h" #include "SkColorFilter.h" #include "SkReadBuffer.h" -#include "SkShaderBase.h" -#include "SkString.h" -#include "SkUnPreMultiply.h" #include "SkWriteBuffer.h" +#include "SkShader.h" +#include "SkUnPreMultiply.h" +#include "SkString.h" #if SK_SUPPORT_GPU #include "GrContext.h" @@ -31,63 +32,70 @@ static const int kBlockMask = kBlockSize - 1; static const int kPerlinNoise = 4096; static const int kRandMaximum = SK_MaxS32; // 2**31 - 1 -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); -} +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 final : public SkShaderBase { +class SkPerlinNoiseShaderImpl : public SkShaderBase { public: + struct StitchData; + struct PaintingData; + /** - * About the noise types : the difference between the 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 : + * 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 = kTurbulence_Type + kLastType = kImprovedNoise_Type }; - SkPerlinNoiseShaderImpl(Type type, SkScalar baseFrequencyX, - SkScalar baseFrequencyY, int numOctaves, SkScalar seed, - const SkISize* tileSize); - ~SkPerlinNoiseShaderImpl() override = default; + SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, SkScalar baseFrequencyX, + SkScalar baseFrequencyY, int numOctaves, SkScalar seed, + const SkISize* tileSize); + ~SkPerlinNoiseShaderImpl() override; -#if SK_SUPPORT_GPU - sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override; -#endif - SK_TO_STRING_OVERRIDE() - SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShaderImpl) - - struct StitchData; - struct PaintingData; - -protected: - void flatten(SkWriteBuffer&) const override; - Context* onMakeContext(const ContextRec&, SkArenaAlloc* storage) const override; - -private: - class PerlinNoiseShaderContext final : public Context { + class PerlinNoiseShaderContext : public Context { public: PerlinNoiseShaderContext(const SkPerlinNoiseShaderImpl& shader, const ContextRec&); ~PerlinNoiseShaderContext() override; @@ -97,8 +105,9 @@ private: private: SkPMColor shade(const SkPoint& point, StitchData& stitchData) const; SkScalar calculateTurbulenceValueForPoint( - int channel, - StitchData& stitchData, const SkPoint& point) const; + 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; @@ -108,19 +117,50 @@ private: typedef Context INHERITED; }; - const Type fType; - const SkScalar fBaseFrequencyX; - const SkScalar fBaseFrequencyY; - const int fNumOctaves; - const SkScalar fSeed; - const SkISize fTileSize; - const bool fStitchTiles; +#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 { @@ -168,6 +208,28 @@ struct SkPerlinNoiseShaderImpl::PaintingData { 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 } @@ -184,6 +246,8 @@ private: #if SK_SUPPORT_GPU SkBitmap fPermutationsBitmap; SkBitmap fNoiseBitmap; + SkBitmap fImprovedPermutationsBitmap; + SkBitmap fGradientBitmap; #endif inline int random() { @@ -261,9 +325,9 @@ private: fGradient[channel][i].normalize(); // Put the normalized gradient back into the noise data fNoise[channel][i][0] = SkScalarRoundToInt( - (fGradient[channel][i].fX + 1) * gHalfMax16bits); + (fGradient[channel][i].fX + 1) * gHalfMax16bits); fNoise[channel][i][1] = SkScalarRoundToInt( - (fGradient[channel][i].fY + 1) * gHalfMax16bits); + (fGradient[channel][i].fY + 1) * gHalfMax16bits); } } } @@ -313,42 +377,31 @@ public: const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; } const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; } -#endif -}; -sk_sp<SkShader> SkPerlinNoiseShader::MakeFractalNoise(SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize) { - return sk_make_sp<SkPerlinNoiseShaderImpl>(SkPerlinNoiseShaderImpl::kFractalNoise_Type, - baseFrequencyX, baseFrequencyY, numOctaves, - seed, tileSize); -} + const SkBitmap& getImprovedPermutationsBitmap() const { return fImprovedPermutationsBitmap; } -sk_sp<SkShader> SkPerlinNoiseShader::MakeTurbulence(SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, SkScalar seed, - const SkISize* tileSize) { - return sk_make_sp<SkPerlinNoiseShaderImpl>(SkPerlinNoiseShaderImpl::kTurbulence_Type, - baseFrequencyX, baseFrequencyY, - numOctaves, seed, tileSize); -} + const SkBitmap& getGradientBitmap() const { return fGradientBitmap; } +#endif +}; -SkPerlinNoiseShaderImpl::SkPerlinNoiseShaderImpl(Type type, - SkScalar baseFrequencyX, - SkScalar baseFrequencyY, - int numOctaves, - SkScalar seed, - const SkISize* tileSize) +SkPerlinNoiseShaderImpl::SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, + SkScalar baseFrequencyX, + SkScalar baseFrequencyY, + int numOctaves, + SkScalar seed, + const SkISize* tileSize) : fType(type) , fBaseFrequencyX(baseFrequencyX) , fBaseFrequencyY(baseFrequencyY) - , fNumOctaves(SkTPin<int>(numOctaves, 0, 255)) // [0,255] octaves allowed + , fNumOctaves(numOctaves > 255 ? 255 : numOctaves/*[0,255] octaves allowed*/) , fSeed(seed) , fTileSize(nullptr == tileSize ? SkISize::Make(0, 0) : *tileSize) , fStitchTiles(!fTileSize.isEmpty()) { - SkASSERT(fNumOctaves >= 0 && fNumOctaves < 256); + SkASSERT(numOctaves >= 0 && numOctaves < 256); +} + +SkPerlinNoiseShaderImpl::~SkPerlinNoiseShaderImpl() { } sk_sp<SkFlattenable> SkPerlinNoiseShaderImpl::CreateProc(SkReadBuffer& buffer) { @@ -363,11 +416,11 @@ sk_sp<SkFlattenable> SkPerlinNoiseShaderImpl::CreateProc(SkReadBuffer& buffer) { switch (type) { case kFractalNoise_Type: - return SkPerlinNoiseShader::MakeFractalNoise(freqX, freqY, octaves, seed, - &tileSize); + return SkPerlinNoiseShader::MakeFractalNoise(freqX, freqY, octaves, seed, &tileSize); case kTurbulence_Type: - return SkPerlinNoiseShader::MakeTurbulence(freqX, freqY, octaves, seed, - &tileSize); + return SkPerlinNoiseShader::MakeTurbulence(freqX, freqY, octaves, seed, &tileSize); + case kImprovedNoise_Type: + return SkPerlinNoiseShader::MakeImprovedNoise(freqX, freqY, octaves, seed); default: return nullptr; } @@ -400,8 +453,7 @@ SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::noise2D( Noise noiseX(noiseVector.x()); Noise noiseY(noiseVector.y()); SkScalar u, v; - const SkPerlinNoiseShaderImpl& perlinNoiseShader = - static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); // If stitching, adjust lattice points accordingly. if (perlinNoiseShader.fStitchTiles) { noiseX.noisePositionIntegerValue = @@ -427,9 +479,11 @@ SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::noise2D( 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) @@ -447,8 +501,7 @@ SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::noise2D( SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint( int channel, StitchData& stitchData, const SkPoint& point) const { - const SkPerlinNoiseShaderImpl& perlinNoiseShader = - static_cast<const SkPerlinNoiseShaderImpl&>(fShader); + const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); if (perlinNoiseShader.fStitchTiles) { // Set up TurbulenceInitial stitch values. stitchData = fPaintingData->fStitchDataInit; @@ -477,7 +530,7 @@ SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateTurbulenceV // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 // by fractalNoise and (turbulenceFunctionResult) by turbulence. if (perlinNoiseShader.fType == kFractalNoise_Type) { - turbulenceFunctionResult = turbulenceFunctionResult * SK_ScalarHalf + SK_ScalarHalf; + turbulenceFunctionResult = SkScalarHalf(turbulenceFunctionResult + 1); } if (channel == 3) { // Scale alpha by paint value @@ -488,8 +541,71 @@ SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateTurbulenceV 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); @@ -497,14 +613,20 @@ SkPMColor SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::shade( U8CPU rgba[4]; for (int channel = 3; channel >= 0; --channel) { - rgba[channel] = SkScalarFloorToInt(255 * - calculateTurbulenceValueForPoint(channel, stitchData, newPoint)); + 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 { +SkShaderBase::Context* SkPerlinNoiseShaderImpl::onMakeContext(const ContextRec& rec, + SkArenaAlloc* alloc) const { return alloc->make<PerlinNoiseShaderContext>(*this, rec); } @@ -512,7 +634,8 @@ SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::PerlinNoiseShaderContext( const SkPerlinNoiseShaderImpl& shader, const ContextRec& rec) : INHERITED(shader, rec) { - SkMatrix newMatrix = SkMatrix::Concat(*rec.fMatrix, shader.getLocalMatrix()); + SkMatrix newMatrix = *rec.fMatrix; + newMatrix.preConcat(shader.getLocalMatrix()); if (rec.fLocalMatrix) { newMatrix.preConcat(*rec.fLocalMatrix); } @@ -543,7 +666,7 @@ class GrGLPerlinNoise : public GrGLSLFragmentProcessor { public: void emitCode(EmitArgs&) override; - static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder*); + static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b); protected: void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; @@ -557,7 +680,7 @@ private: ///////////////////////////////////////////////////////////////////// -class GrPerlinNoiseEffect : public GrFragmentProcessor { +class GrPerlinNoise2Effect : public GrFragmentProcessor { public: static sk_sp<GrFragmentProcessor> Make(GrResourceProvider* resourceProvider, SkPerlinNoiseShaderImpl::Type type, @@ -567,22 +690,21 @@ public: sk_sp<GrTextureProxy> noiseProxy, const SkMatrix& matrix) { return sk_sp<GrFragmentProcessor>( - new GrPerlinNoiseEffect(resourceProvider, type, numOctaves, stitchTiles, paintingData, - std::move(permutationsProxy), std::move(noiseProxy), matrix)); + new GrPerlinNoise2Effect(resourceProvider, type, numOctaves, stitchTiles, paintingData, + std::move(permutationsProxy), std::move(noiseProxy), matrix)); } - ~GrPerlinNoiseEffect() override { delete fPaintingData; } + ~GrPerlinNoise2Effect() override { delete fPaintingData; } const char* name() const override { return "PerlinNoise"; } - const SkPerlinNoiseShaderImpl::StitchData& stitchData() const { - return fPaintingData->fStitchDataInit; - } + 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 { @@ -595,7 +717,7 @@ private: } bool onIsEqual(const GrFragmentProcessor& sBase) const override { - const GrPerlinNoiseEffect& s = sBase.cast<GrPerlinNoiseEffect>(); + const GrPerlinNoise2Effect& s = sBase.cast<GrPerlinNoise2Effect>(); return fType == s.fType && fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency && fNumOctaves == s.fNumOctaves && @@ -603,44 +725,44 @@ private: fPaintingData->fStitchDataInit == s.fPaintingData->fStitchDataInit; } - GrPerlinNoiseEffect(GrResourceProvider* resourceProvider, - SkPerlinNoiseShaderImpl::Type type, int numOctaves, bool stitchTiles, - SkPerlinNoiseShaderImpl::PaintingData* paintingData, - sk_sp<GrTextureProxy> permutationsProxy, sk_sp<GrTextureProxy> noiseProxy, - const SkMatrix& matrix) + 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) - , fCoordTransform(matrix) , fNumOctaves(numOctaves) , fStitchTiles(stitchTiles) , fPermutationsSampler(resourceProvider, std::move(permutationsProxy)) , fNoiseSampler(resourceProvider, std::move(noiseProxy)) , fPaintingData(paintingData) { - this->initClassID<GrPerlinNoiseEffect>(); + 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; + SkPerlinNoiseShaderImpl::Type fType; + GrCoordTransform fCoordTransform; + int fNumOctaves; + bool fStitchTiles; + TextureSampler fPermutationsSampler; + TextureSampler fNoiseSampler; + SkPerlinNoiseShaderImpl::PaintingData* fPaintingData; -private: typedef GrFragmentProcessor INHERITED; }; ///////////////////////////////////////////////////////////////////// -GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoiseEffect); +GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoise2Effect); #if GR_TEST_UTILS -sk_sp<GrFragmentProcessor> GrPerlinNoiseEffect::TestCreate(GrProcessorTestData* d) { +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()); @@ -653,9 +775,9 @@ sk_sp<GrFragmentProcessor> GrPerlinNoiseEffect::TestCreate(GrProcessorTestData* sk_sp<SkShader> shader(d->fRandom->nextBool() ? SkPerlinNoiseShader::MakeFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, - stitchTiles ? &tileSize : nullptr) : + stitchTiles ? &tileSize : nullptr) : SkPerlinNoiseShader::MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, - stitchTiles ? &tileSize : nullptr)); + stitchTiles ? &tileSize : nullptr)); GrTest::TestAsFPArgs asFPArgs(d); return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); @@ -663,9 +785,9 @@ sk_sp<GrFragmentProcessor> GrPerlinNoiseEffect::TestCreate(GrProcessorTestData* #endif void GrGLPerlinNoise::emitCode(EmitArgs& args) { - const GrPerlinNoiseEffect& pne = args.fFp.cast<GrPerlinNoiseEffect>(); + const GrPerlinNoise2Effect& pne = args.fFp.cast<GrPerlinNoise2Effect>(); - GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); @@ -730,18 +852,18 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) { // 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); + floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", - floorVal, stitchData, floorVal, stitchData); + floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }", - floorVal, stitchData, floorVal, stitchData); + floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }", - floorVal, stitchData, floorVal, stitchData); + 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); + floorVal, floorVal); // Get permutation for x { @@ -856,15 +978,15 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) { if (pne.stitchTiles()) { // Set up TurbulenceInitial stitch values. - fragBuilder->codeAppendf("vec2 %s = %s;", stitchData, stitchDataUni); + fragBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); } - fragBuilder->codeAppendf("float %s = 1.0;", ratio); + 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("%s += ", args.fOutputColor); + fragBuilder->codeAppendf("\n\t\t\t%s += ", args.fOutputColor); if (pne.type() != SkPerlinNoiseShaderImpl::kFractalNoise_Type) { fragBuilder->codeAppend("abs("); } @@ -902,7 +1024,7 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) { // 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); + args.fOutputColor,args.fOutputColor); } // Clamp values @@ -916,7 +1038,7 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) { void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrShaderCaps&, GrProcessorKeyBuilder* b) { - const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>(); + const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); uint32_t key = turbulence.numOctaves(); @@ -945,7 +1067,7 @@ void GrGLPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, const GrFragmentProcessor& processor) { INHERITED::onSetData(pdman, processor); - const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>(); + const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); const SkVector& baseFrequency = turbulence.baseFrequency(); pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); @@ -958,8 +1080,279 @@ void GrGLPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, } ///////////////////////////////////////////////////////////////////// -sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor( - const AsFPArgs& args) const { + +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(); @@ -970,6 +1363,33 @@ sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor( 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) @@ -986,30 +1406,22 @@ sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor( GrConstColorProcessor::kIgnore_InputMode); } - // 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); - sk_sp<GrTextureProxy> permutationsProxy(GrMakeCachedBitmapProxy( - args.fContext->resourceProvider(), - paintingData->getPermutationsBitmap())); - sk_sp<GrTextureProxy> noiseProxy(GrMakeCachedBitmapProxy(args.fContext->resourceProvider(), - paintingData->getNoiseBitmap())); + sk_sp<GrTextureProxy> permutationsProxy = GrMakeCachedBitmapProxy( + args.fContext->resourceProvider(), + paintingData->getPermutationsBitmap()); + sk_sp<GrTextureProxy> noiseProxy = GrMakeCachedBitmapProxy(args.fContext->resourceProvider(), + paintingData->getNoiseBitmap()); - SkMatrix m = *args.fViewMatrix; - m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1); - m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1); if (permutationsProxy && noiseProxy) { sk_sp<GrFragmentProcessor> inner( - GrPerlinNoiseEffect::Make(args.fContext->resourceProvider(), - fType, - fNumOctaves, - fStitchTiles, - paintingData, - std::move(permutationsProxy), - std::move(noiseProxy), - m)); + GrPerlinNoise2Effect::Make(args.fContext->resourceProvider(), + fType, + fNumOctaves, + fStitchTiles, + paintingData, + std::move(permutationsProxy), + std::move(noiseProxy), + m)); return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); } delete paintingData; @@ -1020,7 +1432,7 @@ sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor( #ifndef SK_IGNORE_TO_STRING void SkPerlinNoiseShaderImpl::toString(SkString* str) const { - str->append("SkPerlinNoiseShader: ("); + str->append("SkPerlinNoiseShaderImpl: ("); str->append("type: "); switch (fType) { @@ -1051,6 +1463,34 @@ void SkPerlinNoiseShaderImpl::toString(SkString* str) const { } #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 diff --git a/src/gpu/GrProcessor.cpp b/src/gpu/GrProcessor.cpp index 7a34238b1f..17927f6fd9 100644 --- a/src/gpu/GrProcessor.cpp +++ b/src/gpu/GrProcessor.cpp @@ -57,7 +57,7 @@ SkTArray<GrXPFactoryTestFactory*, true>* GrXPFactoryTestFactory::GetFactories() * we verify the count is as expected. If a new factory is added, then these numbers must be * manually adjusted. */ -static const int kFPFactoryCount = 41; +static const int kFPFactoryCount = 42; static const int kGPFactoryCount = 14; static const int kXPFactoryCount = 4; |