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+/*
+ * Copyright 2013 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkPerlinNoiseShader2_DEFINED
+#define SkPerlinNoiseShader2_DEFINED
+
+#include "SkShader.h"
+
+/** \class SkPerlinNoiseShader2
+
+ SkPerlinNoiseShader2 creates an image using the Perlin turbulence function.
+
+ It can produce tileable noise if asked to stitch tiles and provided a tile size.
+ In order to fill a large area with repeating noise, set the stitchTiles flag to
+ true, and render exactly a single tile of noise. Without this flag, the result
+ will contain visible seams between tiles.
+
+ The algorithm used is described here :
+ http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
+*/
+class SK_API SkPerlinNoiseShader2 : public SkShader {
+public:
+ struct StitchData;
+ struct PaintingData;
+
+ /**
+ * About the noise types : the difference between the first 2 is just minor tweaks to the
+ * algorithm, they're not 2 entirely different noises. The output looks different, but once the
+ * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
+ * doing :
+ * kFractalNoise_Type : noise * 0.5 + 0.5
+ * kTurbulence_Type : abs(noise)
+ * Very little differences between the 2 types, although you can tell the difference visually.
+ * "Improved" is based on the Improved Perlin Noise algorithm described at
+ * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
+ * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
+ * changes to the noise, making it suitable for animated noise.
+ */
+ enum Type {
+ kFractalNoise_Type,
+ kTurbulence_Type,
+ kImprovedNoise_Type,
+ kFirstType = kFractalNoise_Type,
+ kLastType = kImprovedNoise_Type
+ };
+ /**
+ * This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
+ *
+ * Both base frequencies (X and Y) have a usual range of (0..1).
+ *
+ * The number of octaves provided should be fairly small, although no limit is enforced.
+ * Each octave doubles the frequency, so 10 octaves would produce noise from
+ * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
+ * periods and resembles regular unstructured noise rather than Perlin noise.
+ *
+ * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
+ * the frequencies so that the noise will be tileable for the given tile size. If tileSize
+ * is NULL or an empty size, the frequencies will be used as is without modification.
+ */
+ static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ int numOctaves, SkScalar seed,
+ const SkISize* tileSize = NULL);
+ static SkShader* CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ int numOctaves, SkScalar seed,
+ const SkISize* tileSize = NULL);
+ /**
+ * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the
+ * other two types, but minor variations to z will only slightly change the noise.
+ */
+ static SkShader* CreateImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ int numOctaves, SkScalar z);
+ /**
+ * Create alias for CreateTurbulunce until all Skia users changed
+ * its code to use the new naming
+ */
+ static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ int numOctaves, SkScalar seed,
+ const SkISize* tileSize = NULL) {
+ return CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize);
+ }
+
+
+ size_t contextSize() const override;
+
+ class PerlinNoiseShaderContext : public SkShader::Context {
+ public:
+ PerlinNoiseShaderContext(const SkPerlinNoiseShader2& shader, const ContextRec&);
+ virtual ~PerlinNoiseShaderContext();
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+ void shadeSpan16(int x, int y, uint16_t[], int count) override;
+
+ private:
+ SkPMColor shade(const SkPoint& point, StitchData& stitchData) const;
+ SkScalar calculateTurbulenceValueForPoint(
+ int channel,
+ StitchData& stitchData, const SkPoint& point) const;
+ SkScalar calculateImprovedNoiseValueForPoint(int channel, const SkPoint& point) const;
+ SkScalar noise2D(int channel,
+ const StitchData& stitchData, const SkPoint& noiseVector) const;
+
+ SkMatrix fMatrix;
+ PaintingData* fPaintingData;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+#if SK_SUPPORT_GPU
+ const GrFragmentProcessor* asFragmentProcessor(GrContext* context, const SkMatrix& viewM,
+ const SkMatrix*, SkFilterQuality) const override;
+#endif
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader2)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ Context* onCreateContext(const ContextRec&, void* storage) const override;
+
+private:
+ SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type, SkScalar baseFrequencyX,
+ SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
+ const SkISize* tileSize);
+ virtual ~SkPerlinNoiseShader2();
+
+ const SkPerlinNoiseShader2::Type fType;
+ const SkScalar fBaseFrequencyX;
+ const SkScalar fBaseFrequencyY;
+ const int fNumOctaves;
+ const SkScalar fSeed;
+ const SkISize fTileSize;
+ const bool fStitchTiles;
+
+ typedef SkShader INHERITED;
+};
+
+#endif