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diff --git a/include/effects/SkPerlinNoiseShader.h b/include/effects/SkPerlinNoiseShader.h
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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 SkPerlinNoiseShader_DEFINED
-#define SkPerlinNoiseShader_DEFINED
-
-#include "SkShader.h"
-
-/** \class SkPerlinNoiseShader
-
- SkPerlinNoiseShader 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 SkPerlinNoiseShader : public SkShader {
- struct PaintingData;
-public:
- struct StitchData;
-
- /**
- * 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 :
- * 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.
- */
- enum Type {
- kFractalNoise_Type,
- kTurbulence_Type,
- kFirstType = kFractalNoise_Type,
- kLastType = kTurbulence_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* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
- int numOctaves, SkScalar seed,
- const SkISize* tileSize = NULL);
-
- virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
- const SkMatrix& matrix);
- virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
- virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE;
-
- virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint&) const SK_OVERRIDE;
-
- SK_DEVELOPER_TO_STRING()
- SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader)
-
-protected:
- SkPerlinNoiseShader(SkFlattenableReadBuffer&);
- virtual void flatten(SkFlattenableWriteBuffer&) const SK_OVERRIDE;
-
-private:
- SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX,
- SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
- const SkISize* tileSize = NULL);
- virtual ~SkPerlinNoiseShader();
-
- void setTileSize(const SkISize&);
-
- void initPaint(PaintingData& paintingData);
-
- SkScalar noise2D(int channel, const PaintingData& paintingData,
- const StitchData& stitchData, const SkPoint& noiseVector);
-
- SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData,
- StitchData& stitchData, const SkPoint& point);
-
- SkPMColor shade(const SkPoint& point, StitchData& stitchData);
-
- SkPerlinNoiseShader::Type fType;
- SkScalar fBaseFrequencyX;
- SkScalar fBaseFrequencyY;
- int fNumOctaves;
- SkScalar fSeed;
- SkISize fTileSize;
- bool fStitchTiles;
- SkMatrix fMatrix;
-
- PaintingData* fPaintingData;
-
- typedef SkShader INHERITED;
-};
-
-#endif