gfx/skia/trunk/include/effects/SkPerlinNoiseShader.h

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 /*
michael@0 2 * Copyright 2013 Google Inc.
michael@0 3 *
michael@0 4 * Use of this source code is governed by a BSD-style license that can be
michael@0 5 * found in the LICENSE file.
michael@0 6 */
michael@0 7
michael@0 8 #ifndef SkPerlinNoiseShader_DEFINED
michael@0 9 #define SkPerlinNoiseShader_DEFINED
michael@0 10
michael@0 11 #include "SkShader.h"
michael@0 12
michael@0 13 /** \class SkPerlinNoiseShader
michael@0 14
michael@0 15 SkPerlinNoiseShader creates an image using the Perlin turbulence function.
michael@0 16
michael@0 17 It can produce tileable noise if asked to stitch tiles and provided a tile size.
michael@0 18 In order to fill a large area with repeating noise, set the stitchTiles flag to
michael@0 19 true, and render exactly a single tile of noise. Without this flag, the result
michael@0 20 will contain visible seams between tiles.
michael@0 21
michael@0 22 The algorithm used is described here :
michael@0 23 http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
michael@0 24 */
michael@0 25 class SK_API SkPerlinNoiseShader : public SkShader {
michael@0 26 struct PaintingData;
michael@0 27 public:
michael@0 28 struct StitchData;
michael@0 29
michael@0 30 /**
michael@0 31 * About the noise types : the difference between the 2 is just minor tweaks to the algorithm,
michael@0 32 * they're not 2 entirely different noises. The output looks different, but once the noise is
michael@0 33 * generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing :
michael@0 34 * kFractalNoise_Type : noise * 0.5 + 0.5
michael@0 35 * kTurbulence_Type : abs(noise)
michael@0 36 * Very little differences between the 2 types, although you can tell the difference visually.
michael@0 37 */
michael@0 38 enum Type {
michael@0 39 kFractalNoise_Type,
michael@0 40 kTurbulence_Type,
michael@0 41 kFirstType = kFractalNoise_Type,
michael@0 42 kLastType = kTurbulence_Type
michael@0 43 };
michael@0 44 /**
michael@0 45 * This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
michael@0 46 *
michael@0 47 * Both base frequencies (X and Y) have a usual range of (0..1).
michael@0 48 *
michael@0 49 * The number of octaves provided should be fairly small, although no limit is enforced.
michael@0 50 * Each octave doubles the frequency, so 10 octaves would produce noise from
michael@0 51 * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
michael@0 52 * periods and resembles regular unstructured noise rather than Perlin noise.
michael@0 53 *
michael@0 54 * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
michael@0 55 * the frequencies so that the noise will be tileable for the given tile size. If tileSize
michael@0 56 * is NULL or an empty size, the frequencies will be used as is without modification.
michael@0 57 */
michael@0 58 static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
michael@0 59 int numOctaves, SkScalar seed,
michael@0 60 const SkISize* tileSize = NULL);
michael@0 61 static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
michael@0 62 int numOctaves, SkScalar seed,
michael@0 63 const SkISize* tileSize = NULL);
michael@0 64
michael@0 65 virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
michael@0 66 const SkMatrix& matrix);
michael@0 67 virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
michael@0 68 virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE;
michael@0 69
michael@0 70 virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint&) const SK_OVERRIDE;
michael@0 71
michael@0 72 SK_TO_STRING_OVERRIDE()
michael@0 73 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader)
michael@0 74
michael@0 75 protected:
michael@0 76 SkPerlinNoiseShader(SkReadBuffer&);
michael@0 77 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
michael@0 78
michael@0 79 private:
michael@0 80 SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX,
michael@0 81 SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
michael@0 82 const SkISize* tileSize);
michael@0 83 virtual ~SkPerlinNoiseShader();
michael@0 84
michael@0 85 SkScalar noise2D(int channel, const PaintingData& paintingData,
michael@0 86 const StitchData& stitchData, const SkPoint& noiseVector) const;
michael@0 87
michael@0 88 SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData,
michael@0 89 StitchData& stitchData, const SkPoint& point) const;
michael@0 90
michael@0 91 SkPMColor shade(const SkPoint& point, StitchData& stitchData) const;
michael@0 92
michael@0 93 // TODO (scroggo): Once all SkShaders are created from a factory, and we have removed the
michael@0 94 // constructor that creates SkPerlinNoiseShader from an SkReadBuffer, several fields can
michael@0 95 // be made constant.
michael@0 96 /*const*/ SkPerlinNoiseShader::Type fType;
michael@0 97 /*const*/ SkScalar fBaseFrequencyX;
michael@0 98 /*const*/ SkScalar fBaseFrequencyY;
michael@0 99 /*const*/ int fNumOctaves;
michael@0 100 /*const*/ SkScalar fSeed;
michael@0 101 /*const*/ SkISize fTileSize;
michael@0 102 /*const*/ bool fStitchTiles;
michael@0 103 // TODO (scroggo): Once setContext creates a new object, place this on that object.
michael@0 104 SkMatrix fMatrix;
michael@0 105
michael@0 106 PaintingData* fPaintingData;
michael@0 107
michael@0 108 typedef SkShader INHERITED;
michael@0 109 };
michael@0 110
michael@0 111 #endif

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