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