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.

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

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