diff -r 000000000000 -r 6474c204b198 gfx/skia/trunk/include/effects/SkPerlinNoiseShader.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/skia/trunk/include/effects/SkPerlinNoiseShader.h Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,111 @@ +/* + * 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 SK_API 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_TO_STRING_OVERRIDE() + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader) + +protected: + SkPerlinNoiseShader(SkReadBuffer&); + virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; + +private: + SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX, + SkScalar baseFrequencyY, int numOctaves, SkScalar seed, + const SkISize* tileSize); + virtual ~SkPerlinNoiseShader(); + + SkScalar noise2D(int channel, const PaintingData& paintingData, + const StitchData& stitchData, const SkPoint& noiseVector) const; + + SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData, + StitchData& stitchData, const SkPoint& point) const; + + SkPMColor shade(const SkPoint& point, StitchData& stitchData) const; + + // TODO (scroggo): Once all SkShaders are created from a factory, and we have removed the + // constructor that creates SkPerlinNoiseShader from an SkReadBuffer, several fields can + // be made constant. + /*const*/ SkPerlinNoiseShader::Type fType; + /*const*/ SkScalar fBaseFrequencyX; + /*const*/ SkScalar fBaseFrequencyY; + /*const*/ int fNumOctaves; + /*const*/ SkScalar fSeed; + /*const*/ SkISize fTileSize; + /*const*/ bool fStitchTiles; + // TODO (scroggo): Once setContext creates a new object, place this on that object. + SkMatrix fMatrix; + + PaintingData* fPaintingData; + + typedef SkShader INHERITED; +}; + +#endif