| /* |
| * Copyright 2013 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkPerlinNoiseShader.h" |
| |
| #include "SkArenaAlloc.h" |
| #include "SkDither.h" |
| #include "SkColorFilter.h" |
| #include "SkMakeUnique.h" |
| #include "SkReadBuffer.h" |
| #include "SkWriteBuffer.h" |
| #include "SkShader.h" |
| #include "SkUnPreMultiply.h" |
| #include "SkString.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "GrContext.h" |
| #include "GrCoordTransform.h" |
| #include "SkGr.h" |
| #include "effects/GrConstColorProcessor.h" |
| #include "glsl/GrGLSLFragmentProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| #endif |
| |
| static const int kBlockSize = 256; |
| static const int kBlockMask = kBlockSize - 1; |
| static const int kPerlinNoise = 4096; |
| static const int kRandMaximum = SK_MaxS32; // 2**31 - 1 |
| |
| static uint8_t improved_noise_permutations[] = { |
| 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, |
| 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, |
| 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, |
| 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, |
| 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, |
| 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, |
| 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, |
| 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, |
| 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, |
| 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, |
| 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, |
| 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, |
| 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, |
| 141, 128, 195, 78, 66, 215, 61, 156, 180, |
| 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, |
| 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, |
| 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, |
| 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, |
| 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, |
| 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, |
| 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, |
| 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, |
| 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, |
| 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, |
| 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, |
| 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, |
| 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, |
| 141, 128, 195, 78, 66, 215, 61, 156, 180 |
| }; |
| |
| class SkPerlinNoiseShaderImpl : public SkShaderBase { |
| public: |
| struct StitchData { |
| StitchData() |
| : fWidth(0) |
| , fWrapX(0) |
| , fHeight(0) |
| , fWrapY(0) |
| {} |
| |
| bool operator==(const StitchData& other) const { |
| return fWidth == other.fWidth && |
| fWrapX == other.fWrapX && |
| fHeight == other.fHeight && |
| fWrapY == other.fWrapY; |
| } |
| |
| int fWidth; // How much to subtract to wrap for stitching. |
| int fWrapX; // Minimum value to wrap. |
| int fHeight; |
| int fWrapY; |
| }; |
| |
| struct PaintingData { |
| PaintingData(const SkISize& tileSize, SkScalar seed, |
| SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
| const SkMatrix& matrix) |
| { |
| SkVector vec[2] = { |
| { SkScalarInvert(baseFrequencyX), SkScalarInvert(baseFrequencyY) }, |
| { SkIntToScalar(tileSize.fWidth), SkIntToScalar(tileSize.fHeight) }, |
| }; |
| matrix.mapVectors(vec, 2); |
| |
| fBaseFrequency.set(SkScalarInvert(vec[0].fX), SkScalarInvert(vec[0].fY)); |
| fTileSize.set(SkScalarRoundToInt(vec[1].fX), SkScalarRoundToInt(vec[1].fY)); |
| this->init(seed); |
| if (!fTileSize.isEmpty()) { |
| this->stitch(); |
| } |
| |
| #if SK_SUPPORT_GPU |
| fPermutationsBitmap.setInfo(SkImageInfo::MakeA8(kBlockSize, 1)); |
| fPermutationsBitmap.setPixels(fLatticeSelector); |
| |
| fNoiseBitmap.setInfo(SkImageInfo::MakeN32Premul(kBlockSize, 4)); |
| fNoiseBitmap.setPixels(fNoise[0][0]); |
| |
| fImprovedPermutationsBitmap.setInfo(SkImageInfo::MakeA8(256, 1)); |
| fImprovedPermutationsBitmap.setPixels(improved_noise_permutations); |
| |
| fGradientBitmap.setInfo(SkImageInfo::MakeN32Premul(16, 1)); |
| static uint8_t gradients[] = { 2, 2, 1, 0, |
| 0, 2, 1, 0, |
| 2, 0, 1, 0, |
| 0, 0, 1, 0, |
| 2, 1, 2, 0, |
| 0, 1, 2, 0, |
| 2, 1, 0, 0, |
| 0, 1, 0, 0, |
| 1, 2, 2, 0, |
| 1, 0, 2, 0, |
| 1, 2, 0, 0, |
| 1, 0, 0, 0, |
| 2, 2, 1, 0, |
| 1, 0, 2, 0, |
| 0, 2, 1, 0, |
| 1, 0, 0, 0 }; |
| fGradientBitmap.setPixels(gradients); |
| #endif |
| } |
| |
| int fSeed; |
| uint8_t fLatticeSelector[kBlockSize]; |
| uint16_t fNoise[4][kBlockSize][2]; |
| SkPoint fGradient[4][kBlockSize]; |
| SkISize fTileSize; |
| SkVector fBaseFrequency; |
| StitchData fStitchDataInit; |
| |
| private: |
| |
| #if SK_SUPPORT_GPU |
| SkBitmap fPermutationsBitmap; |
| SkBitmap fNoiseBitmap; |
| SkBitmap fImprovedPermutationsBitmap; |
| SkBitmap fGradientBitmap; |
| #endif |
| |
| inline int random() { |
| static const int gRandAmplitude = 16807; // 7**5; primitive root of m |
| static const int gRandQ = 127773; // m / a |
| static const int gRandR = 2836; // m % a |
| |
| int result = gRandAmplitude * (fSeed % gRandQ) - gRandR * (fSeed / gRandQ); |
| if (result <= 0) |
| result += kRandMaximum; |
| fSeed = result; |
| return result; |
| } |
| |
| // Only called once. Could be part of the constructor. |
| void init(SkScalar seed) |
| { |
| static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize)); |
| |
| // According to the SVG spec, we must truncate (not round) the seed value. |
| fSeed = SkScalarTruncToInt(seed); |
| // The seed value clamp to the range [1, kRandMaximum - 1]. |
| if (fSeed <= 0) { |
| fSeed = -(fSeed % (kRandMaximum - 1)) + 1; |
| } |
| if (fSeed > kRandMaximum - 1) { |
| fSeed = kRandMaximum - 1; |
| } |
| for (int channel = 0; channel < 4; ++channel) { |
| for (int i = 0; i < kBlockSize; ++i) { |
| fLatticeSelector[i] = i; |
| fNoise[channel][i][0] = (random() % (2 * kBlockSize)); |
| fNoise[channel][i][1] = (random() % (2 * kBlockSize)); |
| } |
| } |
| for (int i = kBlockSize - 1; i > 0; --i) { |
| int k = fLatticeSelector[i]; |
| int j = random() % kBlockSize; |
| SkASSERT(j >= 0); |
| SkASSERT(j < kBlockSize); |
| fLatticeSelector[i] = fLatticeSelector[j]; |
| fLatticeSelector[j] = k; |
| } |
| |
| // Perform the permutations now |
| { |
| // Copy noise data |
| uint16_t noise[4][kBlockSize][2]; |
| for (int i = 0; i < kBlockSize; ++i) { |
| for (int channel = 0; channel < 4; ++channel) { |
| for (int j = 0; j < 2; ++j) { |
| noise[channel][i][j] = fNoise[channel][i][j]; |
| } |
| } |
| } |
| // Do permutations on noise data |
| for (int i = 0; i < kBlockSize; ++i) { |
| for (int channel = 0; channel < 4; ++channel) { |
| for (int j = 0; j < 2; ++j) { |
| fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j]; |
| } |
| } |
| } |
| } |
| |
| // Half of the largest possible value for 16 bit unsigned int |
| static const SkScalar gHalfMax16bits = 32767.5f; |
| |
| // Compute gradients from permutated noise data |
| for (int channel = 0; channel < 4; ++channel) { |
| for (int i = 0; i < kBlockSize; ++i) { |
| fGradient[channel][i] = SkPoint::Make( |
| (fNoise[channel][i][0] - kBlockSize) * gInvBlockSizef, |
| (fNoise[channel][i][1] - kBlockSize) * gInvBlockSizef); |
| fGradient[channel][i].normalize(); |
| // Put the normalized gradient back into the noise data |
| fNoise[channel][i][0] = SkScalarRoundToInt( |
| (fGradient[channel][i].fX + 1) * gHalfMax16bits); |
| fNoise[channel][i][1] = SkScalarRoundToInt( |
| (fGradient[channel][i].fY + 1) * gHalfMax16bits); |
| } |
| } |
| } |
| |
| // Only called once. Could be part of the constructor. |
| void stitch() { |
| SkScalar tileWidth = SkIntToScalar(fTileSize.width()); |
| SkScalar tileHeight = SkIntToScalar(fTileSize.height()); |
| SkASSERT(tileWidth > 0 && tileHeight > 0); |
| // When stitching tiled turbulence, the frequencies must be adjusted |
| // so that the tile borders will be continuous. |
| if (fBaseFrequency.fX) { |
| SkScalar lowFrequencx = |
| SkScalarFloorToScalar(tileWidth * fBaseFrequency.fX) / tileWidth; |
| SkScalar highFrequencx = |
| SkScalarCeilToScalar(tileWidth * fBaseFrequency.fX) / tileWidth; |
| // BaseFrequency should be non-negative according to the standard. |
| if (fBaseFrequency.fX / lowFrequencx < highFrequencx / fBaseFrequency.fX) { |
| fBaseFrequency.fX = lowFrequencx; |
| } else { |
| fBaseFrequency.fX = highFrequencx; |
| } |
| } |
| if (fBaseFrequency.fY) { |
| SkScalar lowFrequency = |
| SkScalarFloorToScalar(tileHeight * fBaseFrequency.fY) / tileHeight; |
| SkScalar highFrequency = |
| SkScalarCeilToScalar(tileHeight * fBaseFrequency.fY) / tileHeight; |
| if (fBaseFrequency.fY / lowFrequency < highFrequency / fBaseFrequency.fY) { |
| fBaseFrequency.fY = lowFrequency; |
| } else { |
| fBaseFrequency.fY = highFrequency; |
| } |
| } |
| // Set up TurbulenceInitial stitch values. |
| fStitchDataInit.fWidth = |
| SkScalarRoundToInt(tileWidth * fBaseFrequency.fX); |
| fStitchDataInit.fWrapX = kPerlinNoise + fStitchDataInit.fWidth; |
| fStitchDataInit.fHeight = |
| SkScalarRoundToInt(tileHeight * fBaseFrequency.fY); |
| fStitchDataInit.fWrapY = kPerlinNoise + fStitchDataInit.fHeight; |
| } |
| |
| public: |
| |
| #if SK_SUPPORT_GPU |
| const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; } |
| |
| const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; } |
| |
| const SkBitmap& getImprovedPermutationsBitmap() const { return fImprovedPermutationsBitmap; } |
| |
| const SkBitmap& getGradientBitmap() const { return fGradientBitmap; } |
| #endif |
| }; |
| |
| /** |
| * About the noise types : the difference between the first 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. |
| * "Improved" is based on the Improved Perlin Noise algorithm described at |
| * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is |
| * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor |
| * changes to the noise, making it suitable for animated noise. |
| */ |
| enum Type { |
| kFractalNoise_Type, |
| kTurbulence_Type, |
| kImprovedNoise_Type, |
| kFirstType = kFractalNoise_Type, |
| kLastType = kImprovedNoise_Type |
| }; |
| |
| SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, SkScalar baseFrequencyX, |
| SkScalar baseFrequencyY, int numOctaves, SkScalar seed, |
| const SkISize* tileSize); |
| |
| class PerlinNoiseShaderContext : public Context { |
| public: |
| PerlinNoiseShaderContext(const SkPerlinNoiseShaderImpl& shader, const ContextRec&); |
| |
| void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| |
| private: |
| SkPMColor shade(const SkPoint& point, StitchData& stitchData) const; |
| SkScalar calculateTurbulenceValueForPoint( |
| int channel, |
| StitchData& stitchData, const SkPoint& point) const; |
| SkScalar calculateImprovedNoiseValueForPoint(int channel, const SkPoint& point) const; |
| SkScalar noise2D(int channel, |
| const StitchData& stitchData, const SkPoint& noiseVector) const; |
| |
| SkMatrix fMatrix; |
| PaintingData fPaintingData; |
| |
| typedef Context INHERITED; |
| }; |
| |
| #if SK_SUPPORT_GPU |
| sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override; |
| #endif |
| |
| SK_TO_STRING_OVERRIDE() |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShaderImpl) |
| |
| protected: |
| void flatten(SkWriteBuffer&) const override; |
| Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override; |
| |
| private: |
| const SkPerlinNoiseShaderImpl::Type fType; |
| const SkScalar fBaseFrequencyX; |
| const SkScalar fBaseFrequencyY; |
| const int fNumOctaves; |
| const SkScalar fSeed; |
| const SkISize fTileSize; |
| const bool fStitchTiles; |
| |
| friend class ::SkPerlinNoiseShader; |
| |
| typedef SkShaderBase INHERITED; |
| }; |
| |
| namespace { |
| |
| // noiseValue is the color component's value (or color) |
| // limitValue is the maximum perlin noise array index value allowed |
| // newValue is the current noise dimension (either width or height) |
| inline int checkNoise(int noiseValue, int limitValue, int newValue) { |
| // If the noise value would bring us out of bounds of the current noise array while we are |
| // stiching noise tiles together, wrap the noise around the current dimension of the noise to |
| // stay within the array bounds in a continuous fashion (so that tiling lines are not visible) |
| if (noiseValue >= limitValue) { |
| noiseValue -= newValue; |
| } |
| return noiseValue; |
| } |
| |
| inline SkScalar smoothCurve(SkScalar t) { |
| return t * t * (3 - 2 * t); |
| } |
| |
| } // end namespace |
| |
| SkPerlinNoiseShaderImpl::SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::Type type, |
| SkScalar baseFrequencyX, |
| SkScalar baseFrequencyY, |
| int numOctaves, |
| SkScalar seed, |
| const SkISize* tileSize) |
| : fType(type) |
| , fBaseFrequencyX(baseFrequencyX) |
| , fBaseFrequencyY(baseFrequencyY) |
| , fNumOctaves(numOctaves > 255 ? 255 : numOctaves/*[0,255] octaves allowed*/) |
| , fSeed(seed) |
| , fTileSize(nullptr == tileSize ? SkISize::Make(0, 0) : *tileSize) |
| , fStitchTiles(!fTileSize.isEmpty()) |
| { |
| SkASSERT(numOctaves >= 0 && numOctaves < 256); |
| } |
| |
| sk_sp<SkFlattenable> SkPerlinNoiseShaderImpl::CreateProc(SkReadBuffer& buffer) { |
| Type type = (Type)buffer.readInt(); |
| SkScalar freqX = buffer.readScalar(); |
| SkScalar freqY = buffer.readScalar(); |
| int octaves = buffer.readInt(); |
| SkScalar seed = buffer.readScalar(); |
| SkISize tileSize; |
| tileSize.fWidth = buffer.readInt(); |
| tileSize.fHeight = buffer.readInt(); |
| |
| switch (type) { |
| case kFractalNoise_Type: |
| return SkPerlinNoiseShader::MakeFractalNoise(freqX, freqY, octaves, seed, &tileSize); |
| case kTurbulence_Type: |
| return SkPerlinNoiseShader::MakeTurbulence(freqX, freqY, octaves, seed, &tileSize); |
| case kImprovedNoise_Type: |
| return SkPerlinNoiseShader::MakeImprovedNoise(freqX, freqY, octaves, seed); |
| default: |
| return nullptr; |
| } |
| } |
| |
| void SkPerlinNoiseShaderImpl::flatten(SkWriteBuffer& buffer) const { |
| buffer.writeInt((int) fType); |
| buffer.writeScalar(fBaseFrequencyX); |
| buffer.writeScalar(fBaseFrequencyY); |
| buffer.writeInt(fNumOctaves); |
| buffer.writeScalar(fSeed); |
| buffer.writeInt(fTileSize.fWidth); |
| buffer.writeInt(fTileSize.fHeight); |
| } |
| |
| SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::noise2D( |
| int channel, const StitchData& stitchData, const SkPoint& noiseVector) const { |
| struct Noise { |
| int noisePositionIntegerValue; |
| int nextNoisePositionIntegerValue; |
| SkScalar noisePositionFractionValue; |
| Noise(SkScalar component) |
| { |
| SkScalar position = component + kPerlinNoise; |
| noisePositionIntegerValue = SkScalarFloorToInt(position); |
| noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue); |
| nextNoisePositionIntegerValue = noisePositionIntegerValue + 1; |
| } |
| }; |
| Noise noiseX(noiseVector.x()); |
| Noise noiseY(noiseVector.y()); |
| SkScalar u, v; |
| const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); |
| // If stitching, adjust lattice points accordingly. |
| if (perlinNoiseShader.fStitchTiles) { |
| noiseX.noisePositionIntegerValue = |
| checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); |
| noiseY.noisePositionIntegerValue = |
| checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); |
| noiseX.nextNoisePositionIntegerValue = |
| checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); |
| noiseY.nextNoisePositionIntegerValue = |
| checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); |
| } |
| noiseX.noisePositionIntegerValue &= kBlockMask; |
| noiseY.noisePositionIntegerValue &= kBlockMask; |
| noiseX.nextNoisePositionIntegerValue &= kBlockMask; |
| noiseY.nextNoisePositionIntegerValue &= kBlockMask; |
| int i = fPaintingData.fLatticeSelector[noiseX.noisePositionIntegerValue]; |
| int j = fPaintingData.fLatticeSelector[noiseX.nextNoisePositionIntegerValue]; |
| int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask; |
| int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask; |
| int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask; |
| int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask; |
| SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); |
| SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); |
| |
| if (sx < 0 || sy < 0 || sx > 1 || sy > 1) { |
| return 0; // Check for pathological inputs. |
| } |
| |
| // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement |
| SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue, |
| noiseY.noisePositionFractionValue); // Offset (0,0) |
| u = fPaintingData.fGradient[channel][b00].dot(fractionValue); |
| fractionValue.fX -= SK_Scalar1; // Offset (-1,0) |
| v = fPaintingData.fGradient[channel][b10].dot(fractionValue); |
| SkScalar a = SkScalarInterp(u, v, sx); |
| fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) |
| v = fPaintingData.fGradient[channel][b11].dot(fractionValue); |
| fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) |
| u = fPaintingData.fGradient[channel][b01].dot(fractionValue); |
| SkScalar b = SkScalarInterp(u, v, sx); |
| return SkScalarInterp(a, b, sy); |
| } |
| |
| SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint( |
| int channel, StitchData& stitchData, const SkPoint& point) const { |
| const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); |
| if (perlinNoiseShader.fStitchTiles) { |
| // Set up TurbulenceInitial stitch values. |
| stitchData = fPaintingData.fStitchDataInit; |
| } |
| SkScalar turbulenceFunctionResult = 0; |
| SkPoint noiseVector(SkPoint::Make(point.x() * fPaintingData.fBaseFrequency.fX, |
| point.y() * fPaintingData.fBaseFrequency.fY)); |
| SkScalar ratio = SK_Scalar1; |
| for (int octave = 0; octave < perlinNoiseShader.fNumOctaves; ++octave) { |
| SkScalar noise = noise2D(channel, stitchData, noiseVector); |
| SkScalar numer = (perlinNoiseShader.fType == kFractalNoise_Type) ? |
| noise : SkScalarAbs(noise); |
| turbulenceFunctionResult += numer / ratio; |
| noiseVector.fX *= 2; |
| noiseVector.fY *= 2; |
| ratio *= 2; |
| if (perlinNoiseShader.fStitchTiles) { |
| // Update stitch values |
| stitchData.fWidth *= 2; |
| stitchData.fWrapX = stitchData.fWidth + kPerlinNoise; |
| stitchData.fHeight *= 2; |
| stitchData.fWrapY = stitchData.fHeight + kPerlinNoise; |
| } |
| } |
| |
| // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 |
| // by fractalNoise and (turbulenceFunctionResult) by turbulence. |
| if (perlinNoiseShader.fType == kFractalNoise_Type) { |
| turbulenceFunctionResult = SkScalarHalf(turbulenceFunctionResult + 1); |
| } |
| |
| if (channel == 3) { // Scale alpha by paint value |
| turbulenceFunctionResult *= SkIntToScalar(getPaintAlpha()) / 255; |
| } |
| |
| // Clamp result |
| return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////////////////////////// |
| // Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/ |
| static SkScalar fade(SkScalar t) { |
| return t * t * t * (t * (t * 6 - 15) + 10); |
| } |
| |
| static SkScalar lerp(SkScalar t, SkScalar a, SkScalar b) { |
| return a + t * (b - a); |
| } |
| |
| static SkScalar grad(int hash, SkScalar x, SkScalar y, SkScalar z) { |
| int h = hash & 15; |
| SkScalar u = h < 8 ? x : y; |
| SkScalar v = h < 4 ? y : h == 12 || h == 14 ? x : z; |
| return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); |
| } |
| |
| SkScalar SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::calculateImprovedNoiseValueForPoint( |
| int channel, const SkPoint& point) const { |
| const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); |
| SkScalar x = point.fX * perlinNoiseShader.fBaseFrequencyX; |
| SkScalar y = point.fY * perlinNoiseShader.fBaseFrequencyY; |
| // z offset between different channels, chosen arbitrarily |
| static const SkScalar CHANNEL_DELTA = 1000.0f; |
| SkScalar z = channel * CHANNEL_DELTA + perlinNoiseShader.fSeed; |
| SkScalar result = 0; |
| SkScalar ratio = SK_Scalar1; |
| for (int i = 0; i < perlinNoiseShader.fNumOctaves; i++) { |
| int X = SkScalarFloorToInt(x) & 255; |
| int Y = SkScalarFloorToInt(y) & 255; |
| int Z = SkScalarFloorToInt(z) & 255; |
| SkScalar px = x - SkScalarFloorToScalar(x); |
| SkScalar py = y - SkScalarFloorToScalar(y); |
| SkScalar pz = z - SkScalarFloorToScalar(z); |
| SkScalar u = fade(px); |
| SkScalar v = fade(py); |
| SkScalar w = fade(pz); |
| uint8_t* permutations = improved_noise_permutations; |
| int A = permutations[X] + Y; |
| int AA = permutations[A] + Z; |
| int AB = permutations[A + 1] + Z; |
| int B = permutations[X + 1] + Y; |
| int BA = permutations[B] + Z; |
| int BB = permutations[B + 1] + Z; |
| result += lerp(w, lerp(v, lerp(u, grad(permutations[AA ], px , py , pz ), |
| grad(permutations[BA ], px - 1, py , pz )), |
| lerp(u, grad(permutations[AB ], px , py - 1, pz ), |
| grad(permutations[BB ], px - 1, py - 1, pz ))), |
| lerp(v, lerp(u, grad(permutations[AA + 1], px , py , pz - 1), |
| grad(permutations[BA + 1], px - 1, py , pz - 1)), |
| lerp(u, grad(permutations[AB + 1], px , py - 1, pz - 1), |
| grad(permutations[BB + 1], px - 1, py - 1, pz - 1)))) / |
| ratio; |
| x *= 2; |
| y *= 2; |
| ratio *= 2; |
| } |
| result = SkScalarClampMax((result + 1.0f) / 2.0f, 1.0f); |
| return result; |
| } |
| //////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| SkPMColor SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::shade( |
| const SkPoint& point, StitchData& stitchData) const { |
| const SkPerlinNoiseShaderImpl& perlinNoiseShader = static_cast<const SkPerlinNoiseShaderImpl&>(fShader); |
| SkPoint newPoint; |
| fMatrix.mapPoints(&newPoint, &point, 1); |
| newPoint.fX = SkScalarRoundToScalar(newPoint.fX); |
| newPoint.fY = SkScalarRoundToScalar(newPoint.fY); |
| |
| U8CPU rgba[4]; |
| for (int channel = 3; channel >= 0; --channel) { |
| SkScalar value; |
| if (perlinNoiseShader.fType == kImprovedNoise_Type) { |
| value = calculateImprovedNoiseValueForPoint(channel, newPoint); |
| } |
| else { |
| value = calculateTurbulenceValueForPoint(channel, stitchData, newPoint); |
| } |
| rgba[channel] = SkScalarFloorToInt(255 * value); |
| } |
| return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]); |
| } |
| |
| SkShaderBase::Context* SkPerlinNoiseShaderImpl::onMakeContext(const ContextRec& rec, |
| SkArenaAlloc* alloc) const { |
| return alloc->make<PerlinNoiseShaderContext>(*this, rec); |
| } |
| |
| static inline SkMatrix total_matrix(const SkShaderBase::ContextRec& rec, |
| const SkShaderBase& shader) { |
| SkMatrix matrix = SkMatrix::Concat(*rec.fMatrix, shader.getLocalMatrix()); |
| if (rec.fLocalMatrix) { |
| matrix.preConcat(*rec.fLocalMatrix); |
| } |
| |
| return matrix; |
| } |
| |
| SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::PerlinNoiseShaderContext( |
| const SkPerlinNoiseShaderImpl& shader, const ContextRec& rec) |
| : INHERITED(shader, rec) |
| , fMatrix(total_matrix(rec, shader)) // used for temp storage, adjusted below |
| , fPaintingData(shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, |
| shader.fBaseFrequencyY, fMatrix) |
| { |
| // This (1,1) translation is due to WebKit's 1 based coordinates for the noise |
| // (as opposed to 0 based, usually). The same adjustment is in the setData() function. |
| fMatrix.setTranslate(-fMatrix.getTranslateX() + SK_Scalar1, |
| -fMatrix.getTranslateY() + SK_Scalar1); |
| } |
| |
| void SkPerlinNoiseShaderImpl::PerlinNoiseShaderContext::shadeSpan( |
| int x, int y, SkPMColor result[], int count) { |
| SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y)); |
| StitchData stitchData; |
| for (int i = 0; i < count; ++i) { |
| result[i] = shade(point, stitchData); |
| point.fX += SK_Scalar1; |
| } |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| #if SK_SUPPORT_GPU |
| |
| class GrGLPerlinNoise : public GrGLSLFragmentProcessor { |
| public: |
| void emitCode(EmitArgs&) override; |
| |
| static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b); |
| |
| protected: |
| void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; |
| |
| private: |
| GrGLSLProgramDataManager::UniformHandle fStitchDataUni; |
| GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni; |
| |
| typedef GrGLSLFragmentProcessor INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| class GrPerlinNoise2Effect : public GrFragmentProcessor { |
| public: |
| static sk_sp<GrFragmentProcessor> Make(SkPerlinNoiseShaderImpl::Type type, |
| int numOctaves, bool stitchTiles, |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> paintingData, |
| sk_sp<GrTextureProxy> permutationsProxy, |
| sk_sp<GrTextureProxy> noiseProxy, |
| const SkMatrix& matrix) { |
| return sk_sp<GrFragmentProcessor>( |
| new GrPerlinNoise2Effect(type, numOctaves, stitchTiles, |
| std::move(paintingData), |
| std::move(permutationsProxy), std::move(noiseProxy), matrix)); |
| } |
| |
| const char* name() const override { return "PerlinNoise"; } |
| |
| const SkPerlinNoiseShaderImpl::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; } |
| |
| SkPerlinNoiseShaderImpl::Type type() const { return fType; } |
| bool stitchTiles() const { return fStitchTiles; } |
| const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; } |
| int numOctaves() const { return fNumOctaves; } |
| const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); } |
| |
| private: |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { |
| return new GrGLPerlinNoise; |
| } |
| |
| virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps, |
| GrProcessorKeyBuilder* b) const override { |
| GrGLPerlinNoise::GenKey(*this, caps, b); |
| } |
| |
| bool onIsEqual(const GrFragmentProcessor& sBase) const override { |
| const GrPerlinNoise2Effect& s = sBase.cast<GrPerlinNoise2Effect>(); |
| return fType == s.fType && |
| fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency && |
| fNumOctaves == s.fNumOctaves && |
| fStitchTiles == s.fStitchTiles && |
| fPaintingData->fStitchDataInit == s.fPaintingData->fStitchDataInit; |
| } |
| |
| GrPerlinNoise2Effect(SkPerlinNoiseShaderImpl::Type type, int numOctaves, bool stitchTiles, |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> paintingData, |
| sk_sp<GrTextureProxy> permutationsProxy, |
| sk_sp<GrTextureProxy> noiseProxy, |
| const SkMatrix& matrix) |
| : INHERITED(kNone_OptimizationFlags) |
| , fType(type) |
| , fNumOctaves(numOctaves) |
| , fStitchTiles(stitchTiles) |
| , fPermutationsSampler(std::move(permutationsProxy)) |
| , fNoiseSampler(std::move(noiseProxy)) |
| , fPaintingData(std::move(paintingData)) { |
| this->initClassID<GrPerlinNoise2Effect>(); |
| this->addTextureSampler(&fPermutationsSampler); |
| this->addTextureSampler(&fNoiseSampler); |
| fCoordTransform.reset(matrix); |
| this->addCoordTransform(&fCoordTransform); |
| } |
| |
| GR_DECLARE_FRAGMENT_PROCESSOR_TEST |
| |
| SkPerlinNoiseShaderImpl::Type fType; |
| GrCoordTransform fCoordTransform; |
| int fNumOctaves; |
| bool fStitchTiles; |
| TextureSampler fPermutationsSampler; |
| TextureSampler fNoiseSampler; |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> fPaintingData; |
| |
| typedef GrFragmentProcessor INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoise2Effect); |
| |
| #if GR_TEST_UTILS |
| sk_sp<GrFragmentProcessor> GrPerlinNoise2Effect::TestCreate(GrProcessorTestData* d) { |
| int numOctaves = d->fRandom->nextRangeU(2, 10); |
| bool stitchTiles = d->fRandom->nextBool(); |
| SkScalar seed = SkIntToScalar(d->fRandom->nextU()); |
| SkISize tileSize = SkISize::Make(d->fRandom->nextRangeU(4, 4096), |
| d->fRandom->nextRangeU(4, 4096)); |
| SkScalar baseFrequencyX = d->fRandom->nextRangeScalar(0.01f, |
| 0.99f); |
| SkScalar baseFrequencyY = d->fRandom->nextRangeScalar(0.01f, |
| 0.99f); |
| |
| sk_sp<SkShader> shader(d->fRandom->nextBool() ? |
| SkPerlinNoiseShader::MakeFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| stitchTiles ? &tileSize : nullptr) : |
| SkPerlinNoiseShader::MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| stitchTiles ? &tileSize : nullptr)); |
| |
| GrTest::TestAsFPArgs asFPArgs(d); |
| return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); |
| } |
| #endif |
| |
| void GrGLPerlinNoise::emitCode(EmitArgs& args) { |
| const GrPerlinNoise2Effect& pne = args.fFp.cast<GrPerlinNoise2Effect>(); |
| |
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); |
| |
| fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec2f_GrSLType, kDefault_GrSLPrecision, |
| "baseFrequency"); |
| const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); |
| |
| const char* stitchDataUni = nullptr; |
| if (pne.stitchTiles()) { |
| fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec2f_GrSLType, kDefault_GrSLPrecision, |
| "stitchData"); |
| stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni); |
| } |
| |
| // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8 |
| const char* chanCoordR = "0.125"; |
| const char* chanCoordG = "0.375"; |
| const char* chanCoordB = "0.625"; |
| const char* chanCoordA = "0.875"; |
| const char* chanCoord = "chanCoord"; |
| const char* stitchData = "stitchData"; |
| const char* ratio = "ratio"; |
| const char* noiseVec = "noiseVec"; |
| const char* noiseSmooth = "noiseSmooth"; |
| const char* floorVal = "floorVal"; |
| const char* fractVal = "fractVal"; |
| const char* uv = "uv"; |
| const char* ab = "ab"; |
| const char* latticeIdx = "latticeIdx"; |
| const char* bcoords = "bcoords"; |
| const char* lattice = "lattice"; |
| const char* inc8bit = "0.00390625"; // 1.0 / 256.0 |
| // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a |
| // [-1,1] vector and perform a dot product between that vector and the provided vector. |
| const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);"; |
| |
| // Add noise function |
| static const GrShaderVar gPerlinNoiseArgs[] = { |
| GrShaderVar(chanCoord, kFloat_GrSLType), |
| GrShaderVar(noiseVec, kVec2f_GrSLType) |
| }; |
| |
| static const GrShaderVar gPerlinNoiseStitchArgs[] = { |
| GrShaderVar(chanCoord, kFloat_GrSLType), |
| GrShaderVar(noiseVec, kVec2f_GrSLType), |
| GrShaderVar(stitchData, kVec2f_GrSLType) |
| }; |
| |
| SkString noiseCode; |
| |
| noiseCode.appendf("\tvec4 %s;\n", floorVal); |
| noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); |
| noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); |
| noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec); |
| |
| // smooth curve : t * t * (3 - 2 * t) |
| noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);", |
| noiseSmooth, fractVal, fractVal, fractVal); |
| |
| // Adjust frequencies if we're stitching tiles |
| if (pne.stitchTiles()) { |
| noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", |
| floorVal, stitchData, floorVal, stitchData); |
| noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", |
| floorVal, stitchData, floorVal, stitchData); |
| noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }", |
| floorVal, stitchData, floorVal, stitchData); |
| noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }", |
| floorVal, stitchData, floorVal, stitchData); |
| } |
| |
| // Get texture coordinates and normalize |
| noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n", |
| floorVal, floorVal); |
| |
| // Get permutation for x |
| { |
| SkString xCoords(""); |
| xCoords.appendf("vec2(%s.x, 0.5)", floorVal); |
| |
| noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.append(".r;"); |
| } |
| |
| // Get permutation for x + 1 |
| { |
| SkString xCoords(""); |
| xCoords.appendf("vec2(%s.z, 0.5)", floorVal); |
| |
| noiseCode.appendf("\n\t%s.y = ", latticeIdx); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.append(".r;"); |
| } |
| |
| #if defined(SK_BUILD_FOR_ANDROID) |
| // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3). |
| // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit |
| // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725 |
| // (or 0.484368 here). The following rounding operation prevents these precision issues from |
| // affecting the result of the noise by making sure that we only have multiples of 1/255. |
| // (Note that 1/255 is about 0.003921569, which is the value used here). |
| noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);", |
| latticeIdx, latticeIdx); |
| #endif |
| |
| // Get (x,y) coordinates with the permutated x |
| noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal); |
| |
| noiseCode.appendf("\n\n\tvec2 %s;", uv); |
| // Compute u, at offset (0,0) |
| { |
| SkString latticeCoords(""); |
| latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord); |
| noiseCode.appendf("\n\tvec4 %s = ", lattice); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.appendf(".bgra;\n\t%s.x = ", uv); |
| noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); |
| } |
| |
| noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); |
| // Compute v, at offset (-1,0) |
| { |
| SkString latticeCoords(""); |
| latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.appendf(".bgra;\n\t%s.y = ", uv); |
| noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); |
| } |
| |
| // Compute 'a' as a linear interpolation of 'u' and 'v' |
| noiseCode.appendf("\n\tvec2 %s;", ab); |
| noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); |
| |
| noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); |
| // Compute v, at offset (-1,-1) |
| { |
| SkString latticeCoords(""); |
| latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.appendf(".bgra;\n\t%s.y = ", uv); |
| noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); |
| } |
| |
| noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); |
| // Compute u, at offset (0,-1) |
| { |
| SkString latticeCoords(""); |
| latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| noiseCode.appendf(".bgra;\n\t%s.x = ", uv); |
| noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); |
| } |
| |
| // Compute 'b' as a linear interpolation of 'u' and 'v' |
| noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); |
| // Compute the noise as a linear interpolation of 'a' and 'b' |
| noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth); |
| |
| SkString noiseFuncName; |
| if (pne.stitchTiles()) { |
| fragBuilder->emitFunction(kFloat_GrSLType, |
| "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), |
| gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); |
| } else { |
| fragBuilder->emitFunction(kFloat_GrSLType, |
| "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), |
| gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); |
| } |
| |
| // There are rounding errors if the floor operation is not performed here |
| fragBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;", |
| noiseVec, vCoords.c_str(), baseFrequencyUni); |
| |
| // Clear the color accumulator |
| fragBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", args.fOutputColor); |
| |
| if (pne.stitchTiles()) { |
| // Set up TurbulenceInitial stitch values. |
| fragBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); |
| } |
| |
| fragBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio); |
| |
| // Loop over all octaves |
| fragBuilder->codeAppendf("for (int octave = 0; octave < %d; ++octave) {", pne.numOctaves()); |
| |
| fragBuilder->codeAppendf("\n\t\t\t%s += ", args.fOutputColor); |
| if (pne.type() != SkPerlinNoiseShaderImpl::kFractalNoise_Type) { |
| fragBuilder->codeAppend("abs("); |
| } |
| if (pne.stitchTiles()) { |
| fragBuilder->codeAppendf( |
| "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s)," |
| "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))", |
| noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData, |
| noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData, |
| noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData, |
| noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData); |
| } else { |
| fragBuilder->codeAppendf( |
| "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s)," |
| "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))", |
| noiseFuncName.c_str(), chanCoordR, noiseVec, |
| noiseFuncName.c_str(), chanCoordG, noiseVec, |
| noiseFuncName.c_str(), chanCoordB, noiseVec, |
| noiseFuncName.c_str(), chanCoordA, noiseVec); |
| } |
| if (pne.type() != SkPerlinNoiseShaderImpl::kFractalNoise_Type) { |
| fragBuilder->codeAppendf(")"); // end of "abs(" |
| } |
| fragBuilder->codeAppendf(" * %s;", ratio); |
| |
| fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); |
| fragBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio); |
| |
| if (pne.stitchTiles()) { |
| fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); |
| } |
| fragBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves |
| |
| if (pne.type() == SkPerlinNoiseShaderImpl::kFractalNoise_Type) { |
| // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 |
| // by fractalNoise and (turbulenceFunctionResult) by turbulence. |
| fragBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", |
| args.fOutputColor,args.fOutputColor); |
| } |
| |
| // Clamp values |
| fragBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); |
| |
| // Pre-multiply the result |
| fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", |
| args.fOutputColor, args.fOutputColor, |
| args.fOutputColor, args.fOutputColor); |
| } |
| |
| void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrShaderCaps&, |
| GrProcessorKeyBuilder* b) { |
| const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); |
| |
| uint32_t key = turbulence.numOctaves(); |
| |
| key = key << 3; // Make room for next 3 bits |
| |
| switch (turbulence.type()) { |
| case SkPerlinNoiseShaderImpl::kFractalNoise_Type: |
| key |= 0x1; |
| break; |
| case SkPerlinNoiseShaderImpl::kTurbulence_Type: |
| key |= 0x2; |
| break; |
| default: |
| // leave key at 0 |
| break; |
| } |
| |
| if (turbulence.stitchTiles()) { |
| key |= 0x4; // Flip the 3rd bit if tile stitching is on |
| } |
| |
| b->add32(key); |
| } |
| |
| void GrGLPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, |
| const GrFragmentProcessor& processor) { |
| INHERITED::onSetData(pdman, processor); |
| |
| const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>(); |
| |
| const SkVector& baseFrequency = turbulence.baseFrequency(); |
| pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); |
| |
| if (turbulence.stitchTiles()) { |
| const SkPerlinNoiseShaderImpl::StitchData& stitchData = turbulence.stitchData(); |
| pdman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth), |
| SkIntToScalar(stitchData.fHeight)); |
| } |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| class GrGLImprovedPerlinNoise : public GrGLSLFragmentProcessor { |
| public: |
| void emitCode(EmitArgs&) override; |
| |
| static inline void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder*); |
| |
| protected: |
| void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; |
| |
| private: |
| GrGLSLProgramDataManager::UniformHandle fZUni; |
| GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni; |
| |
| typedef GrGLSLFragmentProcessor INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| class GrImprovedPerlinNoiseEffect : public GrFragmentProcessor { |
| public: |
| static sk_sp<GrFragmentProcessor> Make(int octaves, SkScalar z, |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> paintingData, |
| sk_sp<GrTextureProxy> permutationsProxy, |
| sk_sp<GrTextureProxy> gradientProxy, |
| const SkMatrix& matrix) { |
| return sk_sp<GrFragmentProcessor>( |
| new GrImprovedPerlinNoiseEffect(octaves, z, std::move(paintingData), |
| std::move(permutationsProxy), |
| std::move(gradientProxy), matrix)); |
| } |
| |
| const char* name() const override { return "ImprovedPerlinNoise"; } |
| |
| const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; } |
| SkScalar z() const { return fZ; } |
| int octaves() const { return fOctaves; } |
| const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); } |
| |
| private: |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { |
| return new GrGLImprovedPerlinNoise; |
| } |
| |
| void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { |
| GrGLImprovedPerlinNoise::GenKey(*this, caps, b); |
| } |
| |
| bool onIsEqual(const GrFragmentProcessor& sBase) const override { |
| const GrImprovedPerlinNoiseEffect& s = sBase.cast<GrImprovedPerlinNoiseEffect>(); |
| return fZ == fZ && |
| fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency; |
| } |
| |
| GrImprovedPerlinNoiseEffect(int octaves, SkScalar z, |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> paintingData, |
| sk_sp<GrTextureProxy> permutationsProxy, |
| sk_sp<GrTextureProxy> gradientProxy, |
| const SkMatrix& matrix) |
| : INHERITED(kNone_OptimizationFlags) |
| , fOctaves(octaves) |
| , fZ(z) |
| , fPermutationsSampler(std::move(permutationsProxy)) |
| , fGradientSampler(std::move(gradientProxy)) |
| , fPaintingData(std::move(paintingData)) { |
| this->initClassID<GrImprovedPerlinNoiseEffect>(); |
| this->addTextureSampler(&fPermutationsSampler); |
| this->addTextureSampler(&fGradientSampler); |
| fCoordTransform.reset(matrix); |
| this->addCoordTransform(&fCoordTransform); |
| } |
| |
| GR_DECLARE_FRAGMENT_PROCESSOR_TEST |
| |
| GrCoordTransform fCoordTransform; |
| int fOctaves; |
| SkScalar fZ; |
| TextureSampler fPermutationsSampler; |
| TextureSampler fGradientSampler; |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> fPaintingData; |
| |
| typedef GrFragmentProcessor INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrImprovedPerlinNoiseEffect); |
| |
| #if GR_TEST_UTILS |
| sk_sp<GrFragmentProcessor> GrImprovedPerlinNoiseEffect::TestCreate(GrProcessorTestData* d) { |
| SkScalar baseFrequencyX = d->fRandom->nextRangeScalar(0.01f, |
| 0.99f); |
| SkScalar baseFrequencyY = d->fRandom->nextRangeScalar(0.01f, |
| 0.99f); |
| int numOctaves = d->fRandom->nextRangeU(2, 10); |
| SkScalar z = SkIntToScalar(d->fRandom->nextU()); |
| |
| sk_sp<SkShader> shader(SkPerlinNoiseShader::MakeImprovedNoise(baseFrequencyX, |
| baseFrequencyY, |
| numOctaves, |
| z)); |
| |
| GrTest::TestAsFPArgs asFPArgs(d); |
| return as_SB(shader)->asFragmentProcessor(asFPArgs.args()); |
| } |
| #endif |
| |
| void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { |
| const GrImprovedPerlinNoiseEffect& pne = args.fFp.cast<GrImprovedPerlinNoiseEffect>(); |
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); |
| |
| fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec2f_GrSLType, kDefault_GrSLPrecision, |
| "baseFrequency"); |
| const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); |
| |
| fZUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kFloat_GrSLType, kDefault_GrSLPrecision, |
| "z"); |
| const char* zUni = uniformHandler->getUniformCStr(fZUni); |
| |
| // fade function |
| static const GrShaderVar fadeArgs[] = { |
| GrShaderVar("t", kVec3f_GrSLType) |
| }; |
| SkString fadeFuncName; |
| fragBuilder->emitFunction(kVec3f_GrSLType, "fade", SK_ARRAY_COUNT(fadeArgs), |
| fadeArgs, |
| "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);", |
| &fadeFuncName); |
| |
| // perm function |
| static const GrShaderVar permArgs[] = { |
| GrShaderVar("x", kFloat_GrSLType) |
| }; |
| SkString permFuncName; |
| SkString permCode("return "); |
| // FIXME even though I'm creating these textures with kRepeat_TileMode, they're clamped. Not |
| // sure why. Using fract() (here and the next texture lookup) as a workaround. |
| fragBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "vec2(fract(x / 256.0), 0.0)", |
| kVec2f_GrSLType); |
| permCode.append(".r * 255.0;"); |
| fragBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs, |
| permCode.c_str(), &permFuncName); |
| |
| // grad function |
| static const GrShaderVar gradArgs[] = { |
| GrShaderVar("x", kFloat_GrSLType), |
| GrShaderVar("p", kVec3f_GrSLType) |
| }; |
| SkString gradFuncName; |
| SkString gradCode("return dot("); |
| fragBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "vec2(fract(x / 16.0), 0.0)", |
| kVec2f_GrSLType); |
| gradCode.append(".rgb * 255.0 - vec3(1.0), p);"); |
| fragBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs, |
| gradCode.c_str(), &gradFuncName); |
| |
| // lerp function |
| static const GrShaderVar lerpArgs[] = { |
| GrShaderVar("a", kFloat_GrSLType), |
| GrShaderVar("b", kFloat_GrSLType), |
| GrShaderVar("w", kFloat_GrSLType) |
| }; |
| SkString lerpFuncName; |
| fragBuilder->emitFunction(kFloat_GrSLType, "lerp", SK_ARRAY_COUNT(lerpArgs), lerpArgs, |
| "return a + w * (b - a);", &lerpFuncName); |
| |
| // noise function |
| static const GrShaderVar noiseArgs[] = { |
| GrShaderVar("p", kVec3f_GrSLType), |
| }; |
| SkString noiseFuncName; |
| SkString noiseCode; |
| noiseCode.append("vec3 P = mod(floor(p), 256.0);"); |
| noiseCode.append("p -= floor(p);"); |
| noiseCode.appendf("vec3 f = %s(p);", fadeFuncName.c_str()); |
| noiseCode.appendf("float A = %s(P.x) + P.y;", permFuncName.c_str()); |
| noiseCode.appendf("float AA = %s(A) + P.z;", permFuncName.c_str()); |
| noiseCode.appendf("float AB = %s(A + 1.0) + P.z;", permFuncName.c_str()); |
| noiseCode.appendf("float B = %s(P.x + 1.0) + P.y;", permFuncName.c_str()); |
| noiseCode.appendf("float BA = %s(B) + P.z;", permFuncName.c_str()); |
| noiseCode.appendf("float BB = %s(B + 1.0) + P.z;", permFuncName.c_str()); |
| noiseCode.appendf("float result = %s(", lerpFuncName.c_str()); |
| noiseCode.appendf("%s(%s(%s(%s(AA), p),", lerpFuncName.c_str(), lerpFuncName.c_str(), |
| gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(BA), p + vec3(-1.0, 0.0, 0.0)), f.x),", gradFuncName.c_str(), |
| permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(%s(AB), p + vec3(0.0, -1.0, 0.0)),", lerpFuncName.c_str(), |
| gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y),", |
| gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(%s(%s(AA + 1.0), p + vec3(0.0, 0.0, -1.0)),", |
| lerpFuncName.c_str(), lerpFuncName.c_str(), gradFuncName.c_str(), |
| permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x),", |
| gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(%s(AB + 1.0), p + vec3(0.0, -1.0, -1.0)),", |
| lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.appendf("%s(%s(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);", |
| gradFuncName.c_str(), permFuncName.c_str()); |
| noiseCode.append("return result;"); |
| fragBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs, |
| noiseCode.c_str(), &noiseFuncName); |
| |
| // noiseOctaves function |
| static const GrShaderVar noiseOctavesArgs[] = { |
| GrShaderVar("p", kVec3f_GrSLType) |
| }; |
| SkString noiseOctavesFuncName; |
| SkString noiseOctavesCode; |
| noiseOctavesCode.append("float result = 0.0;"); |
| noiseOctavesCode.append("float ratio = 1.0;"); |
| noiseOctavesCode.appendf("for (float i = 0.0; i < %d; i++) {", pne.octaves()); |
| noiseOctavesCode.appendf("result += %s(p) / ratio;", noiseFuncName.c_str()); |
| noiseOctavesCode.append("p *= 2.0;"); |
| noiseOctavesCode.append("ratio *= 2.0;"); |
| noiseOctavesCode.append("}"); |
| noiseOctavesCode.append("return (result + 1.0) / 2.0;"); |
| fragBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs), |
| noiseOctavesArgs, noiseOctavesCode.c_str(), &noiseOctavesFuncName); |
| |
| fragBuilder->codeAppendf("vec2 coords = %s * %s;", vCoords.c_str(), baseFrequencyUni); |
| fragBuilder->codeAppendf("float r = %s(vec3(coords, %s));", noiseOctavesFuncName.c_str(), |
| zUni); |
| fragBuilder->codeAppendf("float g = %s(vec3(coords, %s + 0000.0));", |
| noiseOctavesFuncName.c_str(), zUni); |
| fragBuilder->codeAppendf("float b = %s(vec3(coords, %s + 0000.0));", |
| noiseOctavesFuncName.c_str(), zUni); |
| fragBuilder->codeAppendf("float a = %s(vec3(coords, %s + 0000.0));", |
| noiseOctavesFuncName.c_str(), zUni); |
| fragBuilder->codeAppendf("%s = vec4(r, g, b, a);", args.fOutputColor); |
| |
| // Clamp values |
| fragBuilder->codeAppendf("%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); |
| |
| // Pre-multiply the result |
| fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", |
| args.fOutputColor, args.fOutputColor, |
| args.fOutputColor, args.fOutputColor); |
| } |
| |
| void GrGLImprovedPerlinNoise::GenKey(const GrProcessor& processor, const GrShaderCaps&, |
| GrProcessorKeyBuilder* b) { |
| const GrImprovedPerlinNoiseEffect& pne = processor.cast<GrImprovedPerlinNoiseEffect>(); |
| b->add32(pne.octaves()); |
| } |
| |
| void GrGLImprovedPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman, |
| const GrFragmentProcessor& processor) { |
| INHERITED::onSetData(pdman, processor); |
| |
| const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>(); |
| |
| const SkVector& baseFrequency = noise.baseFrequency(); |
| pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); |
| |
| pdman.set1f(fZUni, noise.z()); |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| sk_sp<GrFragmentProcessor> SkPerlinNoiseShaderImpl::asFragmentProcessor(const AsFPArgs& args) const { |
| SkASSERT(args.fContext); |
| |
| SkMatrix localMatrix = this->getLocalMatrix(); |
| if (args.fLocalMatrix) { |
| localMatrix.preConcat(*args.fLocalMatrix); |
| } |
| |
| SkMatrix matrix = *args.fViewMatrix; |
| matrix.preConcat(localMatrix); |
| |
| // Either we don't stitch tiles, either we have a valid tile size |
| SkASSERT(!fStitchTiles || !fTileSize.isEmpty()); |
| |
| std::unique_ptr<SkPerlinNoiseShaderImpl::PaintingData> paintingData = |
| skstd::make_unique<SkPerlinNoiseShaderImpl::PaintingData>(fTileSize, |
| fSeed, |
| fBaseFrequencyX, |
| fBaseFrequencyY, |
| matrix); |
| |
| SkMatrix m = *args.fViewMatrix; |
| m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1); |
| m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1); |
| |
| if (fType == kImprovedNoise_Type) { |
| GrSamplerParams textureParams(SkShader::TileMode::kRepeat_TileMode, |
| GrSamplerParams::FilterMode::kNone_FilterMode); |
| sk_sp<GrTextureProxy> permutationsTexture( |
| GrRefCachedBitmapTextureProxy(args.fContext, |
| paintingData->getImprovedPermutationsBitmap(), |
| textureParams, nullptr)); |
| sk_sp<GrTextureProxy> gradientTexture( |
| GrRefCachedBitmapTextureProxy(args.fContext, |
| paintingData->getGradientBitmap(), |
| textureParams, nullptr)); |
| return GrImprovedPerlinNoiseEffect::Make(fNumOctaves, fSeed, std::move(paintingData), |
| std::move(permutationsTexture), |
| std::move(gradientTexture), m); |
| } |
| |
| if (0 == fNumOctaves) { |
| if (kFractalNoise_Type == fType) { |
| // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2) |
| // TODO: Either treat the output of this shader as sRGB or allow client to specify a |
| // color space of the noise. Either way, this case (and the GLSL) need to convert to |
| // the destination. |
| sk_sp<GrFragmentProcessor> inner( |
| GrConstColorProcessor::Make(GrColor4f::FromGrColor(0x80404040), |
| GrConstColorProcessor::kModulateRGBA_InputMode)); |
| return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); |
| } |
| // Emit zero. |
| return GrConstColorProcessor::Make(GrColor4f::TransparentBlack(), |
| GrConstColorProcessor::kIgnore_InputMode); |
| } |
| |
| sk_sp<GrTextureProxy> permutationsProxy = GrMakeCachedBitmapProxy( |
| args.fContext->resourceProvider(), |
| paintingData->getPermutationsBitmap()); |
| sk_sp<GrTextureProxy> noiseProxy = GrMakeCachedBitmapProxy(args.fContext->resourceProvider(), |
| paintingData->getNoiseBitmap()); |
| |
| if (permutationsProxy && noiseProxy) { |
| sk_sp<GrFragmentProcessor> inner( |
| GrPerlinNoise2Effect::Make(fType, |
| fNumOctaves, |
| fStitchTiles, |
| std::move(paintingData), |
| std::move(permutationsProxy), |
| std::move(noiseProxy), |
| m)); |
| return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); |
| } |
| return nullptr; |
| } |
| |
| #endif |
| |
| #ifndef SK_IGNORE_TO_STRING |
| void SkPerlinNoiseShaderImpl::toString(SkString* str) const { |
| str->append("SkPerlinNoiseShaderImpl: ("); |
| |
| str->append("type: "); |
| switch (fType) { |
| case kFractalNoise_Type: |
| str->append("\"fractal noise\""); |
| break; |
| case kTurbulence_Type: |
| str->append("\"turbulence\""); |
| break; |
| default: |
| str->append("\"unknown\""); |
| break; |
| } |
| str->append(" base frequency: ("); |
| str->appendScalar(fBaseFrequencyX); |
| str->append(", "); |
| str->appendScalar(fBaseFrequencyY); |
| str->append(") number of octaves: "); |
| str->appendS32(fNumOctaves); |
| str->append(" seed: "); |
| str->appendScalar(fSeed); |
| str->append(" stitch tiles: "); |
| str->append(fStitchTiles ? "true " : "false "); |
| |
| this->INHERITED::toString(str); |
| |
| str->append(")"); |
| } |
| #endif |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| sk_sp<SkShader> SkPerlinNoiseShader::MakeFractalNoise(SkScalar baseFrequencyX, |
| SkScalar baseFrequencyY, |
| int numOctaves, SkScalar seed, |
| const SkISize* tileSize) { |
| return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kFractalNoise_Type, |
| baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| tileSize)); |
| } |
| |
| sk_sp<SkShader> SkPerlinNoiseShader::MakeTurbulence(SkScalar baseFrequencyX, |
| SkScalar baseFrequencyY, |
| int numOctaves, SkScalar seed, |
| const SkISize* tileSize) { |
| return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kTurbulence_Type, |
| baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| tileSize)); |
| } |
| |
| sk_sp<SkShader> SkPerlinNoiseShader::MakeImprovedNoise(SkScalar baseFrequencyX, |
| SkScalar baseFrequencyY, |
| int numOctaves, SkScalar z) { |
| return sk_sp<SkShader>(new SkPerlinNoiseShaderImpl(SkPerlinNoiseShaderImpl::kImprovedNoise_Type, |
| baseFrequencyX, baseFrequencyY, numOctaves, z, |
| nullptr)); |
| } |
| |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkPerlinNoiseShader) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPerlinNoiseShaderImpl) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |