| /* |
| * 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 "SkDither.h" |
| #include "SkPerlinNoiseShader.h" |
| #include "SkColorFilter.h" |
| #include "SkFlattenableBuffers.h" |
| #include "SkShader.h" |
| #include "SkUnPreMultiply.h" |
| #include "SkString.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "GrContext.h" |
| #include "GrCoordTransform.h" |
| #include "gl/GrGLEffect.h" |
| #include "GrTBackendEffectFactory.h" |
| #include "SkGr.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 |
| |
| 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; |
| } |
| if (noiseValue >= limitValue - 1) { |
| noiseValue -= newValue - 1; |
| } |
| return noiseValue; |
| } |
| |
| inline SkScalar smoothCurve(SkScalar t) { |
| static const SkScalar SK_Scalar3 = 3.0f; |
| |
| // returns t * t * (3 - 2 * t) |
| return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t); |
| } |
| |
| bool perlin_noise_type_is_valid(SkPerlinNoiseShader::Type type) { |
| return (SkPerlinNoiseShader::kFractalNoise_Type == type) || |
| (SkPerlinNoiseShader::kTurbulence_Type == type); |
| } |
| |
| } // end namespace |
| |
| struct SkPerlinNoiseShader::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 SkPerlinNoiseShader::PaintingData { |
| PaintingData(const SkISize& tileSize) |
| : fSeed(0) |
| , fTileSize(tileSize) |
| , fPermutationsBitmap(NULL) |
| , fNoiseBitmap(NULL) |
| {} |
| |
| ~PaintingData() |
| { |
| SkDELETE(fPermutationsBitmap); |
| SkDELETE(fNoiseBitmap); |
| } |
| |
| int fSeed; |
| uint8_t fLatticeSelector[kBlockSize]; |
| uint16_t fNoise[4][kBlockSize][2]; |
| SkPoint fGradient[4][kBlockSize]; |
| SkISize fTileSize; |
| SkVector fBaseFrequency; |
| StitchData fStitchDataInit; |
| |
| private: |
| |
| SkBitmap* fPermutationsBitmap; |
| SkBitmap* fNoiseBitmap; |
| |
| public: |
| |
| 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; |
| } |
| |
| void init(SkScalar seed) |
| { |
| static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize)); |
| |
| // The seed value clamp to the range [1, kRandMaximum - 1]. |
| fSeed = SkScalarRoundToInt(seed); |
| 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( |
| SkScalarMul(SkIntToScalar(fNoise[channel][i][0] - kBlockSize), |
| gInvBlockSizef), |
| SkScalarMul(SkIntToScalar(fNoise[channel][i][1] - kBlockSize), |
| gInvBlockSizef)); |
| fGradient[channel][i].normalize(); |
| // Put the normalized gradient back into the noise data |
| fNoise[channel][i][0] = SkScalarRoundToInt(SkScalarMul( |
| fGradient[channel][i].fX + SK_Scalar1, gHalfMax16bits)); |
| fNoise[channel][i][1] = SkScalarRoundToInt(SkScalarMul( |
| fGradient[channel][i].fY + SK_Scalar1, gHalfMax16bits)); |
| } |
| } |
| |
| // Invalidate bitmaps |
| SkDELETE(fPermutationsBitmap); |
| fPermutationsBitmap = NULL; |
| SkDELETE(fNoiseBitmap); |
| fNoiseBitmap = NULL; |
| } |
| |
| 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 = SkScalarDiv( |
| SkScalarMulFloor(tileWidth, fBaseFrequency.fX), tileWidth); |
| SkScalar highFrequencx = SkScalarDiv( |
| SkScalarMulCeil(tileWidth, fBaseFrequency.fX), tileWidth); |
| // BaseFrequency should be non-negative according to the standard. |
| if (SkScalarDiv(fBaseFrequency.fX, lowFrequencx) < |
| SkScalarDiv(highFrequencx, fBaseFrequency.fX)) { |
| fBaseFrequency.fX = lowFrequencx; |
| } else { |
| fBaseFrequency.fX = highFrequencx; |
| } |
| } |
| if (fBaseFrequency.fY) { |
| SkScalar lowFrequency = SkScalarDiv( |
| SkScalarMulFloor(tileHeight, fBaseFrequency.fY), tileHeight); |
| SkScalar highFrequency = SkScalarDiv( |
| SkScalarMulCeil(tileHeight, fBaseFrequency.fY), tileHeight); |
| if (SkScalarDiv(fBaseFrequency.fY, lowFrequency) < |
| SkScalarDiv(highFrequency, fBaseFrequency.fY)) { |
| fBaseFrequency.fY = lowFrequency; |
| } else { |
| fBaseFrequency.fY = highFrequency; |
| } |
| } |
| // Set up TurbulenceInitial stitch values. |
| fStitchDataInit.fWidth = |
| SkScalarMulRound(tileWidth, fBaseFrequency.fX); |
| fStitchDataInit.fWrapX = kPerlinNoise + fStitchDataInit.fWidth; |
| fStitchDataInit.fHeight = |
| SkScalarMulRound(tileHeight, fBaseFrequency.fY); |
| fStitchDataInit.fWrapY = kPerlinNoise + fStitchDataInit.fHeight; |
| } |
| |
| SkBitmap* getPermutationsBitmap() |
| { |
| if (!fPermutationsBitmap) { |
| fPermutationsBitmap = SkNEW(SkBitmap); |
| fPermutationsBitmap->setConfig(SkBitmap::kA8_Config, kBlockSize, 1); |
| fPermutationsBitmap->allocPixels(); |
| uint8_t* bitmapPixels = fPermutationsBitmap->getAddr8(0, 0); |
| memcpy(bitmapPixels, fLatticeSelector, sizeof(uint8_t) * kBlockSize); |
| } |
| return fPermutationsBitmap; |
| } |
| |
| SkBitmap* getNoiseBitmap() |
| { |
| if (!fNoiseBitmap) { |
| fNoiseBitmap = SkNEW(SkBitmap); |
| fNoiseBitmap->setConfig(SkBitmap::kARGB_8888_Config, kBlockSize, 4); |
| fNoiseBitmap->allocPixels(); |
| uint32_t* bitmapPixels = fNoiseBitmap->getAddr32(0, 0); |
| memcpy(bitmapPixels, fNoise[0][0], sizeof(uint16_t) * kBlockSize * 4 * 2); |
| } |
| return fNoiseBitmap; |
| } |
| }; |
| |
| SkShader* SkPerlinNoiseShader::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
| int numOctaves, SkScalar seed, |
| const SkISize* tileSize) { |
| return SkNEW_ARGS(SkPerlinNoiseShader, (kFractalNoise_Type, baseFrequencyX, baseFrequencyY, |
| numOctaves, seed, tileSize)); |
| } |
| |
| SkShader* SkPerlinNoiseShader::CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
| int numOctaves, SkScalar seed, |
| const SkISize* tileSize) { |
| return SkNEW_ARGS(SkPerlinNoiseShader, (kTurbulence_Type, baseFrequencyX, baseFrequencyY, |
| numOctaves, seed, tileSize)); |
| } |
| |
| SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::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) |
| , fStitchTiles((tileSize != NULL) && !tileSize->isEmpty()) |
| , fPaintingData(NULL) |
| { |
| SkASSERT(numOctaves >= 0 && numOctaves < 256); |
| setTileSize(fStitchTiles ? *tileSize : SkISize::Make(0,0)); |
| fMatrix.reset(); |
| } |
| |
| SkPerlinNoiseShader::SkPerlinNoiseShader(SkFlattenableReadBuffer& buffer) : |
| INHERITED(buffer), fPaintingData(NULL) { |
| fType = (SkPerlinNoiseShader::Type) buffer.readInt(); |
| fBaseFrequencyX = buffer.readScalar(); |
| fBaseFrequencyY = buffer.readScalar(); |
| fNumOctaves = buffer.readInt(); |
| fSeed = buffer.readScalar(); |
| fStitchTiles = buffer.readBool(); |
| fTileSize.fWidth = buffer.readInt(); |
| fTileSize.fHeight = buffer.readInt(); |
| setTileSize(fTileSize); |
| fMatrix.reset(); |
| buffer.validate(perlin_noise_type_is_valid(fType) && |
| (fNumOctaves >= 0) && (fNumOctaves <= 255)); |
| } |
| |
| SkPerlinNoiseShader::~SkPerlinNoiseShader() { |
| // Safety, should have been done in endContext() |
| SkDELETE(fPaintingData); |
| } |
| |
| void SkPerlinNoiseShader::flatten(SkFlattenableWriteBuffer& buffer) const { |
| this->INHERITED::flatten(buffer); |
| buffer.writeInt((int) fType); |
| buffer.writeScalar(fBaseFrequencyX); |
| buffer.writeScalar(fBaseFrequencyY); |
| buffer.writeInt(fNumOctaves); |
| buffer.writeScalar(fSeed); |
| buffer.writeBool(fStitchTiles); |
| buffer.writeInt(fTileSize.fWidth); |
| buffer.writeInt(fTileSize.fHeight); |
| } |
| |
| void SkPerlinNoiseShader::initPaint(PaintingData& paintingData) |
| { |
| paintingData.init(fSeed); |
| |
| // Set frequencies to original values |
| paintingData.fBaseFrequency.set(fBaseFrequencyX, fBaseFrequencyY); |
| // Adjust frequecies based on size if stitching is enabled |
| if (fStitchTiles) { |
| paintingData.stitch(); |
| } |
| } |
| |
| void SkPerlinNoiseShader::setTileSize(const SkISize& tileSize) { |
| fTileSize = tileSize; |
| |
| if (NULL == fPaintingData) { |
| fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize)); |
| initPaint(*fPaintingData); |
| } else { |
| // Set Size |
| fPaintingData->fTileSize = fTileSize; |
| // Set frequencies to original values |
| fPaintingData->fBaseFrequency.set(fBaseFrequencyX, fBaseFrequencyY); |
| // Adjust frequecies based on size if stitching is enabled |
| if (fStitchTiles) { |
| fPaintingData->stitch(); |
| } |
| } |
| } |
| |
| SkScalar SkPerlinNoiseShader::noise2D(int channel, const PaintingData& paintingData, |
| const StitchData& stitchData, const SkPoint& noiseVector) |
| { |
| struct Noise { |
| int noisePositionIntegerValue; |
| SkScalar noisePositionFractionValue; |
| Noise(SkScalar component) |
| { |
| SkScalar position = component + kPerlinNoise; |
| noisePositionIntegerValue = SkScalarFloorToInt(position); |
| noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue); |
| } |
| }; |
| Noise noiseX(noiseVector.x()); |
| Noise noiseY(noiseVector.y()); |
| SkScalar u, v; |
| // If stitching, adjust lattice points accordingly. |
| if (fStitchTiles) { |
| noiseX.noisePositionIntegerValue = |
| checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); |
| noiseY.noisePositionIntegerValue = |
| checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); |
| } |
| noiseX.noisePositionIntegerValue &= kBlockMask; |
| noiseY.noisePositionIntegerValue &= kBlockMask; |
| int latticeIndex = |
| paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] + |
| noiseY.noisePositionIntegerValue; |
| int nextLatticeIndex = |
| paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & kBlockMask] + |
| noiseY.noisePositionIntegerValue; |
| SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); |
| SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); |
| // 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 = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionValue); |
| fractionValue.fX -= SK_Scalar1; // Offset (-1,0) |
| v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fractionValue); |
| SkScalar a = SkScalarInterp(u, v, sx); |
| fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) |
| v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot(fractionValue); |
| fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) |
| u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fractionValue); |
| SkScalar b = SkScalarInterp(u, v, sx); |
| return SkScalarInterp(a, b, sy); |
| } |
| |
| SkScalar SkPerlinNoiseShader::calculateTurbulenceValueForPoint( |
| int channel, const PaintingData& paintingData, StitchData& stitchData, const SkPoint& point) |
| { |
| if (fStitchTiles) { |
| // Set up TurbulenceInitial stitch values. |
| stitchData = paintingData.fStitchDataInit; |
| } |
| SkScalar turbulenceFunctionResult = 0; |
| SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), paintingData.fBaseFrequency.fX), |
| SkScalarMul(point.y(), paintingData.fBaseFrequency.fY))); |
| SkScalar ratio = SK_Scalar1; |
| for (int octave = 0; octave < fNumOctaves; ++octave) { |
| SkScalar noise = noise2D(channel, paintingData, stitchData, noiseVector); |
| turbulenceFunctionResult += SkScalarDiv( |
| (fType == kFractalNoise_Type) ? noise : SkScalarAbs(noise), ratio); |
| noiseVector.fX *= 2; |
| noiseVector.fY *= 2; |
| ratio *= 2; |
| if (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 (fType == kFractalNoise_Type) { |
| turbulenceFunctionResult = |
| SkScalarMul(turbulenceFunctionResult, SK_ScalarHalf) + SK_ScalarHalf; |
| } |
| |
| if (channel == 3) { // Scale alpha by paint value |
| turbulenceFunctionResult = SkScalarMul(turbulenceFunctionResult, |
| SkScalarDiv(SkIntToScalar(getPaintAlpha()), SkIntToScalar(255))); |
| } |
| |
| // Clamp result |
| return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1); |
| } |
| |
| SkPMColor SkPerlinNoiseShader::shade(const SkPoint& point, StitchData& stitchData) { |
| SkMatrix matrix = fMatrix; |
| SkMatrix invMatrix; |
| if (!matrix.invert(&invMatrix)) { |
| invMatrix.reset(); |
| } else { |
| invMatrix.postConcat(invMatrix); // Square the matrix |
| } |
| // 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. |
| matrix.postTranslate(SK_Scalar1, SK_Scalar1); |
| SkPoint newPoint; |
| matrix.mapPoints(&newPoint, &point, 1); |
| invMatrix.mapPoints(&newPoint, &newPoint, 1); |
| newPoint.fX = SkScalarRoundToScalar(newPoint.fX); |
| newPoint.fY = SkScalarRoundToScalar(newPoint.fY); |
| |
| U8CPU rgba[4]; |
| for (int channel = 3; channel >= 0; --channel) { |
| rgba[channel] = SkScalarFloorToInt(255 * |
| calculateTurbulenceValueForPoint(channel, *fPaintingData, stitchData, newPoint)); |
| } |
| return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]); |
| } |
| |
| bool SkPerlinNoiseShader::setContext(const SkBitmap& device, const SkPaint& paint, |
| const SkMatrix& matrix) { |
| fMatrix = matrix; |
| return INHERITED::setContext(device, paint, matrix); |
| } |
| |
| void SkPerlinNoiseShader::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; |
| } |
| } |
| |
| void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count) { |
| SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y)); |
| StitchData stitchData; |
| DITHER_565_SCAN(y); |
| for (int i = 0; i < count; ++i) { |
| unsigned dither = DITHER_VALUE(x); |
| result[i] = SkDitherRGB32To565(shade(point, stitchData), dither); |
| DITHER_INC_X(x); |
| point.fX += SK_Scalar1; |
| } |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| #if SK_SUPPORT_GPU |
| |
| #include "GrTBackendEffectFactory.h" |
| |
| class GrGLNoise : public GrGLEffect { |
| public: |
| GrGLNoise(const GrBackendEffectFactory& factory, |
| const GrDrawEffect& drawEffect); |
| virtual ~GrGLNoise() {} |
| |
| static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); |
| |
| virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; |
| |
| protected: |
| SkPerlinNoiseShader::Type fType; |
| bool fStitchTiles; |
| int fNumOctaves; |
| GrGLUniformManager::UniformHandle fBaseFrequencyUni; |
| GrGLUniformManager::UniformHandle fAlphaUni; |
| GrGLUniformManager::UniformHandle fInvMatrixUni; |
| |
| private: |
| typedef GrGLEffect INHERITED; |
| }; |
| |
| class GrGLPerlinNoise : public GrGLNoise { |
| public: |
| GrGLPerlinNoise(const GrBackendEffectFactory& factory, |
| const GrDrawEffect& drawEffect) |
| : GrGLNoise(factory, drawEffect) {} |
| virtual ~GrGLPerlinNoise() {} |
| |
| virtual void emitCode(GrGLShaderBuilder*, |
| const GrDrawEffect&, |
| EffectKey, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray&, |
| const TextureSamplerArray&) SK_OVERRIDE; |
| |
| virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; |
| |
| private: |
| GrGLUniformManager::UniformHandle fStitchDataUni; |
| |
| typedef GrGLNoise INHERITED; |
| }; |
| |
| class GrGLSimplexNoise : public GrGLNoise { |
| // Note : This is for reference only. GrGLPerlinNoise is used for processing. |
| public: |
| GrGLSimplexNoise(const GrBackendEffectFactory& factory, |
| const GrDrawEffect& drawEffect) |
| : GrGLNoise(factory, drawEffect) {} |
| |
| virtual ~GrGLSimplexNoise() {} |
| |
| virtual void emitCode(GrGLShaderBuilder*, |
| const GrDrawEffect&, |
| EffectKey, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray&, |
| const TextureSamplerArray&) SK_OVERRIDE; |
| |
| virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; |
| |
| private: |
| GrGLUniformManager::UniformHandle fSeedUni; |
| |
| typedef GrGLNoise INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| class GrNoiseEffect : public GrEffect { |
| public: |
| virtual ~GrNoiseEffect() { } |
| |
| SkPerlinNoiseShader::Type type() const { return fType; } |
| bool stitchTiles() const { return fStitchTiles; } |
| const SkVector& baseFrequency() const { return fBaseFrequency; } |
| int numOctaves() const { return fNumOctaves; } |
| const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); } |
| uint8_t alpha() const { return fAlpha; } |
| |
| void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE { |
| *validFlags = 0; // This is noise. Nothing is constant. |
| } |
| |
| protected: |
| virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { |
| const GrNoiseEffect& s = CastEffect<GrNoiseEffect>(sBase); |
| return fType == s.fType && |
| fBaseFrequency == s.fBaseFrequency && |
| fNumOctaves == s.fNumOctaves && |
| fStitchTiles == s.fStitchTiles && |
| fCoordTransform.getMatrix() == s.fCoordTransform.getMatrix() && |
| fAlpha == s.fAlpha; |
| } |
| |
| GrNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, int numOctaves, |
| bool stitchTiles, const SkMatrix& matrix, uint8_t alpha) |
| : fType(type) |
| , fBaseFrequency(baseFrequency) |
| , fNumOctaves(numOctaves) |
| , fStitchTiles(stitchTiles) |
| , fMatrix(matrix) |
| , fAlpha(alpha) { |
| // 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 shadeSpan() functions. |
| SkMatrix m = matrix; |
| m.postTranslate(SK_Scalar1, SK_Scalar1); |
| fCoordTransform.reset(kLocal_GrCoordSet, m); |
| this->addCoordTransform(&fCoordTransform); |
| this->setWillNotUseInputColor(); |
| } |
| |
| SkPerlinNoiseShader::Type fType; |
| GrCoordTransform fCoordTransform; |
| SkVector fBaseFrequency; |
| int fNumOctaves; |
| bool fStitchTiles; |
| SkMatrix fMatrix; |
| uint8_t fAlpha; |
| |
| private: |
| typedef GrEffect INHERITED; |
| }; |
| |
| class GrPerlinNoiseEffect : public GrNoiseEffect { |
| public: |
| static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, |
| int numOctaves, bool stitchTiles, |
| const SkPerlinNoiseShader::StitchData& stitchData, |
| GrTexture* permutationsTexture, GrTexture* noiseTexture, |
| const SkMatrix& matrix, uint8_t alpha) { |
| AutoEffectUnref effect(SkNEW_ARGS(GrPerlinNoiseEffect, (type, baseFrequency, numOctaves, |
| stitchTiles, stitchData, permutationsTexture, noiseTexture, matrix, alpha))); |
| return CreateEffectRef(effect); |
| } |
| |
| virtual ~GrPerlinNoiseEffect() { } |
| |
| static const char* Name() { return "PerlinNoise"; } |
| virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
| return GrTBackendEffectFactory<GrPerlinNoiseEffect>::getInstance(); |
| } |
| const SkPerlinNoiseShader::StitchData& stitchData() const { return fStitchData; } |
| |
| typedef GrGLPerlinNoise GLEffect; |
| |
| private: |
| virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { |
| const GrPerlinNoiseEffect& s = CastEffect<GrPerlinNoiseEffect>(sBase); |
| return INHERITED::onIsEqual(sBase) && |
| fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() && |
| fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() && |
| fStitchData == s.fStitchData; |
| } |
| |
| GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, |
| int numOctaves, bool stitchTiles, |
| const SkPerlinNoiseShader::StitchData& stitchData, |
| GrTexture* permutationsTexture, GrTexture* noiseTexture, |
| const SkMatrix& matrix, uint8_t alpha) |
| : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha) |
| , fPermutationsAccess(permutationsTexture) |
| , fNoiseAccess(noiseTexture) |
| , fStitchData(stitchData) { |
| this->addTextureAccess(&fPermutationsAccess); |
| this->addTextureAccess(&fNoiseAccess); |
| } |
| |
| GR_DECLARE_EFFECT_TEST; |
| |
| GrTextureAccess fPermutationsAccess; |
| GrTextureAccess fNoiseAccess; |
| SkPerlinNoiseShader::StitchData fStitchData; |
| |
| typedef GrNoiseEffect INHERITED; |
| }; |
| |
| class GrSimplexNoiseEffect : public GrNoiseEffect { |
| // Note : This is for reference only. GrPerlinNoiseEffect is used for processing. |
| public: |
| static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, |
| int numOctaves, bool stitchTiles, const SkScalar seed, |
| const SkMatrix& matrix, uint8_t alpha) { |
| AutoEffectUnref effect(SkNEW_ARGS(GrSimplexNoiseEffect, (type, baseFrequency, numOctaves, |
| stitchTiles, seed, matrix, alpha))); |
| return CreateEffectRef(effect); |
| } |
| |
| virtual ~GrSimplexNoiseEffect() { } |
| |
| static const char* Name() { return "SimplexNoise"; } |
| virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
| return GrTBackendEffectFactory<GrSimplexNoiseEffect>::getInstance(); |
| } |
| const SkScalar& seed() const { return fSeed; } |
| |
| typedef GrGLSimplexNoise GLEffect; |
| |
| private: |
| virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { |
| const GrSimplexNoiseEffect& s = CastEffect<GrSimplexNoiseEffect>(sBase); |
| return INHERITED::onIsEqual(sBase) && fSeed == s.fSeed; |
| } |
| |
| GrSimplexNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, |
| int numOctaves, bool stitchTiles, const SkScalar seed, |
| const SkMatrix& matrix, uint8_t alpha) |
| : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha) |
| , fSeed(seed) { |
| } |
| |
| SkScalar fSeed; |
| |
| typedef GrNoiseEffect INHERITED; |
| }; |
| |
| ///////////////////////////////////////////////////////////////////// |
| GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect); |
| |
| GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkRandom* random, |
| GrContext* context, |
| const GrDrawTargetCaps&, |
| GrTexture**) { |
| int numOctaves = random->nextRangeU(2, 10); |
| bool stitchTiles = random->nextBool(); |
| SkScalar seed = SkIntToScalar(random->nextU()); |
| SkISize tileSize = SkISize::Make(random->nextRangeU(4, 4096), random->nextRangeU(4, 4096)); |
| SkScalar baseFrequencyX = random->nextRangeScalar(0.01f, |
| 0.99f); |
| SkScalar baseFrequencyY = random->nextRangeScalar(0.01f, |
| 0.99f); |
| |
| SkShader* shader = random->nextBool() ? |
| SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| stitchTiles ? &tileSize : NULL) : |
| SkPerlinNoiseShader::CreateTubulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, |
| stitchTiles ? &tileSize : NULL); |
| |
| SkPaint paint; |
| GrEffectRef* effect = shader->asNewEffect(context, paint); |
| |
| SkDELETE(shader); |
| |
| return effect; |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder, |
| const GrDrawEffect&, |
| EffectKey key, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray& coords, |
| const TextureSamplerArray&) { |
| sk_ignore_unused_variable(inputColor); |
| |
| SkString vCoords = builder->ensureFSCoords2D(coords, 0); |
| |
| fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kFloat_GrSLType, "seed"); |
| const char* seedUni = builder->getUniformCStr(fSeedUni); |
| fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kMat33f_GrSLType, "invMatrix"); |
| const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni); |
| fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kVec2f_GrSLType, "baseFrequency"); |
| const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni); |
| fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kFloat_GrSLType, "alpha"); |
| const char* alphaUni = builder->getUniformCStr(fAlphaUni); |
| |
| // Add vec3 modulo 289 function |
| static const GrGLShaderVar gVec3Args[] = { |
| GrGLShaderVar("x", kVec3f_GrSLType) |
| }; |
| |
| SkString mod289_3_funcName; |
| builder->fsEmitFunction(kVec3f_GrSLType, |
| "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args, |
| "const vec2 C = vec2(1.0 / 289.0, 289.0);\n" |
| "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName); |
| |
| // Add vec4 modulo 289 function |
| static const GrGLShaderVar gVec4Args[] = { |
| GrGLShaderVar("x", kVec4f_GrSLType) |
| }; |
| |
| SkString mod289_4_funcName; |
| builder->fsEmitFunction(kVec4f_GrSLType, |
| "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args, |
| "const vec2 C = vec2(1.0 / 289.0, 289.0);\n" |
| "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName); |
| |
| // Add vec4 permute function |
| SkString permuteCode; |
| permuteCode.appendf("const vec2 C = vec2(34.0, 1.0);\n" |
| "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str()); |
| SkString permuteFuncName; |
| builder->fsEmitFunction(kVec4f_GrSLType, |
| "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args, |
| permuteCode.c_str(), &permuteFuncName); |
| |
| // Add vec4 taylorInvSqrt function |
| SkString taylorInvSqrtFuncName; |
| builder->fsEmitFunction(kVec4f_GrSLType, |
| "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args, |
| "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n" |
| "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName); |
| |
| // Add vec3 noise function |
| static const GrGLShaderVar gNoiseVec3Args[] = { |
| GrGLShaderVar("v", kVec3f_GrSLType) |
| }; |
| |
| SkString noiseCode; |
| noiseCode.append( |
| "const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n" |
| "const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n" |
| |
| // First corner |
| "vec3 i = floor(v + dot(v, C.yyy));\n" |
| "vec3 x0 = v - i + dot(i, C.xxx);\n" |
| |
| // Other corners |
| "vec3 g = step(x0.yzx, x0.xyz);\n" |
| "vec3 l = 1.0 - g;\n" |
| "vec3 i1 = min(g.xyz, l.zxy);\n" |
| "vec3 i2 = max(g.xyz, l.zxy);\n" |
| |
| "vec3 x1 = x0 - i1 + C.xxx;\n" |
| "vec3 x2 = x0 - i2 + C.yyy;\n" // 2.0*C.x = 1/3 = C.y |
| "vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y |
| ); |
| |
| noiseCode.appendf( |
| // Permutations |
| "i = %s(i);\n" |
| "vec4 p = %s(%s(%s(\n" |
| " i.z + vec4(0.0, i1.z, i2.z, 1.0)) +\n" |
| " i.y + vec4(0.0, i1.y, i2.y, 1.0)) +\n" |
| " i.x + vec4(0.0, i1.x, i2.x, 1.0));\n", |
| mod289_3_funcName.c_str(), permuteFuncName.c_str(), permuteFuncName.c_str(), |
| permuteFuncName.c_str()); |
| |
| noiseCode.append( |
| // Gradients: 7x7 points over a square, mapped onto an octahedron. |
| // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) |
| "float n_ = 0.142857142857;\n" // 1.0/7.0 |
| "vec3 ns = n_ * D.wyz - D.xzx;\n" |
| |
| "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n" // mod(p,7*7) |
| |
| "vec4 x_ = floor(j * ns.z);\n" |
| "vec4 y_ = floor(j - 7.0 * x_);" // mod(j,N) |
| |
| "vec4 x = x_ *ns.x + ns.yyyy;\n" |
| "vec4 y = y_ *ns.x + ns.yyyy;\n" |
| "vec4 h = 1.0 - abs(x) - abs(y);\n" |
| |
| "vec4 b0 = vec4(x.xy, y.xy);\n" |
| "vec4 b1 = vec4(x.zw, y.zw);\n" |
| ); |
| |
| noiseCode.append( |
| "vec4 s0 = floor(b0) * 2.0 + 1.0;\n" |
| "vec4 s1 = floor(b1) * 2.0 + 1.0;\n" |
| "vec4 sh = -step(h, vec4(0.0));\n" |
| |
| "vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n" |
| "vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n" |
| |
| "vec3 p0 = vec3(a0.xy, h.x);\n" |
| "vec3 p1 = vec3(a0.zw, h.y);\n" |
| "vec3 p2 = vec3(a1.xy, h.z);\n" |
| "vec3 p3 = vec3(a1.zw, h.w);\n" |
| ); |
| |
| noiseCode.appendf( |
| // Normalise gradients |
| "vec4 norm = %s(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n" |
| "p0 *= norm.x;\n" |
| "p1 *= norm.y;\n" |
| "p2 *= norm.z;\n" |
| "p3 *= norm.w;\n" |
| |
| // Mix final noise value |
| "vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n" |
| "m = m * m;\n" |
| "return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));", |
| taylorInvSqrtFuncName.c_str()); |
| |
| SkString noiseFuncName; |
| builder->fsEmitFunction(kFloat_GrSLType, |
| "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args, |
| noiseCode.c_str(), &noiseFuncName); |
| |
| const char* noiseVecIni = "noiseVecIni"; |
| const char* factors = "factors"; |
| const char* sum = "sum"; |
| const char* xOffsets = "xOffsets"; |
| const char* yOffsets = "yOffsets"; |
| const char* channel = "channel"; |
| |
| // Fill with some prime numbers |
| builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(13.0, 53.0, 101.0, 151.0);\n", xOffsets); |
| builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(109.0, 167.0, 23.0, 67.0);\n", yOffsets); |
| |
| // There are rounding errors if the floor operation is not performed here |
| builder->fsCodeAppendf( |
| "\t\tvec3 %s = vec3(floor((%s*vec3(%s, 1.0)).xy) * vec2(0.66) * %s, 0.0);\n", |
| noiseVecIni, invMatrixUni, vCoords.c_str(), baseFrequencyUni); |
| |
| // Perturb the texcoords with three components of noise |
| builder->fsCodeAppendf("\t\t%s += 0.1 * vec3(%s(%s + vec3( 0.0, 0.0, %s))," |
| "%s(%s + vec3( 43.0, 17.0, %s))," |
| "%s(%s + vec3(-17.0, -43.0, %s)));\n", |
| noiseVecIni, noiseFuncName.c_str(), noiseVecIni, seedUni, |
| noiseFuncName.c_str(), noiseVecIni, seedUni, |
| noiseFuncName.c_str(), noiseVecIni, seedUni); |
| |
| builder->fsCodeAppendf("\t\t%s = vec4(0.0);\n", outputColor); |
| |
| builder->fsCodeAppendf("\t\tvec3 %s = vec3(1.0);\n", factors); |
| builder->fsCodeAppendf("\t\tfloat %s = 0.0;\n", sum); |
| |
| // Loop over all octaves |
| builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {\n", fNumOctaves); |
| |
| // Loop over the 4 channels |
| builder->fsCodeAppendf("\t\t\tfor (int %s = 3; %s >= 0; --%s) {\n", channel, channel, channel); |
| |
| builder->fsCodeAppendf( |
| "\t\t\t\t%s[channel] += %s.x * %s(%s * %s.yyy - vec3(%s[%s], %s[%s], %s * %s.z));\n", |
| outputColor, factors, noiseFuncName.c_str(), noiseVecIni, factors, xOffsets, channel, |
| yOffsets, channel, seedUni, factors); |
| |
| builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels |
| |
| builder->fsCodeAppendf("\t\t\t%s += %s.x;\n", sum, factors); |
| builder->fsCodeAppendf("\t\t\t%s *= vec3(0.5, 2.0, 0.75);\n", factors); |
| |
| builder->fsCodeAppend("\t\t}\n"); // end of the for loop on octaves |
| |
| if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { |
| // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 |
| // by fractalNoise and (turbulenceFunctionResult) by turbulence. |
| builder->fsCodeAppendf("\t\t%s = %s * vec4(0.5 / %s) + vec4(0.5);\n", |
| outputColor, outputColor, sum); |
| } else { |
| builder->fsCodeAppendf("\t\t%s = abs(%s / vec4(%s));\n", |
| outputColor, outputColor, sum); |
| } |
| |
| builder->fsCodeAppendf("\t\t%s.a *= %s;\n", outputColor, alphaUni); |
| |
| // Clamp values |
| builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);\n", outputColor, outputColor); |
| |
| // Pre-multiply the result |
| builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", |
| outputColor, outputColor, outputColor, outputColor); |
| } |
| |
| void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| const GrDrawEffect&, |
| EffectKey key, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray& coords, |
| const TextureSamplerArray& samplers) { |
| sk_ignore_unused_variable(inputColor); |
| |
| SkString vCoords = builder->ensureFSCoords2D(coords, 0); |
| |
| fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kMat33f_GrSLType, "invMatrix"); |
| const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni); |
| fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kVec2f_GrSLType, "baseFrequency"); |
| const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni); |
| fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kFloat_GrSLType, "alpha"); |
| const char* alphaUni = builder->getUniformCStr(fAlphaUni); |
| |
| const char* stitchDataUni = NULL; |
| if (fStitchTiles) { |
| fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| kVec2f_GrSLType, "stitchData"); |
| stitchDataUni = builder->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* noiseXY = "noiseXY"; |
| const char* noiseVec = "noiseVec"; |
| const char* noiseSmooth = "noiseSmooth"; |
| const char* fractVal = "fractVal"; |
| const char* uv = "uv"; |
| const char* ab = "ab"; |
| const char* latticeIdx = "latticeIdx"; |
| 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 GrGLShaderVar gPerlinNoiseArgs[] = { |
| GrGLShaderVar(chanCoord, kFloat_GrSLType), |
| GrGLShaderVar(noiseVec, kVec2f_GrSLType) |
| }; |
| |
| static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { |
| GrGLShaderVar(chanCoord, kFloat_GrSLType), |
| GrGLShaderVar(noiseVec, kVec2f_GrSLType), |
| GrGLShaderVar(stitchData, kVec2f_GrSLType) |
| }; |
| |
| SkString noiseCode; |
| |
| noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseVec, noiseVec); |
| |
| // smooth curve : t * t * (3 - 2 * t) |
| noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);", |
| noiseSmooth, noiseXY, noiseXY, noiseXY); |
| |
| // Adjust frequencies if we're stitching tiles |
| if (fStitchTiles) { |
| noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", |
| noiseXY, stitchData, noiseXY, stitchData); |
| noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }", |
| noiseXY, stitchData, noiseXY, stitchData); |
| noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", |
| noiseXY, stitchData, noiseXY, stitchData); |
| noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }", |
| noiseXY, stitchData, noiseXY, stitchData); |
| } |
| |
| // Get texture coordinates and normalize |
| noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n", |
| noiseXY, noiseXY); |
| |
| // Get permutation for x |
| { |
| SkString xCoords(""); |
| xCoords.appendf("vec2(%s.x, 0.5)", noiseXY); |
| |
| noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); |
| builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); |
| noiseCode.append(".r;"); |
| } |
| |
| // Get permutation for x + 1 |
| { |
| SkString xCoords(""); |
| xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); |
| |
| noiseCode.appendf("\n\t%s.y = ", latticeIdx); |
| builder->appendTextureLookup(&noiseCode, samplers[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\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY); |
| |
| noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY); |
| |
| noiseCode.appendf("\n\n\tvec2 %s;", uv); |
| // Compute u, at offset (0,0) |
| { |
| SkString latticeCoords(""); |
| latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); |
| noiseCode.appendf("\n\tvec4 %s = ", lattice); |
| builder->appendTextureLookup(&noiseCode, samplers[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)", latticeIdx, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[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(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[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(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[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 (fStitchTiles) { |
| builder->fsEmitFunction(kFloat_GrSLType, |
| "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), |
| gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); |
| } else { |
| builder->fsEmitFunction(kFloat_GrSLType, |
| "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), |
| gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); |
| } |
| |
| // There are rounding errors if the floor operation is not performed here |
| builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s;", |
| noiseVec, invMatrixUni, vCoords.c_str(), baseFrequencyUni); |
| |
| // Clear the color accumulator |
| builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor); |
| |
| if (fStitchTiles) { |
| // Set up TurbulenceInitial stitch values. |
| builder->fsCodeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); |
| } |
| |
| builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio); |
| |
| // Loop over all octaves |
| builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves); |
| |
| builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor); |
| if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { |
| builder->fsCodeAppend("abs("); |
| } |
| if (fStitchTiles) { |
| builder->fsCodeAppendf( |
| "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 { |
| builder->fsCodeAppendf( |
| "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 (fType != SkPerlinNoiseShader::kFractalNoise_Type) { |
| builder->fsCodeAppendf(")"); // end of "abs(" |
| } |
| builder->fsCodeAppendf(" * %s;", ratio); |
| |
| builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); |
| builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio); |
| |
| if (fStitchTiles) { |
| builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); |
| } |
| builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves |
| |
| if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { |
| // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 |
| // by fractalNoise and (turbulenceFunctionResult) by turbulence. |
| builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor); |
| } |
| |
| builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni); |
| |
| // Clamp values |
| builder->fsCodeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor); |
| |
| // Pre-multiply the result |
| builder->fsCodeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", |
| outputColor, outputColor, outputColor, outputColor); |
| } |
| |
| GrGLNoise::GrGLNoise(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect) |
| : INHERITED (factory) |
| , fType(drawEffect.castEffect<GrPerlinNoiseEffect>().type()) |
| , fStitchTiles(drawEffect.castEffect<GrPerlinNoiseEffect>().stitchTiles()) |
| , fNumOctaves(drawEffect.castEffect<GrPerlinNoiseEffect>().numOctaves()) { |
| } |
| |
| GrGLEffect::EffectKey GrGLNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
| const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); |
| |
| EffectKey key = turbulence.numOctaves(); |
| |
| key = key << 3; // Make room for next 3 bits |
| |
| switch (turbulence.type()) { |
| case SkPerlinNoiseShader::kFractalNoise_Type: |
| key |= 0x1; |
| break; |
| case SkPerlinNoiseShader::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 |
| } |
| |
| return key; |
| } |
| |
| void GrGLNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { |
| const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); |
| |
| const SkVector& baseFrequency = turbulence.baseFrequency(); |
| uman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); |
| uman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255))); |
| |
| SkMatrix m = turbulence.matrix(); |
| m.postTranslate(-SK_Scalar1, -SK_Scalar1); |
| SkMatrix invM; |
| if (!m.invert(&invM)) { |
| invM.reset(); |
| } else { |
| invM.postConcat(invM); // Square the matrix |
| } |
| uman.setSkMatrix(fInvMatrixUni, invM); |
| } |
| |
| void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { |
| INHERITED::setData(uman, drawEffect); |
| |
| const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); |
| if (turbulence.stitchTiles()) { |
| const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData(); |
| uman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth), |
| SkIntToScalar(stitchData.fHeight)); |
| } |
| } |
| |
| void GrGLSimplexNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { |
| INHERITED::setData(uman, drawEffect); |
| |
| const GrSimplexNoiseEffect& turbulence = drawEffect.castEffect<GrSimplexNoiseEffect>(); |
| uman.set1f(fSeedUni, turbulence.seed()); |
| } |
| |
| ///////////////////////////////////////////////////////////////////// |
| |
| GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& paint) const { |
| SkASSERT(NULL != context); |
| |
| if (0 == fNumOctaves) { |
| SkColor clearColor = 0; |
| if (kFractalNoise_Type == fType) { |
| clearColor = SkColorSetARGB(paint.getAlpha() / 2, 127, 127, 127); |
| } |
| SkAutoTUnref<SkColorFilter> cf(SkColorFilter::CreateModeFilter( |
| clearColor, SkXfermode::kSrc_Mode)); |
| return cf->asNewEffect(context); |
| } |
| |
| // Either we don't stitch tiles, either we have a valid tile size |
| SkASSERT(!fStitchTiles || !fTileSize.isEmpty()); |
| |
| #ifdef SK_USE_SIMPLEX_NOISE |
| // Simplex noise is currently disabled but can be enabled by defining SK_USE_SIMPLEX_NOISE |
| sk_ignore_unused_variable(context); |
| GrEffectRef* effect = |
| GrSimplexNoiseEffect::Create(fType, fPaintingData->fBaseFrequency, |
| fNumOctaves, fStitchTiles, fSeed, |
| this->getLocalMatrix(), paint.getAlpha()); |
| #else |
| GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture( |
| context, *fPaintingData->getPermutationsBitmap(), NULL); |
| GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture( |
| context, *fPaintingData->getNoiseBitmap(), NULL); |
| |
| GrEffectRef* effect = (NULL != permutationsTexture) && (NULL != noiseTexture) ? |
| GrPerlinNoiseEffect::Create(fType, fPaintingData->fBaseFrequency, |
| fNumOctaves, fStitchTiles, |
| fPaintingData->fStitchDataInit, |
| permutationsTexture, noiseTexture, |
| this->getLocalMatrix(), paint.getAlpha()) : |
| NULL; |
| |
| // Unlock immediately, this is not great, but we don't have a way of |
| // knowing when else to unlock it currently. TODO: Remove this when |
| // unref becomes the unlock replacement for all types of textures. |
| if (NULL != permutationsTexture) { |
| GrUnlockAndUnrefCachedBitmapTexture(permutationsTexture); |
| } |
| if (NULL != noiseTexture) { |
| GrUnlockAndUnrefCachedBitmapTexture(noiseTexture); |
| } |
| #endif |
| |
| return effect; |
| } |
| |
| #else |
| |
| GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { |
| SkDEBUGFAIL("Should not call in GPU-less build"); |
| return NULL; |
| } |
| |
| #endif |
| |
| #ifdef SK_DEVELOPER |
| void SkPerlinNoiseShader::toString(SkString* str) const { |
| str->append("SkPerlinNoiseShader: ("); |
| |
| 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 |