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ethannicholas417011c2015-11-09 06:35:12 -08001/*
2 * Copyright 2013 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#ifndef SkPerlinNoiseShader2_DEFINED
9#define SkPerlinNoiseShader2_DEFINED
10
11#include "SkShader.h"
12
13/** \class SkPerlinNoiseShader2
14
15 SkPerlinNoiseShader2 creates an image using the Perlin turbulence function.
16
17 It can produce tileable noise if asked to stitch tiles and provided a tile size.
18 In order to fill a large area with repeating noise, set the stitchTiles flag to
19 true, and render exactly a single tile of noise. Without this flag, the result
20 will contain visible seams between tiles.
21
22 The algorithm used is described here :
23 http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
24*/
25class SK_API SkPerlinNoiseShader2 : public SkShader {
26public:
27 struct StitchData;
28 struct PaintingData;
29
30 /**
Herb Derby99d47212017-01-31 15:30:44 -050031 * About the noise types : the difference between the first 2 is just minor tweaks to the
32 * algorithm, they're not 2 entirely different noises. The output looks different, but once the
33 * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
ethannicholas417011c2015-11-09 06:35:12 -080034 * doing :
35 * kFractalNoise_Type : noise * 0.5 + 0.5
36 * kTurbulence_Type : abs(noise)
37 * Very little differences between the 2 types, although you can tell the difference visually.
38 * "Improved" is based on the Improved Perlin Noise algorithm described at
39 * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
40 * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
41 * changes to the noise, making it suitable for animated noise.
42 */
43 enum Type {
44 kFractalNoise_Type,
45 kTurbulence_Type,
46 kImprovedNoise_Type,
47 kFirstType = kFractalNoise_Type,
48 kLastType = kImprovedNoise_Type
49 };
50 /**
51 * This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
52 *
53 * Both base frequencies (X and Y) have a usual range of (0..1).
54 *
55 * The number of octaves provided should be fairly small, although no limit is enforced.
56 * Each octave doubles the frequency, so 10 octaves would produce noise from
57 * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
58 * periods and resembles regular unstructured noise rather than Perlin noise.
59 *
60 * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
61 * the frequencies so that the noise will be tileable for the given tile size. If tileSize
62 * is NULL or an empty size, the frequencies will be used as is without modification.
63 */
reed8a21c9f2016-03-08 18:50:00 -080064 static sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
65 int numOctaves, SkScalar seed,
66 const SkISize* tileSize = NULL);
67 static sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
68 int numOctaves, SkScalar seed,
69 const SkISize* tileSize = NULL);
ethannicholas417011c2015-11-09 06:35:12 -080070 /**
71 * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the
72 * other two types, but minor variations to z will only slightly change the noise.
73 */
reed8a21c9f2016-03-08 18:50:00 -080074 static sk_sp<SkShader> MakeImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
75 int numOctaves, SkScalar z);
ethannicholas417011c2015-11-09 06:35:12 -080076 /**
77 * Create alias for CreateTurbulunce until all Skia users changed
78 * its code to use the new naming
79 */
reed8a21c9f2016-03-08 18:50:00 -080080 static sk_sp<SkShader> MakeTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
81 int numOctaves, SkScalar seed,
82 const SkISize* tileSize = NULL) {
83 return MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize);
ethannicholas417011c2015-11-09 06:35:12 -080084 }
85
ethannicholas417011c2015-11-09 06:35:12 -080086 class PerlinNoiseShaderContext : public SkShader::Context {
87 public:
88 PerlinNoiseShaderContext(const SkPerlinNoiseShader2& shader, const ContextRec&);
89 virtual ~PerlinNoiseShaderContext();
90
91 void shadeSpan(int x, int y, SkPMColor[], int count) override;
ethannicholas417011c2015-11-09 06:35:12 -080092
93 private:
94 SkPMColor shade(const SkPoint& point, StitchData& stitchData) const;
95 SkScalar calculateTurbulenceValueForPoint(
96 int channel,
97 StitchData& stitchData, const SkPoint& point) const;
98 SkScalar calculateImprovedNoiseValueForPoint(int channel, const SkPoint& point) const;
99 SkScalar noise2D(int channel,
100 const StitchData& stitchData, const SkPoint& noiseVector) const;
101
102 SkMatrix fMatrix;
103 PaintingData* fPaintingData;
104
105 typedef SkShader::Context INHERITED;
106 };
107
108#if SK_SUPPORT_GPU
brianosman839345d2016-07-22 11:04:53 -0700109 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
ethannicholas417011c2015-11-09 06:35:12 -0800110#endif
111
112 SK_TO_STRING_OVERRIDE()
113 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader2)
114
115protected:
116 void flatten(SkWriteBuffer&) const override;
Herb Derby83e939b2017-02-07 14:25:11 -0500117 Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
ethannicholas417011c2015-11-09 06:35:12 -0800118
119private:
120 SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type, SkScalar baseFrequencyX,
121 SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
122 const SkISize* tileSize);
123 virtual ~SkPerlinNoiseShader2();
124
125 const SkPerlinNoiseShader2::Type fType;
126 const SkScalar fBaseFrequencyX;
127 const SkScalar fBaseFrequencyY;
128 const int fNumOctaves;
129 const SkScalar fSeed;
130 const SkISize fTileSize;
131 const bool fStitchTiles;
132
133 typedef SkShader INHERITED;
134};
135
136#endif