1 /* 2 * Copyright 2013 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #include "SkDither.h" 9 #include "SkPerlinNoiseShader.h" 10 #include "SkFlattenableBuffers.h" 11 #include "SkShader.h" 12 #include "SkUnPreMultiply.h" 13 #include "SkString.h" 14 15 #if SK_SUPPORT_GPU 16 #include "GrContext.h" 17 #include "gl/GrGLEffect.h" 18 #include "gl/GrGLEffectMatrix.h" 19 #include "GrTBackendEffectFactory.h" 20 #include "SkGr.h" 21 #endif 22 23 static const int kBlockSize = 256; 24 static const int kBlockMask = kBlockSize - 1; 25 static const int kPerlinNoise = 4096; 26 static const int kRandMaximum = SK_MaxS32; // 2**31 - 1 27 28 namespace { 29 30 // noiseValue is the color component's value (or color) 31 // limitValue is the maximum perlin noise array index value allowed 32 // newValue is the current noise dimension (either width or height) 33 inline int checkNoise(int noiseValue, int limitValue, int newValue) { 34 // If the noise value would bring us out of bounds of the current noise array while we are 35 // stiching noise tiles together, wrap the noise around the current dimension of the noise to 36 // stay within the array bounds in a continuous fashion (so that tiling lines are not visible) 37 if (noiseValue >= limitValue) { 38 noiseValue -= newValue; 39 } 40 if (noiseValue >= limitValue - 1) { 41 noiseValue -= newValue - 1; 42 } 43 return noiseValue; 44 } 45 46 inline SkScalar smoothCurve(SkScalar t) { 47 static const SkScalar SK_Scalar3 = SkFloatToScalar(3.0f); 48 49 // returns t * t * (3 - 2 * t) 50 return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t); 51 } 52 53 } // end namespace 54 55 struct SkPerlinNoiseShader::StitchData { 56 StitchData() 57 : fWidth(0) 58 , fWrapX(0) 59 , fHeight(0) 60 , fWrapY(0) 61 {} 62 63 bool operator==(const StitchData& other) const { 64 return fWidth == other.fWidth && 65 fWrapX == other.fWrapX && 66 fHeight == other.fHeight && 67 fWrapY == other.fWrapY; 68 } 69 70 int fWidth; // How much to subtract to wrap for stitching. 71 int fWrapX; // Minimum value to wrap. 72 int fHeight; 73 int fWrapY; 74 }; 75 76 struct SkPerlinNoiseShader::PaintingData { 77 PaintingData(const SkISize& tileSize) 78 : fSeed(0) 79 , fTileSize(tileSize) 80 , fPermutationsBitmap(NULL) 81 , fNoiseBitmap(NULL) 82 {} 83 84 ~PaintingData() 85 { 86 SkDELETE(fPermutationsBitmap); 87 SkDELETE(fNoiseBitmap); 88 } 89 90 int fSeed; 91 uint8_t fLatticeSelector[kBlockSize]; 92 uint16_t fNoise[4][kBlockSize][2]; 93 SkPoint fGradient[4][kBlockSize]; 94 SkISize fTileSize; 95 SkVector fBaseFrequency; 96 StitchData fStitchDataInit; 97 98 private: 99 100 SkBitmap* fPermutationsBitmap; 101 SkBitmap* fNoiseBitmap; 102 103 public: 104 105 inline int random() { 106 static const int gRandAmplitude = 16807; // 7**5; primitive root of m 107 static const int gRandQ = 127773; // m / a 108 static const int gRandR = 2836; // m % a 109 110 int result = gRandAmplitude * (fSeed % gRandQ) - gRandR * (fSeed / gRandQ); 111 if (result <= 0) 112 result += kRandMaximum; 113 fSeed = result; 114 return result; 115 } 116 117 void init(SkScalar seed) 118 { 119 static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize)); 120 121 // The seed value clamp to the range [1, kRandMaximum - 1]. 122 fSeed = SkScalarRoundToInt(seed); 123 if (fSeed <= 0) { 124 fSeed = -(fSeed % (kRandMaximum - 1)) + 1; 125 } 126 if (fSeed > kRandMaximum - 1) { 127 fSeed = kRandMaximum - 1; 128 } 129 for (int channel = 0; channel < 4; ++channel) { 130 for (int i = 0; i < kBlockSize; ++i) { 131 fLatticeSelector[i] = i; 132 fNoise[channel][i][0] = (random() % (2 * kBlockSize)); 133 fNoise[channel][i][1] = (random() % (2 * kBlockSize)); 134 } 135 } 136 for (int i = kBlockSize - 1; i > 0; --i) { 137 int k = fLatticeSelector[i]; 138 int j = random() % kBlockSize; 139 SkASSERT(j >= 0); 140 SkASSERT(j < kBlockSize); 141 fLatticeSelector[i] = fLatticeSelector[j]; 142 fLatticeSelector[j] = k; 143 } 144 145 // Perform the permutations now 146 { 147 // Copy noise data 148 uint16_t noise[4][kBlockSize][2]; 149 for (int i = 0; i < kBlockSize; ++i) { 150 for (int channel = 0; channel < 4; ++channel) { 151 for (int j = 0; j < 2; ++j) { 152 noise[channel][i][j] = fNoise[channel][i][j]; 153 } 154 } 155 } 156 // Do permutations on noise data 157 for (int i = 0; i < kBlockSize; ++i) { 158 for (int channel = 0; channel < 4; ++channel) { 159 for (int j = 0; j < 2; ++j) { 160 fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j]; 161 } 162 } 163 } 164 } 165 166 // Half of the largest possible value for 16 bit unsigned int 167 static const SkScalar gHalfMax16bits = SkFloatToScalar(32767.5f); 168 169 // Compute gradients from permutated noise data 170 for (int channel = 0; channel < 4; ++channel) { 171 for (int i = 0; i < kBlockSize; ++i) { 172 fGradient[channel][i] = SkPoint::Make( 173 SkScalarMul(SkIntToScalar(fNoise[channel][i][0] - kBlockSize), 174 gInvBlockSizef), 175 SkScalarMul(SkIntToScalar(fNoise[channel][i][1] - kBlockSize), 176 gInvBlockSizef)); 177 fGradient[channel][i].normalize(); 178 // Put the normalized gradient back into the noise data 179 fNoise[channel][i][0] = SkScalarRoundToInt(SkScalarMul( 180 fGradient[channel][i].fX + SK_Scalar1, gHalfMax16bits)); 181 fNoise[channel][i][1] = SkScalarRoundToInt(SkScalarMul( 182 fGradient[channel][i].fY + SK_Scalar1, gHalfMax16bits)); 183 } 184 } 185 186 // Invalidate bitmaps 187 SkDELETE(fPermutationsBitmap); 188 fPermutationsBitmap = NULL; 189 SkDELETE(fNoiseBitmap); 190 fNoiseBitmap = NULL; 191 } 192 193 void stitch() { 194 SkScalar tileWidth = SkIntToScalar(fTileSize.width()); 195 SkScalar tileHeight = SkIntToScalar(fTileSize.height()); 196 SkASSERT(tileWidth > 0 && tileHeight > 0); 197 // When stitching tiled turbulence, the frequencies must be adjusted 198 // so that the tile borders will be continuous. 199 if (fBaseFrequency.fX) { 200 SkScalar lowFrequencx = SkScalarDiv( 201 SkScalarMulFloor(tileWidth, fBaseFrequency.fX), tileWidth); 202 SkScalar highFrequencx = SkScalarDiv( 203 SkScalarMulCeil(tileWidth, fBaseFrequency.fX), tileWidth); 204 // BaseFrequency should be non-negative according to the standard. 205 if (SkScalarDiv(fBaseFrequency.fX, lowFrequencx) < 206 SkScalarDiv(highFrequencx, fBaseFrequency.fX)) { 207 fBaseFrequency.fX = lowFrequencx; 208 } else { 209 fBaseFrequency.fX = highFrequencx; 210 } 211 } 212 if (fBaseFrequency.fY) { 213 SkScalar lowFrequency = SkScalarDiv( 214 SkScalarMulFloor(tileHeight, fBaseFrequency.fY), tileHeight); 215 SkScalar highFrequency = SkScalarDiv( 216 SkScalarMulCeil(tileHeight, fBaseFrequency.fY), tileHeight); 217 if (SkScalarDiv(fBaseFrequency.fY, lowFrequency) < 218 SkScalarDiv(highFrequency, fBaseFrequency.fY)) { 219 fBaseFrequency.fY = lowFrequency; 220 } else { 221 fBaseFrequency.fY = highFrequency; 222 } 223 } 224 // Set up TurbulenceInitial stitch values. 225 fStitchDataInit.fWidth = 226 SkScalarMulRound(tileWidth, fBaseFrequency.fX); 227 fStitchDataInit.fWrapX = kPerlinNoise + fStitchDataInit.fWidth; 228 fStitchDataInit.fHeight = 229 SkScalarMulRound(tileHeight, fBaseFrequency.fY); 230 fStitchDataInit.fWrapY = kPerlinNoise + fStitchDataInit.fHeight; 231 } 232 233 SkBitmap* getPermutationsBitmap() 234 { 235 if (!fPermutationsBitmap) { 236 fPermutationsBitmap = SkNEW(SkBitmap); 237 fPermutationsBitmap->setConfig(SkBitmap::kA8_Config, kBlockSize, 1); 238 fPermutationsBitmap->allocPixels(); 239 uint8_t* bitmapPixels = fPermutationsBitmap->getAddr8(0, 0); 240 memcpy(bitmapPixels, fLatticeSelector, sizeof(uint8_t) * kBlockSize); 241 } 242 return fPermutationsBitmap; 243 } 244 245 SkBitmap* getNoiseBitmap() 246 { 247 if (!fNoiseBitmap) { 248 fNoiseBitmap = SkNEW(SkBitmap); 249 fNoiseBitmap->setConfig(SkBitmap::kARGB_8888_Config, kBlockSize, 4); 250 fNoiseBitmap->allocPixels(); 251 uint32_t* bitmapPixels = fNoiseBitmap->getAddr32(0, 0); 252 memcpy(bitmapPixels, fNoise[0][0], sizeof(uint16_t) * kBlockSize * 4 * 2); 253 } 254 return fNoiseBitmap; 255 } 256 }; 257 258 SkShader* SkPerlinNoiseShader::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, 259 int numOctaves, SkScalar seed, 260 const SkISize* tileSize) { 261 return SkNEW_ARGS(SkPerlinNoiseShader, (kFractalNoise_Type, baseFrequencyX, baseFrequencyY, 262 numOctaves, seed, tileSize)); 263 } 264 265 SkShader* SkPerlinNoiseShader::CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, 266 int numOctaves, SkScalar seed, 267 const SkISize* tileSize) { 268 return SkNEW_ARGS(SkPerlinNoiseShader, (kTurbulence_Type, baseFrequencyX, baseFrequencyY, 269 numOctaves, seed, tileSize)); 270 } 271 272 SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, 273 SkScalar baseFrequencyX, 274 SkScalar baseFrequencyY, 275 int numOctaves, 276 SkScalar seed, 277 const SkISize* tileSize) 278 : fType(type) 279 , fBaseFrequencyX(baseFrequencyX) 280 , fBaseFrequencyY(baseFrequencyY) 281 , fNumOctaves(numOctaves & 0xFF /*[0,255] octaves allowed*/) 282 , fSeed(seed) 283 , fStitchTiles((tileSize != NULL) && !tileSize->isEmpty()) 284 , fPaintingData(NULL) 285 { 286 SkASSERT(numOctaves >= 0 && numOctaves < 256); 287 setTileSize(fStitchTiles ? *tileSize : SkISize::Make(0,0)); 288 fMatrix.reset(); 289 } 290 291 SkPerlinNoiseShader::SkPerlinNoiseShader(SkFlattenableReadBuffer& buffer) : 292 INHERITED(buffer), fPaintingData(NULL) { 293 fType = (SkPerlinNoiseShader::Type) buffer.readInt(); 294 fBaseFrequencyX = buffer.readScalar(); 295 fBaseFrequencyY = buffer.readScalar(); 296 fNumOctaves = buffer.readInt(); 297 fSeed = buffer.readScalar(); 298 fStitchTiles = buffer.readBool(); 299 fTileSize.fWidth = buffer.readInt(); 300 fTileSize.fHeight = buffer.readInt(); 301 setTileSize(fTileSize); 302 fMatrix.reset(); 303 } 304 305 SkPerlinNoiseShader::~SkPerlinNoiseShader() { 306 // Safety, should have been done in endContext() 307 SkDELETE(fPaintingData); 308 } 309 310 void SkPerlinNoiseShader::flatten(SkFlattenableWriteBuffer& buffer) const { 311 this->INHERITED::flatten(buffer); 312 buffer.writeInt((int) fType); 313 buffer.writeScalar(fBaseFrequencyX); 314 buffer.writeScalar(fBaseFrequencyY); 315 buffer.writeInt(fNumOctaves); 316 buffer.writeScalar(fSeed); 317 buffer.writeBool(fStitchTiles); 318 buffer.writeInt(fTileSize.fWidth); 319 buffer.writeInt(fTileSize.fHeight); 320 } 321 322 void SkPerlinNoiseShader::initPaint(PaintingData& paintingData) 323 { 324 paintingData.init(fSeed); 325 326 // Set frequencies to original values 327 paintingData.fBaseFrequency.set(fBaseFrequencyX, fBaseFrequencyY); 328 // Adjust frequecies based on size if stitching is enabled 329 if (fStitchTiles) { 330 paintingData.stitch(); 331 } 332 } 333 334 void SkPerlinNoiseShader::setTileSize(const SkISize& tileSize) { 335 fTileSize = tileSize; 336 337 if (NULL == fPaintingData) { 338 fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize)); 339 initPaint(*fPaintingData); 340 } else { 341 // Set Size 342 fPaintingData->fTileSize = fTileSize; 343 // Set frequencies to original values 344 fPaintingData->fBaseFrequency.set(fBaseFrequencyX, fBaseFrequencyY); 345 // Adjust frequecies based on size if stitching is enabled 346 if (fStitchTiles) { 347 fPaintingData->stitch(); 348 } 349 } 350 } 351 352 SkScalar SkPerlinNoiseShader::noise2D(int channel, const PaintingData& paintingData, 353 const StitchData& stitchData, const SkPoint& noiseVector) 354 { 355 struct Noise { 356 int noisePositionIntegerValue; 357 SkScalar noisePositionFractionValue; 358 Noise(SkScalar component) 359 { 360 SkScalar position = component + kPerlinNoise; 361 noisePositionIntegerValue = SkScalarFloorToInt(position); 362 noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue); 363 } 364 }; 365 Noise noiseX(noiseVector.x()); 366 Noise noiseY(noiseVector.y()); 367 SkScalar u, v; 368 // If stitching, adjust lattice points accordingly. 369 if (fStitchTiles) { 370 noiseX.noisePositionIntegerValue = 371 checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); 372 noiseY.noisePositionIntegerValue = 373 checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); 374 } 375 noiseX.noisePositionIntegerValue &= kBlockMask; 376 noiseY.noisePositionIntegerValue &= kBlockMask; 377 int latticeIndex = 378 paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] + 379 noiseY.noisePositionIntegerValue; 380 int nextLatticeIndex = 381 paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & kBlockMask] + 382 noiseY.noisePositionIntegerValue; 383 SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); 384 SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); 385 // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement 386 SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue, 387 noiseY.noisePositionFractionValue); // Offset (0,0) 388 u = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionValue); 389 fractionValue.fX -= SK_Scalar1; // Offset (-1,0) 390 v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fractionValue); 391 SkScalar a = SkScalarInterp(u, v, sx); 392 fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) 393 v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot(fractionValue); 394 fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) 395 u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fractionValue); 396 SkScalar b = SkScalarInterp(u, v, sx); 397 return SkScalarInterp(a, b, sy); 398 } 399 400 SkScalar SkPerlinNoiseShader::calculateTurbulenceValueForPoint( 401 int channel, const PaintingData& paintingData, StitchData& stitchData, const SkPoint& point) 402 { 403 if (fStitchTiles) { 404 // Set up TurbulenceInitial stitch values. 405 stitchData = paintingData.fStitchDataInit; 406 } 407 SkScalar turbulenceFunctionResult = 0; 408 SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), paintingData.fBaseFrequency.fX), 409 SkScalarMul(point.y(), paintingData.fBaseFrequency.fY))); 410 SkScalar ratio = SK_Scalar1; 411 for (int octave = 0; octave < fNumOctaves; ++octave) { 412 SkScalar noise = noise2D(channel, paintingData, stitchData, noiseVector); 413 turbulenceFunctionResult += SkScalarDiv( 414 (fType == kFractalNoise_Type) ? noise : SkScalarAbs(noise), ratio); 415 noiseVector.fX *= 2; 416 noiseVector.fY *= 2; 417 ratio *= 2; 418 if (fStitchTiles) { 419 // Update stitch values 420 stitchData.fWidth *= 2; 421 stitchData.fWrapX = stitchData.fWidth + kPerlinNoise; 422 stitchData.fHeight *= 2; 423 stitchData.fWrapY = stitchData.fHeight + kPerlinNoise; 424 } 425 } 426 427 // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 428 // by fractalNoise and (turbulenceFunctionResult) by turbulence. 429 if (fType == kFractalNoise_Type) { 430 turbulenceFunctionResult = 431 SkScalarMul(turbulenceFunctionResult, SK_ScalarHalf) + SK_ScalarHalf; 432 } 433 434 if (channel == 3) { // Scale alpha by paint value 435 turbulenceFunctionResult = SkScalarMul(turbulenceFunctionResult, 436 SkScalarDiv(SkIntToScalar(getPaintAlpha()), SkIntToScalar(255))); 437 } 438 439 // Clamp result 440 return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1); 441 } 442 443 SkPMColor SkPerlinNoiseShader::shade(const SkPoint& point, StitchData& stitchData) { 444 SkMatrix matrix = fMatrix; 445 SkMatrix invMatrix; 446 if (!matrix.invert(&invMatrix)) { 447 invMatrix.reset(); 448 } else { 449 invMatrix.postConcat(invMatrix); // Square the matrix 450 } 451 // This (1,1) translation is due to WebKit's 1 based coordinates for the noise 452 // (as opposed to 0 based, usually). The same adjustment is in the setData() function. 453 matrix.postTranslate(SK_Scalar1, SK_Scalar1); 454 SkPoint newPoint; 455 matrix.mapPoints(&newPoint, &point, 1); 456 invMatrix.mapPoints(&newPoint, &newPoint, 1); 457 newPoint.fX = SkScalarRoundToScalar(newPoint.fX); 458 newPoint.fY = SkScalarRoundToScalar(newPoint.fY); 459 460 U8CPU rgba[4]; 461 for (int channel = 3; channel >= 0; --channel) { 462 rgba[channel] = SkScalarFloorToInt(255 * 463 calculateTurbulenceValueForPoint(channel, *fPaintingData, stitchData, newPoint)); 464 } 465 return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]); 466 } 467 468 bool SkPerlinNoiseShader::setContext(const SkBitmap& device, const SkPaint& paint, 469 const SkMatrix& matrix) { 470 fMatrix = matrix; 471 return INHERITED::setContext(device, paint, matrix); 472 } 473 474 void SkPerlinNoiseShader::shadeSpan(int x, int y, SkPMColor result[], int count) { 475 SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y)); 476 StitchData stitchData; 477 for (int i = 0; i < count; ++i) { 478 result[i] = shade(point, stitchData); 479 point.fX += SK_Scalar1; 480 } 481 } 482 483 void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count) { 484 SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y)); 485 StitchData stitchData; 486 DITHER_565_SCAN(y); 487 for (int i = 0; i < count; ++i) { 488 unsigned dither = DITHER_VALUE(x); 489 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither); 490 DITHER_INC_X(x); 491 point.fX += SK_Scalar1; 492 } 493 } 494 495 ///////////////////////////////////////////////////////////////////// 496 497 #if SK_SUPPORT_GPU 498 499 #include "GrTBackendEffectFactory.h" 500 501 class GrGLNoise : public GrGLEffect { 502 public: 503 GrGLNoise(const GrBackendEffectFactory& factory, 504 const GrDrawEffect& drawEffect); 505 virtual ~GrGLNoise() {} 506 507 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); 508 509 virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; 510 511 protected: 512 SkPerlinNoiseShader::Type fType; 513 bool fStitchTiles; 514 int fNumOctaves; 515 GrGLUniformManager::UniformHandle fBaseFrequencyUni; 516 GrGLUniformManager::UniformHandle fAlphaUni; 517 GrGLUniformManager::UniformHandle fInvMatrixUni; 518 GrGLEffectMatrix fEffectMatrix; 519 520 private: 521 typedef GrGLEffect INHERITED; 522 }; 523 524 class GrGLPerlinNoise : public GrGLNoise { 525 public: 526 GrGLPerlinNoise(const GrBackendEffectFactory& factory, 527 const GrDrawEffect& drawEffect) 528 : GrGLNoise(factory, drawEffect) {} 529 virtual ~GrGLPerlinNoise() {} 530 531 virtual void emitCode(GrGLShaderBuilder*, 532 const GrDrawEffect&, 533 EffectKey, 534 const char* outputColor, 535 const char* inputColor, 536 const TextureSamplerArray&) SK_OVERRIDE; 537 538 virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; 539 540 private: 541 GrGLUniformManager::UniformHandle fStitchDataUni; 542 543 typedef GrGLNoise INHERITED; 544 }; 545 546 class GrGLSimplexNoise : public GrGLNoise { 547 // Note : This is for reference only. GrGLPerlinNoise is used for processing. 548 public: 549 GrGLSimplexNoise(const GrBackendEffectFactory& factory, 550 const GrDrawEffect& drawEffect) 551 : GrGLNoise(factory, drawEffect) {} 552 553 virtual ~GrGLSimplexNoise() {} 554 555 virtual void emitCode(GrGLShaderBuilder*, 556 const GrDrawEffect&, 557 EffectKey, 558 const char* outputColor, 559 const char* inputColor, 560 const TextureSamplerArray&) SK_OVERRIDE; 561 562 virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; 563 564 private: 565 GrGLUniformManager::UniformHandle fSeedUni; 566 567 typedef GrGLNoise INHERITED; 568 }; 569 570 ///////////////////////////////////////////////////////////////////// 571 572 class GrNoiseEffect : public GrEffect { 573 public: 574 virtual ~GrNoiseEffect() { } 575 576 SkPerlinNoiseShader::Type type() const { return fType; } 577 bool stitchTiles() const { return fStitchTiles; } 578 const SkVector& baseFrequency() const { return fBaseFrequency; } 579 int numOctaves() const { return fNumOctaves; } 580 const SkMatrix& matrix() const { return fMatrix; } 581 uint8_t alpha() const { return fAlpha; } 582 GrGLEffectMatrix::CoordsType coordsType() const { return GrEffect::kLocal_CoordsType; } 583 584 void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE { 585 *validFlags = 0; // This is noise. Nothing is constant. 586 } 587 588 protected: 589 virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { 590 const GrNoiseEffect& s = CastEffect<GrNoiseEffect>(sBase); 591 return fType == s.fType && 592 fBaseFrequency == s.fBaseFrequency && 593 fNumOctaves == s.fNumOctaves && 594 fStitchTiles == s.fStitchTiles && 595 fMatrix == s.fMatrix && 596 fAlpha == s.fAlpha; 597 } 598 599 GrNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, int numOctaves, 600 bool stitchTiles, const SkMatrix& matrix, uint8_t alpha) 601 : fType(type) 602 , fBaseFrequency(baseFrequency) 603 , fNumOctaves(numOctaves) 604 , fStitchTiles(stitchTiles) 605 , fMatrix(matrix) 606 , fAlpha(alpha) { 607 } 608 609 SkPerlinNoiseShader::Type fType; 610 SkVector fBaseFrequency; 611 int fNumOctaves; 612 bool fStitchTiles; 613 SkMatrix fMatrix; 614 uint8_t fAlpha; 615 616 private: 617 typedef GrEffect INHERITED; 618 }; 619 620 class GrPerlinNoiseEffect : public GrNoiseEffect { 621 public: 622 static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, 623 int numOctaves, bool stitchTiles, 624 const SkPerlinNoiseShader::StitchData& stitchData, 625 GrTexture* permutationsTexture, GrTexture* noiseTexture, 626 const SkMatrix& matrix, uint8_t alpha) { 627 AutoEffectUnref effect(SkNEW_ARGS(GrPerlinNoiseEffect, (type, baseFrequency, numOctaves, 628 stitchTiles, stitchData, permutationsTexture, noiseTexture, matrix, alpha))); 629 return CreateEffectRef(effect); 630 } 631 632 virtual ~GrPerlinNoiseEffect() { } 633 634 static const char* Name() { return "PerlinNoise"; } 635 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { 636 return GrTBackendEffectFactory<GrPerlinNoiseEffect>::getInstance(); 637 } 638 const SkPerlinNoiseShader::StitchData& stitchData() const { return fStitchData; } 639 640 typedef GrGLPerlinNoise GLEffect; 641 642 private: 643 virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { 644 const GrPerlinNoiseEffect& s = CastEffect<GrPerlinNoiseEffect>(sBase); 645 return INHERITED::onIsEqual(sBase) && 646 fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() && 647 fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() && 648 fStitchData == s.fStitchData; 649 } 650 651 GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, 652 int numOctaves, bool stitchTiles, 653 const SkPerlinNoiseShader::StitchData& stitchData, 654 GrTexture* permutationsTexture, GrTexture* noiseTexture, 655 const SkMatrix& matrix, uint8_t alpha) 656 : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha) 657 , fPermutationsAccess(permutationsTexture) 658 , fNoiseAccess(noiseTexture) 659 , fStitchData(stitchData) { 660 this->addTextureAccess(&fPermutationsAccess); 661 this->addTextureAccess(&fNoiseAccess); 662 } 663 664 GR_DECLARE_EFFECT_TEST; 665 666 GrTextureAccess fPermutationsAccess; 667 GrTextureAccess fNoiseAccess; 668 SkPerlinNoiseShader::StitchData fStitchData; 669 670 typedef GrNoiseEffect INHERITED; 671 }; 672 673 class GrSimplexNoiseEffect : public GrNoiseEffect { 674 // Note : This is for reference only. GrPerlinNoiseEffect is used for processing. 675 public: 676 static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, 677 int numOctaves, bool stitchTiles, const SkScalar seed, 678 const SkMatrix& matrix, uint8_t alpha) { 679 AutoEffectUnref effect(SkNEW_ARGS(GrSimplexNoiseEffect, (type, baseFrequency, numOctaves, 680 stitchTiles, seed, matrix, alpha))); 681 return CreateEffectRef(effect); 682 } 683 684 virtual ~GrSimplexNoiseEffect() { } 685 686 static const char* Name() { return "SimplexNoise"; } 687 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { 688 return GrTBackendEffectFactory<GrSimplexNoiseEffect>::getInstance(); 689 } 690 const SkScalar& seed() const { return fSeed; } 691 692 typedef GrGLSimplexNoise GLEffect; 693 694 private: 695 virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE { 696 const GrSimplexNoiseEffect& s = CastEffect<GrSimplexNoiseEffect>(sBase); 697 return INHERITED::onIsEqual(sBase) && fSeed == s.fSeed; 698 } 699 700 GrSimplexNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, 701 int numOctaves, bool stitchTiles, const SkScalar seed, 702 const SkMatrix& matrix, uint8_t alpha) 703 : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha) 704 , fSeed(seed) { 705 } 706 707 SkScalar fSeed; 708 709 typedef GrNoiseEffect INHERITED; 710 }; 711 712 ///////////////////////////////////////////////////////////////////// 713 GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect); 714 715 GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkMWCRandom* random, 716 GrContext* context, 717 const GrDrawTargetCaps&, 718 GrTexture**) { 719 int numOctaves = random->nextRangeU(2, 10); 720 bool stitchTiles = random->nextBool(); 721 SkScalar seed = SkIntToScalar(random->nextU()); 722 SkISize tileSize = SkISize::Make(random->nextRangeU(4, 4096), random->nextRangeU(4, 4096)); 723 SkScalar baseFrequencyX = random->nextRangeScalar(SkFloatToScalar(0.01f), 724 SkFloatToScalar(0.99f)); 725 SkScalar baseFrequencyY = random->nextRangeScalar(SkFloatToScalar(0.01f), 726 SkFloatToScalar(0.99f)); 727 728 SkShader* shader = random->nextBool() ? 729 SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, 730 stitchTiles ? &tileSize : NULL) : 731 SkPerlinNoiseShader::CreateTubulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, 732 stitchTiles ? &tileSize : NULL); 733 734 SkPaint paint; 735 GrEffectRef* effect = shader->asNewEffect(context, paint); 736 737 SkDELETE(shader); 738 739 return effect; 740 } 741 742 ///////////////////////////////////////////////////////////////////// 743 744 void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder, 745 const GrDrawEffect&, 746 EffectKey key, 747 const char* outputColor, 748 const char* inputColor, 749 const TextureSamplerArray&) { 750 sk_ignore_unused_variable(inputColor); 751 752 const char* vCoords; 753 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &vCoords); 754 755 fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 756 kFloat_GrSLType, "seed"); 757 const char* seedUni = builder->getUniformCStr(fSeedUni); 758 fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 759 kMat33f_GrSLType, "invMatrix"); 760 const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni); 761 fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 762 kVec2f_GrSLType, "baseFrequency"); 763 const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni); 764 fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 765 kFloat_GrSLType, "alpha"); 766 const char* alphaUni = builder->getUniformCStr(fAlphaUni); 767 768 // Add vec3 modulo 289 function 769 static const GrGLShaderVar gVec3Args[] = { 770 GrGLShaderVar("x", kVec3f_GrSLType) 771 }; 772 773 SkString mod289_3_funcName; 774 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType, 775 "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args, 776 "const vec2 C = vec2(1.0 / 289.0, 289.0);\n" 777 "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName); 778 779 // Add vec4 modulo 289 function 780 static const GrGLShaderVar gVec4Args[] = { 781 GrGLShaderVar("x", kVec4f_GrSLType) 782 }; 783 784 SkString mod289_4_funcName; 785 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType, 786 "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args, 787 "const vec2 C = vec2(1.0 / 289.0, 289.0);\n" 788 "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName); 789 790 // Add vec4 permute function 791 SkString permuteCode; 792 permuteCode.appendf("const vec2 C = vec2(34.0, 1.0);\n" 793 "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str()); 794 SkString permuteFuncName; 795 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType, 796 "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args, 797 permuteCode.c_str(), &permuteFuncName); 798 799 // Add vec4 taylorInvSqrt function 800 SkString taylorInvSqrtFuncName; 801 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType, 802 "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args, 803 "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n" 804 "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName); 805 806 // Add vec3 noise function 807 static const GrGLShaderVar gNoiseVec3Args[] = { 808 GrGLShaderVar("v", kVec3f_GrSLType) 809 }; 810 811 SkString noiseCode; 812 noiseCode.append( 813 "const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n" 814 "const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n" 815 816 // First corner 817 "vec3 i = floor(v + dot(v, C.yyy));\n" 818 "vec3 x0 = v - i + dot(i, C.xxx);\n" 819 820 // Other corners 821 "vec3 g = step(x0.yzx, x0.xyz);\n" 822 "vec3 l = 1.0 - g;\n" 823 "vec3 i1 = min(g.xyz, l.zxy);\n" 824 "vec3 i2 = max(g.xyz, l.zxy);\n" 825 826 "vec3 x1 = x0 - i1 + C.xxx;\n" 827 "vec3 x2 = x0 - i2 + C.yyy;\n" // 2.0*C.x = 1/3 = C.y 828 "vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y 829 ); 830 831 noiseCode.appendf( 832 // Permutations 833 "i = %s(i);\n" 834 "vec4 p = %s(%s(%s(\n" 835 " i.z + vec4(0.0, i1.z, i2.z, 1.0)) +\n" 836 " i.y + vec4(0.0, i1.y, i2.y, 1.0)) +\n" 837 " i.x + vec4(0.0, i1.x, i2.x, 1.0));\n", 838 mod289_3_funcName.c_str(), permuteFuncName.c_str(), permuteFuncName.c_str(), 839 permuteFuncName.c_str()); 840 841 noiseCode.append( 842 // Gradients: 7x7 points over a square, mapped onto an octahedron. 843 // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 844 "float n_ = 0.142857142857;\n" // 1.0/7.0 845 "vec3 ns = n_ * D.wyz - D.xzx;\n" 846 847 "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n" // mod(p,7*7) 848 849 "vec4 x_ = floor(j * ns.z);\n" 850 "vec4 y_ = floor(j - 7.0 * x_);" // mod(j,N) 851 852 "vec4 x = x_ *ns.x + ns.yyyy;\n" 853 "vec4 y = y_ *ns.x + ns.yyyy;\n" 854 "vec4 h = 1.0 - abs(x) - abs(y);\n" 855 856 "vec4 b0 = vec4(x.xy, y.xy);\n" 857 "vec4 b1 = vec4(x.zw, y.zw);\n" 858 ); 859 860 noiseCode.append( 861 "vec4 s0 = floor(b0) * 2.0 + 1.0;\n" 862 "vec4 s1 = floor(b1) * 2.0 + 1.0;\n" 863 "vec4 sh = -step(h, vec4(0.0));\n" 864 865 "vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n" 866 "vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n" 867 868 "vec3 p0 = vec3(a0.xy, h.x);\n" 869 "vec3 p1 = vec3(a0.zw, h.y);\n" 870 "vec3 p2 = vec3(a1.xy, h.z);\n" 871 "vec3 p3 = vec3(a1.zw, h.w);\n" 872 ); 873 874 noiseCode.appendf( 875 // Normalise gradients 876 "vec4 norm = %s(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n" 877 "p0 *= norm.x;\n" 878 "p1 *= norm.y;\n" 879 "p2 *= norm.z;\n" 880 "p3 *= norm.w;\n" 881 882 // Mix final noise value 883 "vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n" 884 "m = m * m;\n" 885 "return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));", 886 taylorInvSqrtFuncName.c_str()); 887 888 SkString noiseFuncName; 889 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, 890 "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args, 891 noiseCode.c_str(), &noiseFuncName); 892 893 const char* noiseVecIni = "noiseVecIni"; 894 const char* factors = "factors"; 895 const char* sum = "sum"; 896 const char* xOffsets = "xOffsets"; 897 const char* yOffsets = "yOffsets"; 898 const char* channel = "channel"; 899 900 // Fill with some prime numbers 901 builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(13.0, 53.0, 101.0, 151.0);\n", xOffsets); 902 builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(109.0, 167.0, 23.0, 67.0);\n", yOffsets); 903 904 // There are rounding errors if the floor operation is not performed here 905 builder->fsCodeAppendf( 906 "\t\tvec3 %s = vec3(floor((%s*vec3(%s, 1.0)).xy) * vec2(0.66) * %s, 0.0);\n", 907 noiseVecIni, invMatrixUni, vCoords, baseFrequencyUni); 908 909 // Perturb the texcoords with three components of noise 910 builder->fsCodeAppendf("\t\t%s += 0.1 * vec3(%s(%s + vec3( 0.0, 0.0, %s))," 911 "%s(%s + vec3( 43.0, 17.0, %s))," 912 "%s(%s + vec3(-17.0, -43.0, %s)));\n", 913 noiseVecIni, noiseFuncName.c_str(), noiseVecIni, seedUni, 914 noiseFuncName.c_str(), noiseVecIni, seedUni, 915 noiseFuncName.c_str(), noiseVecIni, seedUni); 916 917 builder->fsCodeAppendf("\t\t%s = vec4(0.0);\n", outputColor); 918 919 builder->fsCodeAppendf("\t\tvec3 %s = vec3(1.0);\n", factors); 920 builder->fsCodeAppendf("\t\tfloat %s = 0.0;\n", sum); 921 922 // Loop over all octaves 923 builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {\n", fNumOctaves); 924 925 // Loop over the 4 channels 926 builder->fsCodeAppendf("\t\t\tfor (int %s = 3; %s >= 0; --%s) {\n", channel, channel, channel); 927 928 builder->fsCodeAppendf( 929 "\t\t\t\t%s[channel] += %s.x * %s(%s * %s.yyy - vec3(%s[%s], %s[%s], %s * %s.z));\n", 930 outputColor, factors, noiseFuncName.c_str(), noiseVecIni, factors, xOffsets, channel, 931 yOffsets, channel, seedUni, factors); 932 933 builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels 934 935 builder->fsCodeAppendf("\t\t\t%s += %s.x;\n", sum, factors); 936 builder->fsCodeAppendf("\t\t\t%s *= vec3(0.5, 2.0, 0.75);\n", factors); 937 938 builder->fsCodeAppend("\t\t}\n"); // end of the for loop on octaves 939 940 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { 941 // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 942 // by fractalNoise and (turbulenceFunctionResult) by turbulence. 943 builder->fsCodeAppendf("\t\t%s = %s * vec4(0.5 / %s) + vec4(0.5);\n", 944 outputColor, outputColor, sum); 945 } else { 946 builder->fsCodeAppendf("\t\t%s = abs(%s / vec4(%s));\n", 947 outputColor, outputColor, sum); 948 } 949 950 builder->fsCodeAppendf("\t\t%s.a *= %s;\n", outputColor, alphaUni); 951 952 // Clamp values 953 builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);\n", outputColor, outputColor); 954 955 // Pre-multiply the result 956 builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", 957 outputColor, outputColor, outputColor, outputColor); 958 } 959 960 void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, 961 const GrDrawEffect&, 962 EffectKey key, 963 const char* outputColor, 964 const char* inputColor, 965 const TextureSamplerArray& samplers) { 966 sk_ignore_unused_variable(inputColor); 967 968 const char* vCoords; 969 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &vCoords); 970 971 fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 972 kMat33f_GrSLType, "invMatrix"); 973 const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni); 974 fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 975 kVec2f_GrSLType, "baseFrequency"); 976 const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni); 977 fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 978 kFloat_GrSLType, "alpha"); 979 const char* alphaUni = builder->getUniformCStr(fAlphaUni); 980 981 const char* stitchDataUni = NULL; 982 if (fStitchTiles) { 983 fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 984 kVec2f_GrSLType, "stitchData"); 985 stitchDataUni = builder->getUniformCStr(fStitchDataUni); 986 } 987 988 // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8 989 const char* chanCoordR = "0.125"; 990 const char* chanCoordG = "0.375"; 991 const char* chanCoordB = "0.625"; 992 const char* chanCoordA = "0.875"; 993 const char* chanCoord = "chanCoord"; 994 const char* stitchData = "stitchData"; 995 const char* ratio = "ratio"; 996 const char* noiseXY = "noiseXY"; 997 const char* noiseVec = "noiseVec"; 998 const char* noiseSmooth = "noiseSmooth"; 999 const char* fractVal = "fractVal"; 1000 const char* uv = "uv"; 1001 const char* ab = "ab"; 1002 const char* latticeIdx = "latticeIdx"; 1003 const char* lattice = "lattice"; 1004 const char* inc8bit = "0.00390625"; // 1.0 / 256.0 1005 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a 1006 // [-1,1] vector and perform a dot product between that vector and the provided vector. 1007 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);"; 1008 1009 // Add noise function 1010 static const GrGLShaderVar gPerlinNoiseArgs[] = { 1011 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1012 GrGLShaderVar(noiseVec, kVec2f_GrSLType) 1013 }; 1014 1015 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { 1016 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1017 GrGLShaderVar(noiseVec, kVec2f_GrSLType), 1018 GrGLShaderVar(stitchData, kVec2f_GrSLType) 1019 }; 1020 1021 SkString noiseCode; 1022 1023 noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseVec, noiseVec); 1024 1025 // smooth curve : t * t * (3 - 2 * t) 1026 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);", 1027 noiseSmooth, noiseXY, noiseXY, noiseXY); 1028 1029 // Adjust frequencies if we're stitching tiles 1030 if (fStitchTiles) { 1031 noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", 1032 noiseXY, stitchData, noiseXY, stitchData); 1033 noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }", 1034 noiseXY, stitchData, noiseXY, stitchData); 1035 noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", 1036 noiseXY, stitchData, noiseXY, stitchData); 1037 noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }", 1038 noiseXY, stitchData, noiseXY, stitchData); 1039 } 1040 1041 // Get texture coordinates and normalize 1042 noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n", 1043 noiseXY, noiseXY); 1044 1045 // Get permutation for x 1046 { 1047 SkString xCoords(""); 1048 xCoords.appendf("vec2(%s.x, 0.5)", noiseXY); 1049 1050 noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); 1051 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); 1052 noiseCode.append(".r;"); 1053 } 1054 1055 // Get permutation for x + 1 1056 { 1057 SkString xCoords(""); 1058 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); 1059 1060 noiseCode.appendf("\n\t%s.y = ", latticeIdx); 1061 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); 1062 noiseCode.append(".r;"); 1063 } 1064 1065 #if defined(SK_BUILD_FOR_ANDROID) 1066 // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3). 1067 // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit 1068 // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725 1069 // (or 0.484368 here). The following rounding operation prevents these precision issues from 1070 // affecting the result of the noise by making sure that we only have multiples of 1/255. 1071 // (Note that 1/255 is about 0.003921569, which is the value used here). 1072 noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);", 1073 latticeIdx, latticeIdx); 1074 #endif 1075 1076 // Get (x,y) coordinates with the permutated x 1077 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY); 1078 1079 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY); 1080 1081 noiseCode.appendf("\n\n\tvec2 %s;", uv); 1082 // Compute u, at offset (0,0) 1083 { 1084 SkString latticeCoords(""); 1085 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); 1086 noiseCode.appendf("\n\tvec4 %s = ", lattice); 1087 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), 1088 kVec2f_GrSLType); 1089 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1090 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1091 } 1092 1093 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); 1094 // Compute v, at offset (-1,0) 1095 { 1096 SkString latticeCoords(""); 1097 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); 1098 noiseCode.append("\n\tlattice = "); 1099 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), 1100 kVec2f_GrSLType); 1101 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1102 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1103 } 1104 1105 // Compute 'a' as a linear interpolation of 'u' and 'v' 1106 noiseCode.appendf("\n\tvec2 %s;", ab); 1107 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); 1108 1109 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); 1110 // Compute v, at offset (-1,-1) 1111 { 1112 SkString latticeCoords(""); 1113 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); 1114 noiseCode.append("\n\tlattice = "); 1115 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), 1116 kVec2f_GrSLType); 1117 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1118 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1119 } 1120 1121 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); 1122 // Compute u, at offset (0,-1) 1123 { 1124 SkString latticeCoords(""); 1125 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); 1126 noiseCode.append("\n\tlattice = "); 1127 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), 1128 kVec2f_GrSLType); 1129 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1130 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1131 } 1132 1133 // Compute 'b' as a linear interpolation of 'u' and 'v' 1134 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); 1135 // Compute the noise as a linear interpolation of 'a' and 'b' 1136 noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth); 1137 1138 SkString noiseFuncName; 1139 if (fStitchTiles) { 1140 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, 1141 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), 1142 gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); 1143 } else { 1144 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, 1145 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), 1146 gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); 1147 } 1148 1149 // There are rounding errors if the floor operation is not performed here 1150 builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s;", 1151 noiseVec, invMatrixUni, vCoords, baseFrequencyUni); 1152 1153 // Clear the color accumulator 1154 builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor); 1155 1156 if (fStitchTiles) { 1157 // Set up TurbulenceInitial stitch values. 1158 builder->fsCodeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); 1159 } 1160 1161 builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio); 1162 1163 // Loop over all octaves 1164 builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves); 1165 1166 builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor); 1167 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1168 builder->fsCodeAppend("abs("); 1169 } 1170 if (fStitchTiles) { 1171 builder->fsCodeAppendf( 1172 "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s)," 1173 "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))", 1174 noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData, 1175 noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData, 1176 noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData, 1177 noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData); 1178 } else { 1179 builder->fsCodeAppendf( 1180 "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s)," 1181 "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))", 1182 noiseFuncName.c_str(), chanCoordR, noiseVec, 1183 noiseFuncName.c_str(), chanCoordG, noiseVec, 1184 noiseFuncName.c_str(), chanCoordB, noiseVec, 1185 noiseFuncName.c_str(), chanCoordA, noiseVec); 1186 } 1187 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1188 builder->fsCodeAppendf(")"); // end of "abs(" 1189 } 1190 builder->fsCodeAppendf(" * %s;", ratio); 1191 1192 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); 1193 builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio); 1194 1195 if (fStitchTiles) { 1196 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); 1197 } 1198 builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves 1199 1200 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { 1201 // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 1202 // by fractalNoise and (turbulenceFunctionResult) by turbulence. 1203 builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor); 1204 } 1205 1206 builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni); 1207 1208 // Clamp values 1209 builder->fsCodeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor); 1210 1211 // Pre-multiply the result 1212 builder->fsCodeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", 1213 outputColor, outputColor, outputColor, outputColor); 1214 } 1215 1216 GrGLNoise::GrGLNoise(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect) 1217 : INHERITED (factory) 1218 , fType(drawEffect.castEffect<GrPerlinNoiseEffect>().type()) 1219 , fStitchTiles(drawEffect.castEffect<GrPerlinNoiseEffect>().stitchTiles()) 1220 , fNumOctaves(drawEffect.castEffect<GrPerlinNoiseEffect>().numOctaves()) 1221 , fEffectMatrix(drawEffect.castEffect<GrPerlinNoiseEffect>().coordsType()) { 1222 } 1223 1224 GrGLEffect::EffectKey GrGLNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { 1225 const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); 1226 1227 EffectKey key = turbulence.numOctaves(); 1228 1229 key = key << 3; // Make room for next 3 bits 1230 1231 switch (turbulence.type()) { 1232 case SkPerlinNoiseShader::kFractalNoise_Type: 1233 key |= 0x1; 1234 break; 1235 case SkPerlinNoiseShader::kTurbulence_Type: 1236 key |= 0x2; 1237 break; 1238 default: 1239 // leave key at 0 1240 break; 1241 } 1242 1243 if (turbulence.stitchTiles()) { 1244 key |= 0x4; // Flip the 3rd bit if tile stitching is on 1245 } 1246 1247 key = key << GrGLEffectMatrix::kKeyBits; 1248 1249 SkMatrix m = turbulence.matrix(); 1250 m.postTranslate(SK_Scalar1, SK_Scalar1); 1251 return key | GrGLEffectMatrix::GenKey(m, drawEffect, 1252 drawEffect.castEffect<GrPerlinNoiseEffect>().coordsType(), NULL); 1253 } 1254 1255 void GrGLNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { 1256 const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); 1257 1258 const SkVector& baseFrequency = turbulence.baseFrequency(); 1259 uman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY); 1260 uman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255))); 1261 1262 SkMatrix m = turbulence.matrix(); 1263 SkMatrix invM; 1264 if (!m.invert(&invM)) { 1265 invM.reset(); 1266 } else { 1267 invM.postConcat(invM); // Square the matrix 1268 } 1269 uman.setSkMatrix(fInvMatrixUni, invM); 1270 1271 // This (1,1) translation is due to WebKit's 1 based coordinates for the noise 1272 // (as opposed to 0 based, usually). The same adjustment is in the shadeSpan() functions. 1273 m.postTranslate(SK_Scalar1, SK_Scalar1); 1274 fEffectMatrix.setData(uman, m, drawEffect, NULL); 1275 } 1276 1277 void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { 1278 INHERITED::setData(uman, drawEffect); 1279 1280 const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>(); 1281 if (turbulence.stitchTiles()) { 1282 const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData(); 1283 uman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth), 1284 SkIntToScalar(stitchData.fHeight)); 1285 } 1286 } 1287 1288 void GrGLSimplexNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { 1289 INHERITED::setData(uman, drawEffect); 1290 1291 const GrSimplexNoiseEffect& turbulence = drawEffect.castEffect<GrSimplexNoiseEffect>(); 1292 uman.set1f(fSeedUni, turbulence.seed()); 1293 } 1294 1295 ///////////////////////////////////////////////////////////////////// 1296 1297 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& paint) const { 1298 SkASSERT(NULL != context); 1299 1300 // Either we don't stitch tiles, either we have a valid tile size 1301 SkASSERT(!fStitchTiles || !fTileSize.isEmpty()); 1302 1303 #ifdef SK_USE_SIMPLEX_NOISE 1304 // Simplex noise is currently disabled but can be enabled by defining SK_USE_SIMPLEX_NOISE 1305 sk_ignore_unused_variable(context); 1306 GrEffectRef* effect = 1307 GrSimplexNoiseEffect::Create(fType, fPaintingData->fBaseFrequency, 1308 fNumOctaves, fStitchTiles, fSeed, 1309 this->getLocalMatrix(), paint.getAlpha()); 1310 #else 1311 GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture( 1312 context, *fPaintingData->getPermutationsBitmap(), NULL); 1313 GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture( 1314 context, *fPaintingData->getNoiseBitmap(), NULL); 1315 1316 GrEffectRef* effect = (NULL != permutationsTexture) && (NULL != noiseTexture) ? 1317 GrPerlinNoiseEffect::Create(fType, fPaintingData->fBaseFrequency, 1318 fNumOctaves, fStitchTiles, 1319 fPaintingData->fStitchDataInit, 1320 permutationsTexture, noiseTexture, 1321 this->getLocalMatrix(), paint.getAlpha()) : 1322 NULL; 1323 1324 // Unlock immediately, this is not great, but we don't have a way of 1325 // knowing when else to unlock it currently. TODO: Remove this when 1326 // unref becomes the unlock replacement for all types of textures. 1327 if (NULL != permutationsTexture) { 1328 GrUnlockAndUnrefCachedBitmapTexture(permutationsTexture); 1329 } 1330 if (NULL != noiseTexture) { 1331 GrUnlockAndUnrefCachedBitmapTexture(noiseTexture); 1332 } 1333 #endif 1334 1335 return effect; 1336 } 1337 1338 #else 1339 1340 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { 1341 SkDEBUGFAIL("Should not call in GPU-less build"); 1342 return NULL; 1343 } 1344 1345 #endif 1346 1347 #ifdef SK_DEVELOPER 1348 void SkPerlinNoiseShader::toString(SkString* str) const { 1349 str->append("SkPerlinNoiseShader: ("); 1350 1351 str->append("type: "); 1352 switch (fType) { 1353 case kFractalNoise_Type: 1354 str->append("\"fractal noise\""); 1355 break; 1356 case kTurbulence_Type: 1357 str->append("\"turbulence\""); 1358 break; 1359 default: 1360 str->append("\"unknown\""); 1361 break; 1362 } 1363 str->append(" base frequency: ("); 1364 str->appendScalar(fBaseFrequencyX); 1365 str->append(", "); 1366 str->appendScalar(fBaseFrequencyY); 1367 str->append(") number of octaves: "); 1368 str->appendS32(fNumOctaves); 1369 str->append(" seed: "); 1370 str->appendScalar(fSeed); 1371 str->append(" stitch tiles: "); 1372 str->append(fStitchTiles ? "true " : "false "); 1373 1374 this->INHERITED::toString(str); 1375 1376 str->append(")"); 1377 } 1378 #endif 1379