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 #ifndef SkPerlinNoiseShader_DEFINED 9 #define SkPerlinNoiseShader_DEFINED 10 11 #include "SkShader.h" 12 13 /** \class SkPerlinNoiseShader 14 15 SkPerlinNoiseShader 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 */ 25 class SK_API SkPerlinNoiseShader : public SkShader { 26 struct PaintingData; 27 public: 28 struct StitchData; 29 30 /** 31 * About the noise types : the difference between the 2 is just minor tweaks to the algorithm, 32 * they're not 2 entirely different noises. The output looks different, but once the noise is 33 * generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing : 34 * kFractalNoise_Type : noise * 0.5 + 0.5 35 * kTurbulence_Type : abs(noise) 36 * Very little differences between the 2 types, although you can tell the difference visually. 37 */ 38 enum Type { 39 kFractalNoise_Type, 40 kTurbulence_Type, 41 kFirstType = kFractalNoise_Type, 42 kLastType = kTurbulence_Type 43 }; 44 /** 45 * This will construct Perlin noise of the given type (Fractal Noise or Turbulence). 46 * 47 * Both base frequencies (X and Y) have a usual range of (0..1). 48 * 49 * The number of octaves provided should be fairly small, although no limit is enforced. 50 * Each octave doubles the frequency, so 10 octaves would produce noise from 51 * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small 52 * periods and resembles regular unstructured noise rather than Perlin noise. 53 * 54 * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify 55 * the frequencies so that the noise will be tileable for the given tile size. If tileSize 56 * is NULL or an empty size, the frequencies will be used as is without modification. 57 */ 58 static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, 59 int numOctaves, SkScalar seed, 60 const SkISize* tileSize = NULL); 61 static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, 62 int numOctaves, SkScalar seed, 63 const SkISize* tileSize = NULL); 64 65 virtual bool setContext(const SkBitmap& device, const SkPaint& paint, 66 const SkMatrix& matrix); 67 virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE; 68 virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE; 69 70 virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint&) const SK_OVERRIDE; 71 72 SK_DEVELOPER_TO_STRING() 73 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader) 74 75 protected: 76 SkPerlinNoiseShader(SkFlattenableReadBuffer&); 77 virtual void flatten(SkFlattenableWriteBuffer&) const SK_OVERRIDE; 78 79 private: 80 SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX, 81 SkScalar baseFrequencyY, int numOctaves, SkScalar seed, 82 const SkISize* tileSize = NULL); 83 virtual ~SkPerlinNoiseShader(); 84 85 void setTileSize(const SkISize&); 86 87 void initPaint(PaintingData& paintingData); 88 89 SkScalar noise2D(int channel, const PaintingData& paintingData, 90 const StitchData& stitchData, const SkPoint& noiseVector); 91 92 SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData, 93 StitchData& stitchData, const SkPoint& point); 94 95 SkPMColor shade(const SkPoint& point, StitchData& stitchData); 96 97 SkPerlinNoiseShader::Type fType; 98 SkScalar fBaseFrequencyX; 99 SkScalar fBaseFrequencyY; 100 int fNumOctaves; 101 SkScalar fSeed; 102 SkISize fTileSize; 103 bool fStitchTiles; 104 SkMatrix fMatrix; 105 106 PaintingData* fPaintingData; 107 108 typedef SkShader INHERITED; 109 }; 110 111 #endif 112