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      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* CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
     62                                      int numOctaves, SkScalar seed,
     63                                      const SkISize* tileSize = NULL);
     64     /**
     65      * Create alias for CreateTurbulunce until all Skia users changed
     66      * its code to use the new naming
     67      */
     68     static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
     69                                      int numOctaves, SkScalar seed,
     70                                      const SkISize* tileSize = NULL) {
     71     return CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize);
     72     }
     73 
     74 
     75     virtual size_t contextSize() const SK_OVERRIDE;
     76 
     77     class PerlinNoiseShaderContext : public SkShader::Context {
     78     public:
     79         PerlinNoiseShaderContext(const SkPerlinNoiseShader& shader, const ContextRec&);
     80         virtual ~PerlinNoiseShaderContext() {}
     81 
     82         virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
     83         virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE;
     84 
     85     private:
     86         SkPMColor shade(const SkPoint& point, StitchData& stitchData) const;
     87         SkScalar calculateTurbulenceValueForPoint(
     88             int channel, const PaintingData& paintingData,
     89             StitchData& stitchData, const SkPoint& point) const;
     90         SkScalar noise2D(int channel, const PaintingData& paintingData,
     91                          const StitchData& stitchData, const SkPoint& noiseVector) const;
     92 
     93         SkMatrix fMatrix;
     94 
     95         typedef SkShader::Context INHERITED;
     96     };
     97 
     98     virtual bool asNewEffect(GrContext* context, const SkPaint&, const SkMatrix*, GrColor*,
     99                              GrEffectRef**) const SK_OVERRIDE;
    100 
    101     SK_TO_STRING_OVERRIDE()
    102     SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader)
    103 
    104 protected:
    105     SkPerlinNoiseShader(SkReadBuffer&);
    106     virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
    107     virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
    108 
    109 private:
    110     SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX,
    111                         SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
    112                         const SkISize* tileSize);
    113     virtual ~SkPerlinNoiseShader();
    114 
    115     // TODO (scroggo): Once all SkShaders are created from a factory, and we have removed the
    116     // constructor that creates SkPerlinNoiseShader from an SkReadBuffer, several fields can
    117     // be made constant.
    118     /*const*/ SkPerlinNoiseShader::Type fType;
    119     /*const*/ SkScalar                  fBaseFrequencyX;
    120     /*const*/ SkScalar                  fBaseFrequencyY;
    121     /*const*/ int                       fNumOctaves;
    122     /*const*/ SkScalar                  fSeed;
    123     /*const*/ SkISize                   fTileSize;
    124     /*const*/ bool                      fStitchTiles;
    125 
    126     PaintingData* fPaintingData;
    127 
    128     typedef SkShader INHERITED;
    129 };
    130 
    131 #endif
    132