| Index: include/effects/SkPerlinNoiseShader.h
|
| ===================================================================
|
| --- include/effects/SkPerlinNoiseShader.h (revision 0)
|
| +++ include/effects/SkPerlinNoiseShader.h (revision 0)
|
| @@ -0,0 +1,111 @@
|
| +/*
|
| + * Copyright 2013 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#ifndef SkPerlinNoiseShader_DEFINED
|
| +#define SkPerlinNoiseShader_DEFINED
|
| +
|
| +#include "SkShader.h"
|
| +
|
| +/** \class SkPerlinNoiseShader
|
| +
|
| + SkPerlinNoiseShader creates an image using the Perlin turbulence function.
|
| +
|
| + It can produce tileable noise if asked to stitch tiles and provided a tile size.
|
| + In order to fill a large area with repeating noise, set the stitchTiles flag to
|
| + true, and render exactly a single tile of noise. Without this flag, the result
|
| + will contain visible seams between tiles.
|
| +
|
| + The algorithm used is described here :
|
| + http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
|
| +*/
|
| +class SkPerlinNoiseShader : public SkShader {
|
| + struct PaintingData;
|
| +public:
|
| + struct StitchData;
|
| +
|
| + /**
|
| + * About the noise types : the difference between the 2 is just minor tweaks to the algorithm,
|
| + * they're not 2 entirely different noises. The output looks different, but once the noise is
|
| + * generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing :
|
| + * kFractalNoise_Type : noise * 0.5 + 0.5
|
| + * kTurbulence_Type : abs(noise)
|
| + * Very little differences between the 2 types, although you can tell the difference visually.
|
| + */
|
| + enum Type {
|
| + kFractalNoise_Type,
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| + kTurbulence_Type,
|
| + kFirstType = kFractalNoise_Type,
|
| + kLastType = kTurbulence_Type
|
| + };
|
| + /**
|
| + * This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
|
| + *
|
| + * Both base frequencies (X and Y) have a usual range of (0..1).
|
| + *
|
| + * The number of octaves provided should be fairly small, although no limit is enforced.
|
| + * Each octave doubles the frequency, so 10 octaves would produce noise from
|
| + * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
|
| + * periods and resembles regular unstructured noise rather than Perlin noise.
|
| + *
|
| + * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
|
| + * the frequencies so that the noise will be tileable for the given tile size. If tileSize
|
| + * is NULL or an empty size, the frequencies will be used as is without modification.
|
| + */
|
| + static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
|
| + int numOctaves, SkScalar seed,
|
| + const SkISize* tileSize = NULL);
|
| + static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
|
| + int numOctaves, SkScalar seed,
|
| + const SkISize* tileSize = NULL);
|
| +
|
| + virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
|
| + const SkMatrix& matrix);
|
| + virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
|
| + virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE;
|
| +
|
| + virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint&) const SK_OVERRIDE;
|
| +
|
| + SK_DEVELOPER_TO_STRING()
|
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader)
|
| +
|
| +protected:
|
| + SkPerlinNoiseShader(SkFlattenableReadBuffer&);
|
| + virtual void flatten(SkFlattenableWriteBuffer&) const SK_OVERRIDE;
|
| +
|
| +private:
|
| + SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX,
|
| + SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
|
| + const SkISize* tileSize = NULL);
|
| + virtual ~SkPerlinNoiseShader();
|
| +
|
| + void setTileSize(const SkISize&);
|
| +
|
| + void initPaint(PaintingData& paintingData);
|
| +
|
| + SkScalar noise2D(int channel, const PaintingData& paintingData,
|
| + const StitchData& stitchData, const SkPoint& noiseVector);
|
| +
|
| + SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData,
|
| + StitchData& stitchData, const SkPoint& point);
|
| +
|
| + SkPMColor shade(const SkPoint& point, StitchData& stitchData);
|
| +
|
| + SkPerlinNoiseShader::Type fType;
|
| + SkScalar fBaseFrequencyX;
|
| + SkScalar fBaseFrequencyY;
|
| + int fNumOctaves;
|
| + SkScalar fSeed;
|
| + SkISize fTileSize;
|
| + bool fStitchTiles;
|
| + SkMatrix fMatrix;
|
| +
|
| + PaintingData* fPaintingData;
|
| +
|
| + typedef SkShader INHERITED;
|
| +};
|
| +
|
| +#endif
|
|
|