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| 1 /* | 1 /* | 
| 2  * Copyright 2013 Google Inc. | 2  * Copyright 2013 Google Inc. | 
| 3  * | 3  * | 
| 4  * Use of this source code is governed by a BSD-style license that can be | 4  * Use of this source code is governed by a BSD-style license that can be | 
| 5  * found in the LICENSE file. | 5  * found in the LICENSE file. | 
| 6  */ | 6  */ | 
| 7 | 7 | 
| 8 #include "SkDither.h" | 8 #include "SkDither.h" | 
| 9 #include "SkPerlinNoiseShader.h" | 9 #include "SkPerlinNoiseShader.h" | 
| 10 #include "SkColorFilter.h" | 10 #include "SkColorFilter.h" | 
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| 651     const char* ab          = "ab"; | 651     const char* ab          = "ab"; | 
| 652     const char* latticeIdx  = "latticeIdx"; | 652     const char* latticeIdx  = "latticeIdx"; | 
| 653     const char* bcoords     = "bcoords"; | 653     const char* bcoords     = "bcoords"; | 
| 654     const char* lattice     = "lattice"; | 654     const char* lattice     = "lattice"; | 
| 655     const char* inc8bit     = "0.00390625";  // 1.0 / 256.0 | 655     const char* inc8bit     = "0.00390625";  // 1.0 / 256.0 | 
| 656     // This is the math to convert the two 16bit integer packed into rgba 8 bit 
      input into a | 656     // This is the math to convert the two 16bit integer packed into rgba 8 bit 
      input into a | 
| 657     // [-1,1] vector and perform a dot product between that vector and the provi
      ded vector. | 657     // [-1,1] vector and perform a dot product between that vector and the provi
      ded vector. | 
| 658     const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec
      2(1.0)), %s);"; | 658     const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec
      2(1.0)), %s);"; | 
| 659 | 659 | 
| 660     // Add noise function | 660     // Add noise function | 
| 661     static const GrGLShaderVar gPerlinNoiseArgs[] =  { | 661     static const GrGLSLShaderVar gPerlinNoiseArgs[] =  { | 
| 662         GrGLShaderVar(chanCoord, kFloat_GrSLType), | 662         GrGLSLShaderVar(chanCoord, kFloat_GrSLType), | 
| 663         GrGLShaderVar(noiseVec, kVec2f_GrSLType) | 663         GrGLSLShaderVar(noiseVec, kVec2f_GrSLType) | 
| 664     }; | 664     }; | 
| 665 | 665 | 
| 666     static const GrGLShaderVar gPerlinNoiseStitchArgs[] =  { | 666     static const GrGLSLShaderVar gPerlinNoiseStitchArgs[] =  { | 
| 667         GrGLShaderVar(chanCoord, kFloat_GrSLType), | 667         GrGLSLShaderVar(chanCoord, kFloat_GrSLType), | 
| 668         GrGLShaderVar(noiseVec, kVec2f_GrSLType), | 668         GrGLSLShaderVar(noiseVec, kVec2f_GrSLType), | 
| 669         GrGLShaderVar(stitchData, kVec2f_GrSLType) | 669         GrGLSLShaderVar(stitchData, kVec2f_GrSLType) | 
| 670     }; | 670     }; | 
| 671 | 671 | 
| 672     SkString noiseCode; | 672     SkString noiseCode; | 
| 673 | 673 | 
| 674     noiseCode.appendf("\tvec4 %s;\n", floorVal); | 674     noiseCode.appendf("\tvec4 %s;\n", floorVal); | 
| 675     noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); | 675     noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); | 
| 676     noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); | 676     noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); | 
| 677     noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec); | 677     noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec); | 
| 678 | 678 | 
| 679     // smooth curve : t * t * (3 - 2 * t) | 679     // smooth curve : t * t * (3 - 2 * t) | 
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| 993     str->append(" seed: "); | 993     str->append(" seed: "); | 
| 994     str->appendScalar(fSeed); | 994     str->appendScalar(fSeed); | 
| 995     str->append(" stitch tiles: "); | 995     str->append(" stitch tiles: "); | 
| 996     str->append(fStitchTiles ? "true " : "false "); | 996     str->append(fStitchTiles ? "true " : "false "); | 
| 997 | 997 | 
| 998     this->INHERITED::toString(str); | 998     this->INHERITED::toString(str); | 
| 999 | 999 | 
| 1000     str->append(")"); | 1000     str->append(")"); | 
| 1001 } | 1001 } | 
| 1002 #endif | 1002 #endif | 
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