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Unified Diff: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp

Issue 1432863003: added experimental improved Perlin noise shader (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 1 month ago
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Index: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
diff --git a/src/effects/SkPerlinNoiseShader.cpp b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
similarity index 57%
copy from src/effects/SkPerlinNoiseShader.cpp
copy to experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
index 0c455693c3a3f3b5a8385544de2c06f5171667fc..b0d1812951f253a26df9bf49fb4a081d50485542 100644
--- a/src/effects/SkPerlinNoiseShader.cpp
+++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
@@ -6,7 +6,7 @@
*/
#include "SkDither.h"
-#include "SkPerlinNoiseShader.h"
+#include "SkPerlinNoiseShader2.h"
#include "SkColorFilter.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
@@ -30,6 +30,37 @@ static const int kBlockMask = kBlockSize - 1;
static const int kPerlinNoise = 4096;
static const int kRandMaximum = SK_MaxS32; // 2**31 - 1
+static uint8_t improved_noise_permutations[] = {
+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103,
+ 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26,
+ 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174,
+ 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231,
+ 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
+ 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
+ 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124,
+ 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17,
+ 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101,
+ 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185,
+ 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81,
+ 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176,
+ 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243,
+ 141, 128, 195, 78, 66, 215, 61, 156, 180,
+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103,
+ 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26,
+ 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174,
+ 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231,
+ 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
+ 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
+ 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124,
+ 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17,
+ 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101,
+ 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185,
+ 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81,
+ 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176,
+ 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243,
+ 141, 128, 195, 78, 66, 215, 61, 156, 180
+};
+
namespace {
// noiseValue is the color component's value (or color)
@@ -54,7 +85,7 @@ inline SkScalar smoothCurve(SkScalar t) {
} // end namespace
-struct SkPerlinNoiseShader::StitchData {
+struct SkPerlinNoiseShader2::StitchData {
StitchData()
: fWidth(0)
, fWrapX(0)
@@ -75,7 +106,7 @@ struct SkPerlinNoiseShader::StitchData {
int fWrapY;
};
-struct SkPerlinNoiseShader::PaintingData {
+struct SkPerlinNoiseShader2::PaintingData {
PaintingData(const SkISize& tileSize, SkScalar seed,
SkScalar baseFrequencyX, SkScalar baseFrequencyY,
const SkMatrix& matrix)
@@ -99,6 +130,28 @@ struct SkPerlinNoiseShader::PaintingData {
fNoiseBitmap.setInfo(SkImageInfo::MakeN32Premul(kBlockSize, 4));
fNoiseBitmap.setPixels(fNoise[0][0]);
+
+ fImprovedPermutationsBitmap.setInfo(SkImageInfo::MakeA8(256, 1));
+ fImprovedPermutationsBitmap.setPixels(improved_noise_permutations);
+
+ fGradientBitmap.setInfo(SkImageInfo::MakeN32Premul(16, 1));
+ static uint8_t gradients[] = { 2, 2, 1, 0,
+ 0, 2, 1, 0,
+ 2, 0, 1, 0,
+ 0, 0, 1, 0,
+ 2, 1, 2, 0,
+ 0, 1, 2, 0,
+ 2, 1, 0, 0,
+ 0, 1, 0, 0,
+ 1, 2, 2, 0,
+ 1, 0, 2, 0,
+ 1, 2, 0, 0,
+ 1, 0, 0, 0,
+ 2, 2, 1, 0,
+ 1, 0, 2, 0,
+ 0, 2, 1, 0,
+ 1, 0, 0, 0 };
+ fGradientBitmap.setPixels(gradients);
#endif
}
@@ -115,6 +168,8 @@ private:
#if SK_SUPPORT_GPU
SkBitmap fPermutationsBitmap;
SkBitmap fNoiseBitmap;
+ SkBitmap fImprovedPermutationsBitmap;
+ SkBitmap fGradientBitmap;
#endif
inline int random() {
@@ -246,24 +301,34 @@ public:
const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; }
const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; }
+
+ const SkBitmap& getImprovedPermutationsBitmap() const { return fImprovedPermutationsBitmap; }
+
+ const SkBitmap& getGradientBitmap() const { return fGradientBitmap; }
#endif
};
-SkShader* SkPerlinNoiseShader::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+SkShader* SkPerlinNoiseShader2::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
int numOctaves, SkScalar seed,
const SkISize* tileSize) {
- return new SkPerlinNoiseShader(kFractalNoise_Type, baseFrequencyX, baseFrequencyY, numOctaves,
+ return new SkPerlinNoiseShader2(kFractalNoise_Type, baseFrequencyX, baseFrequencyY, numOctaves,
seed, tileSize);
}
-SkShader* SkPerlinNoiseShader::CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+SkShader* SkPerlinNoiseShader2::CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
int numOctaves, SkScalar seed,
const SkISize* tileSize) {
- return new SkPerlinNoiseShader(kTurbulence_Type, baseFrequencyX, baseFrequencyY, numOctaves,
+ return new SkPerlinNoiseShader2(kTurbulence_Type, baseFrequencyX, baseFrequencyY, numOctaves,
seed, tileSize);
}
-SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::Type type,
+SkShader* SkPerlinNoiseShader2::CreateImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ int numOctaves, SkScalar z) {
+ return new SkPerlinNoiseShader2(kImprovedNoise_Type, baseFrequencyX, baseFrequencyY, numOctaves,
+ z, NULL);
+}
+
+SkPerlinNoiseShader2::SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type,
SkScalar baseFrequencyX,
SkScalar baseFrequencyY,
int numOctaves,
@@ -280,10 +345,10 @@ SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::Type type,
SkASSERT(numOctaves >= 0 && numOctaves < 256);
}
-SkPerlinNoiseShader::~SkPerlinNoiseShader() {
+SkPerlinNoiseShader2::~SkPerlinNoiseShader2() {
}
-SkFlattenable* SkPerlinNoiseShader::CreateProc(SkReadBuffer& buffer) {
+SkFlattenable* SkPerlinNoiseShader2::CreateProc(SkReadBuffer& buffer) {
Type type = (Type)buffer.readInt();
SkScalar freqX = buffer.readScalar();
SkScalar freqY = buffer.readScalar();
@@ -295,15 +360,17 @@ SkFlattenable* SkPerlinNoiseShader::CreateProc(SkReadBuffer& buffer) {
switch (type) {
case kFractalNoise_Type:
- return SkPerlinNoiseShader::CreateFractalNoise(freqX, freqY, octaves, seed, &tileSize);
+ return SkPerlinNoiseShader2::CreateFractalNoise(freqX, freqY, octaves, seed, &tileSize);
case kTurbulence_Type:
- return SkPerlinNoiseShader::CreateTubulence(freqX, freqY, octaves, seed, &tileSize);
+ return SkPerlinNoiseShader2::CreateTubulence(freqX, freqY, octaves, seed, &tileSize);
+ case kImprovedNoise_Type:
+ return SkPerlinNoiseShader2::CreateImprovedNoise(freqX, freqY, octaves, seed);
default:
return nullptr;
}
}
-void SkPerlinNoiseShader::flatten(SkWriteBuffer& buffer) const {
+void SkPerlinNoiseShader2::flatten(SkWriteBuffer& buffer) const {
buffer.writeInt((int) fType);
buffer.writeScalar(fBaseFrequencyX);
buffer.writeScalar(fBaseFrequencyY);
@@ -313,7 +380,7 @@ void SkPerlinNoiseShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeInt(fTileSize.fHeight);
}
-SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
+SkScalar SkPerlinNoiseShader2::PerlinNoiseShaderContext::noise2D(
int channel, const StitchData& stitchData, const SkPoint& noiseVector) const {
struct Noise {
int noisePositionIntegerValue;
@@ -330,7 +397,7 @@ SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
Noise noiseX(noiseVector.x());
Noise noiseY(noiseVector.y());
SkScalar u, v;
- const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
+ const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(fShader);
// If stitching, adjust lattice points accordingly.
if (perlinNoiseShader.fStitchTiles) {
noiseX.noisePositionIntegerValue =
@@ -371,9 +438,9 @@ SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
return SkScalarInterp(a, b, sy);
}
-SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint(
+SkScalar SkPerlinNoiseShader2::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint(
int channel, StitchData& stitchData, const SkPoint& point) const {
- const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
+ const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(fShader);
if (perlinNoiseShader.fStitchTiles) {
// Set up TurbulenceInitial stitch values.
stitchData = fPaintingData->fStitchDataInit;
@@ -414,8 +481,71 @@ SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValue
return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1);
}
-SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
+////////////////////////////////////////////////////////////////////////////////////////////////////
+// Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/
+static SkScalar fade(SkScalar t) {
+ return t * t * t * (t * (t * 6 - 15) + 10);
+}
+
+static SkScalar lerp(SkScalar t, SkScalar a, SkScalar b) {
+ return a + t * (b - a);
+}
+
+static SkScalar grad(int hash, SkScalar x, SkScalar y, SkScalar z) {
+ int h = hash & 15;
+ SkScalar u = h < 8 ? x : y;
+ SkScalar v = h < 4 ? y : h == 12 || h == 14 ? x : z;
+ return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
+}
+
+SkScalar SkPerlinNoiseShader2::PerlinNoiseShaderContext::calculateImprovedNoiseValueForPoint(
+ int channel, const SkPoint& point) const {
+ const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(fShader);
+ SkScalar x = point.fX * perlinNoiseShader.fBaseFrequencyX;
+ SkScalar y = point.fY * perlinNoiseShader.fBaseFrequencyY;
+ // z offset between different channels, chosen arbitrarily
+ static const SkScalar CHANNEL_DELTA = 1000.0f;
+ SkScalar z = channel * CHANNEL_DELTA + perlinNoiseShader.fSeed;
+ SkScalar result = 0;
+ SkScalar ratio = SK_Scalar1;
+ for (int i = 0; i < perlinNoiseShader.fNumOctaves; i++) {
+ int X = SkScalarFloorToInt(x) & 255;
+ int Y = SkScalarFloorToInt(y) & 255;
+ int Z = SkScalarFloorToInt(z) & 255;
+ SkScalar px = x - SkScalarFloorToScalar(x);
+ SkScalar py = y - SkScalarFloorToScalar(y);
+ SkScalar pz = z - SkScalarFloorToScalar(z);
+ SkScalar u = fade(px);
+ SkScalar v = fade(py);
+ SkScalar w = fade(pz);
+ uint8_t* permutations = improved_noise_permutations;
+ int A = permutations[X] + Y;
+ int AA = permutations[A] + Z;
+ int AB = permutations[A + 1] + Z;
+ int B = permutations[X + 1] + Y;
+ int BA = permutations[B] + Z;
+ int BB = permutations[B + 1] + Z;
+ result += lerp(w, lerp(v, lerp(u, grad(permutations[AA ], px , py , pz ),
+ grad(permutations[BA ], px - 1, py , pz )),
+ lerp(u, grad(permutations[AB ], px , py - 1, pz ),
+ grad(permutations[BB ], px - 1, py - 1, pz ))),
+ lerp(v, lerp(u, grad(permutations[AA + 1], px , py , pz - 1),
+ grad(permutations[BA + 1], px - 1, py , pz - 1)),
+ lerp(u, grad(permutations[AB + 1], px , py - 1, pz - 1),
+ grad(permutations[BB + 1], px - 1, py - 1, pz - 1)))) /
+ ratio;
+ x *= 2;
+ y *= 2;
+ ratio *= 2;
+ }
+ result = SkScalarClampMax((result + 1.0f) / 2.0f, 1.0f);
+ return result;
+}
+////////////////////////////////////////////////////////////////////////////////////////////////////
+
+SkPMColor SkPerlinNoiseShader2::PerlinNoiseShaderContext::shade(
const SkPoint& point, StitchData& stitchData) const {
+ const SkPerlinNoiseShader2& perlinNoiseShader = static_cast<const SkPerlinNoiseShader2&>(fShader);
SkPoint newPoint;
fMatrix.mapPoints(&newPoint, &point, 1);
newPoint.fX = SkScalarRoundToScalar(newPoint.fX);
@@ -423,23 +553,29 @@ SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
U8CPU rgba[4];
for (int channel = 3; channel >= 0; --channel) {
- rgba[channel] = SkScalarFloorToInt(255 *
- calculateTurbulenceValueForPoint(channel, stitchData, newPoint));
+ SkScalar value;
+ if (perlinNoiseShader.fType == kImprovedNoise_Type) {
+ value = calculateImprovedNoiseValueForPoint(channel, newPoint);
+ }
+ else {
+ value = calculateTurbulenceValueForPoint(channel, stitchData, newPoint);
+ }
+ rgba[channel] = SkScalarFloorToInt(255 * value);
}
return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]);
}
-SkShader::Context* SkPerlinNoiseShader::onCreateContext(const ContextRec& rec,
+SkShader::Context* SkPerlinNoiseShader2::onCreateContext(const ContextRec& rec,
void* storage) const {
return new (storage) PerlinNoiseShaderContext(*this, rec);
}
-size_t SkPerlinNoiseShader::contextSize() const {
+size_t SkPerlinNoiseShader2::contextSize() const {
return sizeof(PerlinNoiseShaderContext);
}
-SkPerlinNoiseShader::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
- const SkPerlinNoiseShader& shader, const ContextRec& rec)
+SkPerlinNoiseShader2::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
+ const SkPerlinNoiseShader2& shader, const ContextRec& rec)
: INHERITED(shader, rec)
{
SkMatrix newMatrix = *rec.fMatrix;
@@ -454,9 +590,9 @@ SkPerlinNoiseShader::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
shader.fBaseFrequencyY, newMatrix);
}
-SkPerlinNoiseShader::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() { delete fPaintingData; }
+SkPerlinNoiseShader2::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() { delete fPaintingData; }
-void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan(
+void SkPerlinNoiseShader2::PerlinNoiseShaderContext::shadeSpan(
int x, int y, SkPMColor result[], int count) {
SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
StitchData stitchData;
@@ -466,7 +602,7 @@ void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan(
}
}
-void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan16(
+void SkPerlinNoiseShader2::PerlinNoiseShaderContext::shadeSpan16(
int x, int y, uint16_t result[], int count) {
SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
StitchData stitchData;
@@ -483,10 +619,10 @@ void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan16(
#if SK_SUPPORT_GPU
-class GrGLPerlinNoise : public GrGLFragmentProcessor {
+class GrGLPerlinNoise2 : public GrGLFragmentProcessor {
public:
- GrGLPerlinNoise(const GrProcessor&);
- virtual ~GrGLPerlinNoise() {}
+ GrGLPerlinNoise2(const GrProcessor&);
+ virtual ~GrGLPerlinNoise2() {}
virtual void emitCode(EmitArgs&) override;
@@ -498,7 +634,7 @@ protected:
private:
GrGLSLProgramDataManager::UniformHandle fStitchDataUni;
- SkPerlinNoiseShader::Type fType;
+ SkPerlinNoiseShader2::Type fType;
bool fStitchTiles;
int fNumOctaves;
GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni;
@@ -509,24 +645,24 @@ private:
/////////////////////////////////////////////////////////////////////
-class GrPerlinNoiseEffect : public GrFragmentProcessor {
+class GrPerlinNoise2Effect : public GrFragmentProcessor {
public:
- static GrFragmentProcessor* Create(SkPerlinNoiseShader::Type type,
+ static GrFragmentProcessor* Create(SkPerlinNoiseShader2::Type type,
int numOctaves, bool stitchTiles,
- SkPerlinNoiseShader::PaintingData* paintingData,
+ SkPerlinNoiseShader2::PaintingData* paintingData,
GrTexture* permutationsTexture, GrTexture* noiseTexture,
const SkMatrix& matrix) {
- return new GrPerlinNoiseEffect(type, numOctaves, stitchTiles, paintingData,
+ return new GrPerlinNoise2Effect(type, numOctaves, stitchTiles, paintingData,
permutationsTexture, noiseTexture, matrix);
}
- virtual ~GrPerlinNoiseEffect() { delete fPaintingData; }
+ virtual ~GrPerlinNoise2Effect() { delete fPaintingData; }
const char* name() const override { return "PerlinNoise"; }
- const SkPerlinNoiseShader::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; }
+ const SkPerlinNoiseShader2::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; }
- SkPerlinNoiseShader::Type type() const { return fType; }
+ SkPerlinNoiseShader2::Type type() const { return fType; }
bool stitchTiles() const { return fStitchTiles; }
const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; }
int numOctaves() const { return fNumOctaves; }
@@ -534,16 +670,16 @@ public:
private:
GrGLFragmentProcessor* onCreateGLInstance() const override {
- return new GrGLPerlinNoise(*this);
+ return new GrGLPerlinNoise2(*this);
}
virtual void onGetGLProcessorKey(const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const override {
- GrGLPerlinNoise::GenKey(*this, caps, b);
+ GrGLPerlinNoise2::GenKey(*this, caps, b);
}
bool onIsEqual(const GrFragmentProcessor& sBase) const override {
- const GrPerlinNoiseEffect& s = sBase.cast<GrPerlinNoiseEffect>();
+ const GrPerlinNoise2Effect& s = sBase.cast<GrPerlinNoise2Effect>();
return fType == s.fType &&
fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency &&
fNumOctaves == s.fNumOctaves &&
@@ -555,9 +691,9 @@ private:
inout->setToUnknown(GrInvariantOutput::kWillNot_ReadInput);
}
- GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type,
+ GrPerlinNoise2Effect(SkPerlinNoiseShader2::Type type,
int numOctaves, bool stitchTiles,
- SkPerlinNoiseShader::PaintingData* paintingData,
+ SkPerlinNoiseShader2::PaintingData* paintingData,
GrTexture* permutationsTexture, GrTexture* noiseTexture,
const SkMatrix& matrix)
: fType(type)
@@ -566,7 +702,7 @@ private:
, fPermutationsAccess(permutationsTexture)
, fNoiseAccess(noiseTexture)
, fPaintingData(paintingData) {
- this->initClassID<GrPerlinNoiseEffect>();
+ this->initClassID<GrPerlinNoise2Effect>();
this->addTextureAccess(&fPermutationsAccess);
this->addTextureAccess(&fNoiseAccess);
fCoordTransform.reset(kLocal_GrCoordSet, matrix);
@@ -575,22 +711,22 @@ private:
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
- SkPerlinNoiseShader::Type fType;
+ SkPerlinNoiseShader2::Type fType;
GrCoordTransform fCoordTransform;
int fNumOctaves;
bool fStitchTiles;
GrTextureAccess fPermutationsAccess;
GrTextureAccess fNoiseAccess;
- SkPerlinNoiseShader::PaintingData *fPaintingData;
+ SkPerlinNoiseShader2::PaintingData *fPaintingData;
private:
typedef GrFragmentProcessor INHERITED;
};
/////////////////////////////////////////////////////////////////////
-GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoiseEffect);
+GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoise2Effect);
-const GrFragmentProcessor* GrPerlinNoiseEffect::TestCreate(GrProcessorTestData* d) {
+const GrFragmentProcessor* GrPerlinNoise2Effect::TestCreate(GrProcessorTestData* d) {
int numOctaves = d->fRandom->nextRangeU(2, 10);
bool stitchTiles = d->fRandom->nextBool();
SkScalar seed = SkIntToScalar(d->fRandom->nextU());
@@ -602,9 +738,9 @@ const GrFragmentProcessor* GrPerlinNoiseEffect::TestCreate(GrProcessorTestData*
0.99f);
SkAutoTUnref<SkShader> shader(d->fRandom->nextBool() ?
- SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed,
+ SkPerlinNoiseShader2::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed,
stitchTiles ? &tileSize : nullptr) :
- SkPerlinNoiseShader::CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed,
+ SkPerlinNoiseShader2::CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed,
stitchTiles ? &tileSize : nullptr));
GrPaint grPaint;
@@ -613,13 +749,13 @@ const GrFragmentProcessor* GrPerlinNoiseEffect::TestCreate(GrProcessorTestData*
kNone_SkFilterQuality);
}
-GrGLPerlinNoise::GrGLPerlinNoise(const GrProcessor& processor)
- : fType(processor.cast<GrPerlinNoiseEffect>().type())
- , fStitchTiles(processor.cast<GrPerlinNoiseEffect>().stitchTiles())
- , fNumOctaves(processor.cast<GrPerlinNoiseEffect>().numOctaves()) {
+GrGLPerlinNoise2::GrGLPerlinNoise2(const GrProcessor& processor)
+ : fType(processor.cast<GrPerlinNoise2Effect>().type())
+ , fStitchTiles(processor.cast<GrPerlinNoise2Effect>().stitchTiles())
+ , fNumOctaves(processor.cast<GrPerlinNoise2Effect>().numOctaves()) {
}
-void GrGLPerlinNoise::emitCode(EmitArgs& args) {
+void GrGLPerlinNoise2::emitCode(EmitArgs& args) {
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
@@ -819,7 +955,7 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) {
fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
fsBuilder->codeAppendf("\n\t\t\t%s += ", args.fOutputColor);
- if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
+ if (fType != SkPerlinNoiseShader2::kFractalNoise_Type) {
fsBuilder->codeAppend("abs(");
}
if (fStitchTiles) {
@@ -839,7 +975,7 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) {
noiseFuncName.c_str(), chanCoordB, noiseVec,
noiseFuncName.c_str(), chanCoordA, noiseVec);
}
- if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
+ if (fType != SkPerlinNoiseShader2::kFractalNoise_Type) {
fsBuilder->codeAppendf(")"); // end of "abs("
}
fsBuilder->codeAppendf(" * %s;", ratio);
@@ -852,7 +988,7 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) {
}
fsBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves
- if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
+ if (fType == SkPerlinNoiseShader2::kFractalNoise_Type) {
// The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
// by fractalNoise and (turbulenceFunctionResult) by turbulence.
fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);",
@@ -868,19 +1004,19 @@ void GrGLPerlinNoise::emitCode(EmitArgs& args) {
args.fOutputColor, args.fOutputColor);
}
-void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
+void GrGLPerlinNoise2::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
- const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
+ const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>();
uint32_t key = turbulence.numOctaves();
key = key << 3; // Make room for next 3 bits
switch (turbulence.type()) {
- case SkPerlinNoiseShader::kFractalNoise_Type:
+ case SkPerlinNoiseShader2::kFractalNoise_Type:
key |= 0x1;
break;
- case SkPerlinNoiseShader::kTurbulence_Type:
+ case SkPerlinNoiseShader2::kTurbulence_Type:
key |= 0x2;
break;
default:
@@ -895,24 +1031,304 @@ void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
b->add32(key);
}
-void GrGLPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman,
+void GrGLPerlinNoise2::onSetData(const GrGLSLProgramDataManager& pdman,
const GrProcessor& processor) {
INHERITED::onSetData(pdman, processor);
- const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
+ const GrPerlinNoise2Effect& turbulence = processor.cast<GrPerlinNoise2Effect>();
const SkVector& baseFrequency = turbulence.baseFrequency();
pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
if (turbulence.stitchTiles()) {
- const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
+ const SkPerlinNoiseShader2::StitchData& stitchData = turbulence.stitchData();
pdman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
SkIntToScalar(stitchData.fHeight));
}
}
/////////////////////////////////////////////////////////////////////
-const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
+
+class GrGLImprovedPerlinNoise : public GrGLFragmentProcessor {
+public:
+ GrGLImprovedPerlinNoise(const GrProcessor&);
+ virtual ~GrGLImprovedPerlinNoise() {}
+
+ virtual void emitCode(EmitArgs&) override;
+
+ static inline void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder* b);
+
+protected:
+ void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
+
+private:
+
+ SkScalar fZ;
+ GrGLSLProgramDataManager::UniformHandle fZUni;
+ GrGLSLProgramDataManager::UniformHandle fOctavesUni;
+ GrGLSLProgramDataManager::UniformHandle fBaseFrequencyUni;
+
+private:
+ typedef GrGLFragmentProcessor INHERITED;
+};
+
+/////////////////////////////////////////////////////////////////////
+
+class GrImprovedPerlinNoiseEffect : public GrFragmentProcessor {
+public:
+ static GrFragmentProcessor* Create(SkScalar octaves, SkScalar z,
+ SkPerlinNoiseShader2::PaintingData* paintingData,
+ GrTexture* permutationsTexture, GrTexture* gradientTexture,
+ const SkMatrix& matrix) {
+ return new GrImprovedPerlinNoiseEffect(octaves, z, paintingData, permutationsTexture,
+ gradientTexture, matrix);
+ }
+
+ virtual ~GrImprovedPerlinNoiseEffect() { delete fPaintingData; }
+
+ const char* name() const override { return "ImprovedPerlinNoise"; }
+
+ const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; }
+ SkScalar z() const { return fZ; }
+ int octaves() const { return fOctaves; }
+ const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); }
+
+private:
+ GrGLFragmentProcessor* onCreateGLInstance() const override {
+ return new GrGLImprovedPerlinNoise(*this);
+ }
+
+ virtual void onGetGLProcessorKey(const GrGLSLCaps& caps,
+ GrProcessorKeyBuilder* b) const override {
+ GrGLImprovedPerlinNoise::GenKey(*this, caps, b);
+ }
+
+ bool onIsEqual(const GrFragmentProcessor& sBase) const override {
+ const GrImprovedPerlinNoiseEffect& s = sBase.cast<GrImprovedPerlinNoiseEffect>();
+ return fZ == fZ &&
+ fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency;
+ }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->setToUnknown(GrInvariantOutput::kWillNot_ReadInput);
+ }
+
+ GrImprovedPerlinNoiseEffect(int octaves, SkScalar z,
+ SkPerlinNoiseShader2::PaintingData* paintingData,
+ GrTexture* permutationsTexture, GrTexture* gradientTexture,
+ const SkMatrix& matrix)
+ : fOctaves(octaves)
+ , fZ(z)
+ , fPermutationsAccess(permutationsTexture)
+ , fGradientAccess(gradientTexture)
+ , fPaintingData(paintingData) {
+ this->initClassID<GrImprovedPerlinNoiseEffect>();
+ this->addTextureAccess(&fPermutationsAccess);
+ this->addTextureAccess(&fGradientAccess);
+ fCoordTransform.reset(kLocal_GrCoordSet, matrix);
+ this->addCoordTransform(&fCoordTransform);
+ }
+
+ GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
+
+ GrCoordTransform fCoordTransform;
+ int fOctaves;
+ SkScalar fZ;
+ GrTextureAccess fPermutationsAccess;
+ GrTextureAccess fGradientAccess;
+ SkPerlinNoiseShader2::PaintingData *fPaintingData;
+
+private:
+ typedef GrFragmentProcessor INHERITED;
+};
+
+/////////////////////////////////////////////////////////////////////
+GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrImprovedPerlinNoiseEffect);
+
+const GrFragmentProcessor* GrImprovedPerlinNoiseEffect::TestCreate(GrProcessorTestData* d) {
+ SkScalar baseFrequencyX = d->fRandom->nextRangeScalar(0.01f,
+ 0.99f);
+ SkScalar baseFrequencyY = d->fRandom->nextRangeScalar(0.01f,
+ 0.99f);
+ int numOctaves = d->fRandom->nextRangeU(2, 10);
+ SkScalar z = SkIntToScalar(d->fRandom->nextU());
+
+ SkAutoTUnref<SkShader> shader(SkPerlinNoiseShader2::CreateImprovedNoise(baseFrequencyX,
+ baseFrequencyY,
+ numOctaves,
+ z));
+
+ GrPaint grPaint;
+ return shader->asFragmentProcessor(d->fContext,
+ GrTest::TestMatrix(d->fRandom), nullptr,
+ kNone_SkFilterQuality);
+}
+
+GrGLImprovedPerlinNoise::GrGLImprovedPerlinNoise(const GrProcessor& processor)
+ : fZ(processor.cast<GrImprovedPerlinNoiseEffect>().z()) {
+}
+
+void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) {
+ GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
+ SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
+
+ fBaseFrequencyUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "baseFrequency");
+ const char* baseFrequencyUni = args.fBuilder->getUniformCStr(fBaseFrequencyUni);
+
+ fOctavesUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "octaves");
+ const char* octavesUni = args.fBuilder->getUniformCStr(fOctavesUni);
+
+ fZUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "z");
+ const char* zUni = args.fBuilder->getUniformCStr(fZUni);
+
+ // fade function
+ static const GrGLSLShaderVar fadeArgs[] = {
+ GrGLSLShaderVar("t", kVec3f_GrSLType)
+ };
+ SkString fadeFuncName;
+ fsBuilder->emitFunction(kVec3f_GrSLType, "fade", SK_ARRAY_COUNT(fadeArgs),
+ fadeArgs,
+ "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);",
+ &fadeFuncName);
+
+ // perm function
+ static const GrGLSLShaderVar permArgs[] = {
+ GrGLSLShaderVar("x", kFloat_GrSLType)
+ };
+ SkString permFuncName;
+ SkString permCode("return ");
+ // FIXME even though I'm creating these textures with kRepeat_TileMode, they're clamped. Not
+ // sure why. Using fract() (here and the next texture lookup) as a workaround.
+ fsBuilder->appendTextureLookup(&permCode, args.fSamplers[0], "vec2(fract(x / 256.0), 0.0)",
+ kVec2f_GrSLType);
+ permCode.append(".r * 255.0;");
+ fsBuilder->emitFunction(kFloat_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs,
+ permCode.c_str(), &permFuncName);
+
+ // grad function
+ static const GrGLSLShaderVar gradArgs[] = {
+ GrGLSLShaderVar("x", kFloat_GrSLType),
+ GrGLSLShaderVar("p", kVec3f_GrSLType)
+ };
+ SkString gradFuncName;
+ SkString gradCode("return dot(");
+ fsBuilder->appendTextureLookup(&gradCode, args.fSamplers[1], "vec2(fract(x / 16.0), 0.0)",
+ kVec2f_GrSLType);
+ gradCode.append(".rgb * 255.0 - vec3(1.0), p);");
+ fsBuilder->emitFunction(kFloat_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs,
+ gradCode.c_str(), &gradFuncName);
+
+ // lerp function
+ static const GrGLSLShaderVar lerpArgs[] = {
+ GrGLSLShaderVar("a", kFloat_GrSLType),
+ GrGLSLShaderVar("b", kFloat_GrSLType),
+ GrGLSLShaderVar("w", kFloat_GrSLType)
+ };
+ SkString lerpFuncName;
+ fsBuilder->emitFunction(kFloat_GrSLType, "lerp", SK_ARRAY_COUNT(lerpArgs), lerpArgs,
+ "return a + w * (b - a);", &lerpFuncName);
+
+ // noise function
+ static const GrGLSLShaderVar noiseArgs[] = {
+ GrGLSLShaderVar("p", kVec3f_GrSLType),
+ };
+ SkString noiseFuncName;
+ SkString noiseCode;
+ noiseCode.append("vec3 P = mod(floor(p), 256.0);");
+ noiseCode.append("p -= floor(p);");
+ noiseCode.appendf("vec3 f = %s(p);", fadeFuncName.c_str());
+ noiseCode.appendf("float A = %s(P.x) + P.y;", permFuncName.c_str());
+ noiseCode.appendf("float AA = %s(A) + P.z;", permFuncName.c_str());
+ noiseCode.appendf("float AB = %s(A + 1.0) + P.z;", permFuncName.c_str());
+ noiseCode.appendf("float B = %s(P.x + 1.0) + P.y;", permFuncName.c_str());
+ noiseCode.appendf("float BA = %s(B) + P.z;", permFuncName.c_str());
+ noiseCode.appendf("float BB = %s(B + 1.0) + P.z;", permFuncName.c_str());
+ noiseCode.appendf("float result = %s(", lerpFuncName.c_str());
+ noiseCode.appendf("%s(%s(%s(%s(AA), p),", lerpFuncName.c_str(), lerpFuncName.c_str(),
+ gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.appendf("%s(%s(BA), p + vec3(-1.0, 0.0, 0.0)), f.x),", gradFuncName.c_str(),
+ permFuncName.c_str());
+ noiseCode.appendf("%s(%s(%s(AB), p + vec3(0.0, -1.0, 0.0)),", lerpFuncName.c_str(),
+ gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.appendf("%s(%s(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y),",
+ gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.appendf("%s(%s(%s(%s(AA + 1.0), p + vec3(0.0, 0.0, -1.0)),",
+ lerpFuncName.c_str(), lerpFuncName.c_str(), gradFuncName.c_str(),
+ permFuncName.c_str());
+ noiseCode.appendf("%s(%s(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x),",
+ gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.appendf("%s(%s(%s(AB + 1.0), p + vec3(0.0, -1.0, -1.0)),",
+ lerpFuncName.c_str(), gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.appendf("%s(%s(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);",
+ gradFuncName.c_str(), permFuncName.c_str());
+ noiseCode.append("return result;");
+ fsBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs,
+ noiseCode.c_str(), &noiseFuncName);
+
+ // noiseOctaves function
+ static const GrGLSLShaderVar noiseOctavesArgs[] = {
+ GrGLSLShaderVar("p", kVec3f_GrSLType),
+ GrGLSLShaderVar("octaves", kFloat_GrSLType),
+ };
+ SkString noiseOctavesFuncName;
+ SkString noiseOctavesCode;
+ noiseOctavesCode.append("float result = 0.0;");
+ noiseOctavesCode.append("float ratio = 1.0;");
+ noiseOctavesCode.append("for (float i = 0.0; i < octaves; i++) {");
+ noiseOctavesCode.appendf("result += %s(p) / ratio;", noiseFuncName.c_str());
+ noiseOctavesCode.append("p *= 2.0;");
+ noiseOctavesCode.append("ratio *= 2.0;");
+ noiseOctavesCode.append("}");
+ noiseOctavesCode.append("return (result + 1.0) / 2.0;");
+ fsBuilder->emitFunction(kFloat_GrSLType, "noiseOctaves", SK_ARRAY_COUNT(noiseOctavesArgs),
+ noiseOctavesArgs, noiseOctavesCode.c_str(), &noiseOctavesFuncName);
+
+ fsBuilder->codeAppendf("vec2 coords = %s * %s;", vCoords.c_str(), baseFrequencyUni);
+ fsBuilder->codeAppendf("float r = %s(vec3(coords, %s), %s);", noiseOctavesFuncName.c_str(),
+ zUni, octavesUni);
+ fsBuilder->codeAppendf("float g = %s(vec3(coords, %s + 1000.0), %s);",
+ noiseOctavesFuncName.c_str(), zUni, octavesUni);
+ fsBuilder->codeAppendf("float b = %s(vec3(coords, %s + 2000.0), %s);",
+ noiseOctavesFuncName.c_str(), zUni, octavesUni);
+ fsBuilder->codeAppendf("float a = %s(vec3(coords, %s + 3000.0), %s);",
+ noiseOctavesFuncName.c_str(), zUni, octavesUni);
+ fsBuilder->codeAppendf("%s = vec4(r, g, b, a);", args.fOutputColor);
+
+ // Clamp values
+ fsBuilder->codeAppendf("%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor);
+
+ // Pre-multiply the result
+ fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
+ args.fOutputColor, args.fOutputColor,
+ args.fOutputColor, args.fOutputColor);
+}
+
+void GrGLImprovedPerlinNoise::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+}
+
+void GrGLImprovedPerlinNoise::onSetData(const GrGLSLProgramDataManager& pdman,
+ const GrProcessor& processor) {
+ INHERITED::onSetData(pdman, processor);
+
+ const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>();
+
+ const SkVector& baseFrequency = noise.baseFrequency();
+ pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
+
+ pdman.set1f(fOctavesUni, noise.octaves());
+
+ pdman.set1f(fZUni, noise.z());
+}
+
+/////////////////////////////////////////////////////////////////////
+const GrFragmentProcessor* SkPerlinNoiseShader2::asFragmentProcessor(
GrContext* context,
const SkMatrix& viewM,
const SkMatrix* externalLocalMatrix,
@@ -927,6 +1343,29 @@ const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
SkMatrix matrix = viewM;
matrix.preConcat(localMatrix);
+ // Either we don't stitch tiles, either we have a valid tile size
+ SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
+
+ SkPerlinNoiseShader2::PaintingData* paintingData =
+ new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
+
+ SkMatrix m = viewM;
+ m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
+ m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
+
+ if (fType == kImprovedNoise_Type) {
+ GrTextureParams textureParams(SkShader::TileMode::kRepeat_TileMode,
+ GrTextureParams::FilterMode::kNone_FilterMode);
+ SkAutoTUnref<GrTexture> permutationsTexture(
+ GrRefCachedBitmapTexture(context, paintingData->getImprovedPermutationsBitmap(),
+ textureParams));
+ SkAutoTUnref<GrTexture> gradientTexture(
+ GrRefCachedBitmapTexture(context, paintingData->getGradientBitmap(),
+ textureParams));
+ return GrImprovedPerlinNoiseEffect::Create(fNumOctaves, fSeed, paintingData,
+ permutationsTexture, gradientTexture, m);
+ }
+
if (0 == fNumOctaves) {
if (kFractalNoise_Type == fType) {
// Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2)
@@ -939,11 +1378,6 @@ const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
return GrConstColorProcessor::Create(0x0, GrConstColorProcessor::kIgnore_InputMode);
}
- // Either we don't stitch tiles, either we have a valid tile size
- SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
-
- SkPerlinNoiseShader::PaintingData* paintingData =
- new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
SkAutoTUnref<GrTexture> permutationsTexture(
GrRefCachedBitmapTexture(context, paintingData->getPermutationsBitmap(),
GrTextureParams::ClampNoFilter()));
@@ -951,12 +1385,9 @@ const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
GrRefCachedBitmapTexture(context, paintingData->getNoiseBitmap(),
GrTextureParams::ClampNoFilter()));
- SkMatrix m = viewM;
- m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
- m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
if ((permutationsTexture) && (noiseTexture)) {
SkAutoTUnref<GrFragmentProcessor> inner(
- GrPerlinNoiseEffect::Create(fType,
+ GrPerlinNoise2Effect::Create(fType,
fNumOctaves,
fStitchTiles,
paintingData,
@@ -971,8 +1402,8 @@ const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
#endif
#ifndef SK_IGNORE_TO_STRING
-void SkPerlinNoiseShader::toString(SkString* str) const {
- str->append("SkPerlinNoiseShader: (");
+void SkPerlinNoiseShader2::toString(SkString* str) const {
+ str->append("SkPerlinNoiseShader2: (");
str->append("type: ");
switch (fType) {
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