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Side by Side Diff: src/effects/SkPerlinNoiseShader.cpp

Issue 332523006: Fix tiled perlin noise. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Remove spurious .xy in GLSL shader Created 6 years, 6 months ago
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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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32 // noiseValue is the color component's value (or color) 32 // noiseValue is the color component's value (or color)
33 // limitValue is the maximum perlin noise array index value allowed 33 // limitValue is the maximum perlin noise array index value allowed
34 // newValue is the current noise dimension (either width or height) 34 // newValue is the current noise dimension (either width or height)
35 inline int checkNoise(int noiseValue, int limitValue, int newValue) { 35 inline int checkNoise(int noiseValue, int limitValue, int newValue) {
36 // If the noise value would bring us out of bounds of the current noise arra y while we are 36 // If the noise value would bring us out of bounds of the current noise arra y while we are
37 // stiching noise tiles together, wrap the noise around the current dimensio n of the noise to 37 // stiching noise tiles together, wrap the noise around the current dimensio n of the noise to
38 // stay within the array bounds in a continuous fashion (so that tiling line s are not visible) 38 // stay within the array bounds in a continuous fashion (so that tiling line s are not visible)
39 if (noiseValue >= limitValue) { 39 if (noiseValue >= limitValue) {
40 noiseValue -= newValue; 40 noiseValue -= newValue;
41 } 41 }
42 if (noiseValue >= limitValue - 1) {
43 noiseValue -= newValue - 1;
44 }
45 return noiseValue; 42 return noiseValue;
46 } 43 }
47 44
48 inline SkScalar smoothCurve(SkScalar t) { 45 inline SkScalar smoothCurve(SkScalar t) {
49 static const SkScalar SK_Scalar3 = 3.0f; 46 static const SkScalar SK_Scalar3 = 3.0f;
50 47
51 // returns t * t * (3 - 2 * t) 48 // returns t * t * (3 - 2 * t)
52 return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t); 49 return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t);
53 } 50 }
54 51
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313 buffer.writeBool(fStitchTiles); 310 buffer.writeBool(fStitchTiles);
314 buffer.writeInt(fTileSize.fWidth); 311 buffer.writeInt(fTileSize.fWidth);
315 buffer.writeInt(fTileSize.fHeight); 312 buffer.writeInt(fTileSize.fHeight);
316 } 313 }
317 314
318 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D( 315 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
319 int channel, const PaintingData& paintingData, 316 int channel, const PaintingData& paintingData,
320 const StitchData& stitchData, const SkPoint& noiseVector) const { 317 const StitchData& stitchData, const SkPoint& noiseVector) const {
321 struct Noise { 318 struct Noise {
322 int noisePositionIntegerValue; 319 int noisePositionIntegerValue;
320 int nextNoisePositionIntegerValue;
323 SkScalar noisePositionFractionValue; 321 SkScalar noisePositionFractionValue;
324 Noise(SkScalar component) 322 Noise(SkScalar component)
325 { 323 {
326 SkScalar position = component + kPerlinNoise; 324 SkScalar position = component + kPerlinNoise;
327 noisePositionIntegerValue = SkScalarFloorToInt(position); 325 noisePositionIntegerValue = SkScalarFloorToInt(position);
328 noisePositionFractionValue = position - SkIntToScalar(noisePositionI ntegerValue); 326 noisePositionFractionValue = position - SkIntToScalar(noisePositionI ntegerValue);
327 nextNoisePositionIntegerValue = noisePositionIntegerValue + 1;
329 } 328 }
330 }; 329 };
331 Noise noiseX(noiseVector.x()); 330 Noise noiseX(noiseVector.x());
332 Noise noiseY(noiseVector.y()); 331 Noise noiseY(noiseVector.y());
333 SkScalar u, v; 332 SkScalar u, v;
334 const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoi seShader&>(fShader); 333 const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoi seShader&>(fShader);
335 // If stitching, adjust lattice points accordingly. 334 // If stitching, adjust lattice points accordingly.
336 if (perlinNoiseShader.fStitchTiles) { 335 if (perlinNoiseShader.fStitchTiles) {
337 noiseX.noisePositionIntegerValue = 336 noiseX.noisePositionIntegerValue =
338 checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stit chData.fWidth); 337 checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stit chData.fWidth);
339 noiseY.noisePositionIntegerValue = 338 noiseY.noisePositionIntegerValue =
340 checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stit chData.fHeight); 339 checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stit chData.fHeight);
340 noiseX.nextNoisePositionIntegerValue =
341 checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
342 noiseY.nextNoisePositionIntegerValue =
343 checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
341 } 344 }
342 noiseX.noisePositionIntegerValue &= kBlockMask; 345 noiseX.noisePositionIntegerValue &= kBlockMask;
343 noiseY.noisePositionIntegerValue &= kBlockMask; 346 noiseY.noisePositionIntegerValue &= kBlockMask;
344 int latticeIndex = 347 noiseX.nextNoisePositionIntegerValue &= kBlockMask;
345 paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] + 348 noiseY.nextNoisePositionIntegerValue &= kBlockMask;
346 noiseY.noisePositionIntegerValue; 349 int i =
347 int nextLatticeIndex = 350 paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue];
348 paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & k BlockMask] + 351 int j =
349 noiseY.noisePositionIntegerValue; 352 paintingData.fLatticeSelector[noiseX.nextNoisePositionIntegerValue];
353 int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask;
354 int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask;
355 int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
356 int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
350 SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); 357 SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue);
351 SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); 358 SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue);
352 // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html# feTurbulenceElement 359 // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html# feTurbulenceElement
353 SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue, 360 SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue,
354 noiseY.noisePositionFractionValue); // Offset (0,0) 361 noiseY.noisePositionFractionValue); // Offset (0,0)
355 u = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionV alue); 362 u = paintingData.fGradient[channel][b00].dot(fractionValue);
356 fractionValue.fX -= SK_Scalar1; // Offset (-1,0) 363 fractionValue.fX -= SK_Scalar1; // Offset (-1,0)
357 v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fract ionValue); 364 v = paintingData.fGradient[channel][b10].dot(fractionValue);
358 SkScalar a = SkScalarInterp(u, v, sx); 365 SkScalar a = SkScalarInterp(u, v, sx);
359 fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) 366 fractionValue.fY -= SK_Scalar1; // Offset (-1,-1)
360 v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot (fractionValue); 367 v = paintingData.fGradient[channel][b11].dot(fractionValue);
361 fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) 368 fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1)
362 u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fra ctionValue); 369 u = paintingData.fGradient[channel][b01].dot(fractionValue);
363 SkScalar b = SkScalarInterp(u, v, sx); 370 SkScalar b = SkScalarInterp(u, v, sx);
364 return SkScalarInterp(a, b, sy); 371 return SkScalarInterp(a, b, sy);
365 } 372 }
366 373
367 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValue ForPoint( 374 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValue ForPoint(
368 int channel, const PaintingData& paintingData, 375 int channel, const PaintingData& paintingData,
369 StitchData& stitchData, const SkPoint& point) const { 376 StitchData& stitchData, const SkPoint& point) const {
370 const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoi seShader&>(fShader); 377 const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoi seShader&>(fShader);
371 if (perlinNoiseShader.fStitchTiles) { 378 if (perlinNoiseShader.fStitchTiles) {
372 // Set up TurbulenceInitial stitch values. 379 // Set up TurbulenceInitial stitch values.
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982 } 989 }
983 990
984 // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8 991 // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
985 const char* chanCoordR = "0.125"; 992 const char* chanCoordR = "0.125";
986 const char* chanCoordG = "0.375"; 993 const char* chanCoordG = "0.375";
987 const char* chanCoordB = "0.625"; 994 const char* chanCoordB = "0.625";
988 const char* chanCoordA = "0.875"; 995 const char* chanCoordA = "0.875";
989 const char* chanCoord = "chanCoord"; 996 const char* chanCoord = "chanCoord";
990 const char* stitchData = "stitchData"; 997 const char* stitchData = "stitchData";
991 const char* ratio = "ratio"; 998 const char* ratio = "ratio";
992 const char* noiseXY = "noiseXY";
993 const char* noiseVec = "noiseVec"; 999 const char* noiseVec = "noiseVec";
994 const char* noiseSmooth = "noiseSmooth"; 1000 const char* noiseSmooth = "noiseSmooth";
1001 const char* floorVal = "floorVal";
995 const char* fractVal = "fractVal"; 1002 const char* fractVal = "fractVal";
996 const char* uv = "uv"; 1003 const char* uv = "uv";
997 const char* ab = "ab"; 1004 const char* ab = "ab";
998 const char* latticeIdx = "latticeIdx"; 1005 const char* latticeIdx = "latticeIdx";
1006 const char* bcoords = "bcoords";
999 const char* lattice = "lattice"; 1007 const char* lattice = "lattice";
1000 const char* inc8bit = "0.00390625"; // 1.0 / 256.0 1008 const char* inc8bit = "0.00390625"; // 1.0 / 256.0
1001 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a 1009 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
1002 // [-1,1] vector and perform a dot product between that vector and the provi ded vector. 1010 // [-1,1] vector and perform a dot product between that vector and the provi ded vector.
1003 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);"; 1011 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);";
1004 1012
1005 // Add noise function 1013 // Add noise function
1006 static const GrGLShaderVar gPerlinNoiseArgs[] = { 1014 static const GrGLShaderVar gPerlinNoiseArgs[] = {
1007 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1015 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1008 GrGLShaderVar(noiseVec, kVec2f_GrSLType) 1016 GrGLShaderVar(noiseVec, kVec2f_GrSLType)
1009 }; 1017 };
1010 1018
1011 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { 1019 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = {
1012 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1020 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1013 GrGLShaderVar(noiseVec, kVec2f_GrSLType), 1021 GrGLShaderVar(noiseVec, kVec2f_GrSLType),
1014 GrGLShaderVar(stitchData, kVec2f_GrSLType) 1022 GrGLShaderVar(stitchData, kVec2f_GrSLType)
1015 }; 1023 };
1016 1024
1017 SkString noiseCode; 1025 SkString noiseCode;
1018 1026
1019 noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseV ec, noiseVec); 1027 noiseCode.appendf("\tvec4 %s;\n", floorVal);
1028 noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec);
1029 noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal);
1030 noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec);
1020 1031
1021 // smooth curve : t * t * (3 - 2 * t) 1032 // smooth curve : t * t * (3 - 2 * t)
1022 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s .zw);", 1033 noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);",
1023 noiseSmooth, noiseXY, noiseXY, noiseXY); 1034 noiseSmooth, fractVal, fractVal, fractVal);
1024 1035
1025 // Adjust frequencies if we're stitching tiles 1036 // Adjust frequencies if we're stitching tiles
1026 if (fStitchTiles) { 1037 if (fStitchTiles) {
1027 noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", 1038 noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }",
1028 noiseXY, stitchData, noiseXY, stitchData); 1039 floorVal, stitchData, floorVal, stitchData);
1029 noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }",
1030 noiseXY, stitchData, noiseXY, stitchData);
1031 noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", 1040 noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
1032 noiseXY, stitchData, noiseXY, stitchData); 1041 floorVal, stitchData, floorVal, stitchData);
1033 noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }", 1042 noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }",
1034 noiseXY, stitchData, noiseXY, stitchData); 1043 floorVal, stitchData, floorVal, stitchData);
1044 noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }",
1045 floorVal, stitchData, floorVal, stitchData);
1035 } 1046 }
1036 1047
1037 // Get texture coordinates and normalize 1048 // Get texture coordinates and normalize
1038 noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0)) ;\n", 1049 noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n",
1039 noiseXY, noiseXY); 1050 floorVal, floorVal);
1040 1051
1041 // Get permutation for x 1052 // Get permutation for x
1042 { 1053 {
1043 SkString xCoords(""); 1054 SkString xCoords("");
1044 xCoords.appendf("vec2(%s.x, 0.5)", noiseXY); 1055 xCoords.appendf("vec2(%s.x, 0.5)", floorVal);
1045 1056
1046 noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); 1057 noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
1047 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType); 1058 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType);
1048 noiseCode.append(".r;"); 1059 noiseCode.append(".r;");
1049 } 1060 }
1050 1061
1051 // Get permutation for x + 1 1062 // Get permutation for x + 1
1052 { 1063 {
1053 SkString xCoords(""); 1064 SkString xCoords("");
1054 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); 1065 xCoords.appendf("vec2(%s.z, 0.5)", floorVal);
1055 1066
1056 noiseCode.appendf("\n\t%s.y = ", latticeIdx); 1067 noiseCode.appendf("\n\t%s.y = ", latticeIdx);
1057 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType); 1068 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType);
1058 noiseCode.append(".r;"); 1069 noiseCode.append(".r;");
1059 } 1070 }
1060 1071
1061 #if defined(SK_BUILD_FOR_ANDROID) 1072 #if defined(SK_BUILD_FOR_ANDROID)
1062 // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Ne xus 7 (Tegra 3). 1073 // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Ne xus 7 (Tegra 3).
1063 // The issue is that colors aren't accurate enough on Tegra devices. For exa mple, if an 8 bit 1074 // The issue is that colors aren't accurate enough on Tegra devices. For exa mple, if an 8 bit
1064 // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725 1075 // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
1065 // (or 0.484368 here). The following rounding operation prevents these preci sion issues from 1076 // (or 0.484368 here). The following rounding operation prevents these preci sion issues from
1066 // affecting the result of the noise by making sure that we only have multip les of 1/255. 1077 // affecting the result of the noise by making sure that we only have multip les of 1/255.
1067 // (Note that 1/255 is about 0.003921569, which is the value used here). 1078 // (Note that 1/255 is about 0.003921569, which is the value used here).
1068 noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003 921569);", 1079 noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003 921569);",
1069 latticeIdx, latticeIdx); 1080 latticeIdx, latticeIdx);
1070 #endif 1081 #endif
1071 1082
1072 // Get (x,y) coordinates with the permutated x 1083 // Get (x,y) coordinates with the permutated x
1073 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noi seXY); 1084 noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, lattic eIdx, floorVal);
1074
1075 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
1076 1085
1077 noiseCode.appendf("\n\n\tvec2 %s;", uv); 1086 noiseCode.appendf("\n\n\tvec2 %s;", uv);
1078 // Compute u, at offset (0,0) 1087 // Compute u, at offset (0,0)
1079 { 1088 {
1080 SkString latticeCoords(""); 1089 SkString latticeCoords("");
1081 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); 1090 latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord);
1082 noiseCode.appendf("\n\tvec4 %s = ", lattice); 1091 noiseCode.appendf("\n\tvec4 %s = ", lattice);
1083 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1092 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1084 kVec2f_GrSLType); 1093 kVec2f_GrSLType);
1085 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1094 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1086 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1095 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1087 } 1096 }
1088 1097
1089 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); 1098 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
1090 // Compute v, at offset (-1,0) 1099 // Compute v, at offset (-1,0)
1091 { 1100 {
1092 SkString latticeCoords(""); 1101 SkString latticeCoords("");
1093 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); 1102 latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord);
1094 noiseCode.append("\n\tlattice = "); 1103 noiseCode.append("\n\tlattice = ");
1095 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1104 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1096 kVec2f_GrSLType); 1105 kVec2f_GrSLType);
1097 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1106 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1098 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1107 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1099 } 1108 }
1100 1109
1101 // Compute 'a' as a linear interpolation of 'u' and 'v' 1110 // Compute 'a' as a linear interpolation of 'u' and 'v'
1102 noiseCode.appendf("\n\tvec2 %s;", ab); 1111 noiseCode.appendf("\n\tvec2 %s;", ab);
1103 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1112 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1104 1113
1105 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); 1114 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
1106 // Compute v, at offset (-1,-1) 1115 // Compute v, at offset (-1,-1)
1107 { 1116 {
1108 SkString latticeCoords(""); 1117 SkString latticeCoords("");
1109 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); 1118 latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
1110 noiseCode.append("\n\tlattice = "); 1119 noiseCode.append("\n\tlattice = ");
1111 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1120 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1112 kVec2f_GrSLType); 1121 kVec2f_GrSLType);
1113 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1122 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1114 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1123 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1115 } 1124 }
1116 1125
1117 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); 1126 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
1118 // Compute u, at offset (0,-1) 1127 // Compute u, at offset (0,-1)
1119 { 1128 {
1120 SkString latticeCoords(""); 1129 SkString latticeCoords("");
1121 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); 1130 latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
1122 noiseCode.append("\n\tlattice = "); 1131 noiseCode.append("\n\tlattice = ");
1123 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1132 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1124 kVec2f_GrSLType); 1133 kVec2f_GrSLType);
1125 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1134 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1126 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1135 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1127 } 1136 }
1128 1137
1129 // Compute 'b' as a linear interpolation of 'u' and 'v' 1138 // Compute 'b' as a linear interpolation of 'u' and 'v'
1130 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1139 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1131 // Compute the noise as a linear interpolation of 'a' and 'b' 1140 // Compute the noise as a linear interpolation of 'a' and 'b'
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1377 str->append(" seed: "); 1386 str->append(" seed: ");
1378 str->appendScalar(fSeed); 1387 str->appendScalar(fSeed);
1379 str->append(" stitch tiles: "); 1388 str->append(" stitch tiles: ");
1380 str->append(fStitchTiles ? "true " : "false "); 1389 str->append(fStitchTiles ? "true " : "false ");
1381 1390
1382 this->INHERITED::toString(str); 1391 this->INHERITED::toString(str);
1383 1392
1384 str->append(")"); 1393 str->append(")");
1385 } 1394 }
1386 #endif 1395 #endif
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