Chromium Code Reviews| Index: src/effects/SkPerlinNoiseShader.cpp |
| diff --git a/src/effects/SkPerlinNoiseShader.cpp b/src/effects/SkPerlinNoiseShader.cpp |
| index bc24061d281448420216c88a3171bd72e63a0c4b..1673bce5bcad53b36c19ee691ba8beba401afbec 100644 |
| --- a/src/effects/SkPerlinNoiseShader.cpp |
| +++ b/src/effects/SkPerlinNoiseShader.cpp |
| @@ -39,9 +39,6 @@ inline int checkNoise(int noiseValue, int limitValue, int newValue) { |
| if (noiseValue >= limitValue) { |
| noiseValue -= newValue; |
| } |
| - if (noiseValue >= limitValue - 1) { |
| - noiseValue -= newValue - 1; |
| - } |
| return noiseValue; |
| } |
| @@ -320,12 +317,14 @@ SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D( |
| const StitchData& stitchData, const SkPoint& noiseVector) const { |
| struct Noise { |
| int noisePositionIntegerValue; |
| + int nextNoisePositionIntegerValue; |
| SkScalar noisePositionFractionValue; |
| Noise(SkScalar component) |
| { |
| SkScalar position = component + kPerlinNoise; |
| noisePositionIntegerValue = SkScalarFloorToInt(position); |
| noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue); |
| + nextNoisePositionIntegerValue = noisePositionIntegerValue + 1; |
| } |
| }; |
| Noise noiseX(noiseVector.x()); |
| @@ -338,28 +337,36 @@ SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D( |
| checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); |
| noiseY.noisePositionIntegerValue = |
| checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); |
| + noiseX.nextNoisePositionIntegerValue = |
| + checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth); |
| + noiseY.nextNoisePositionIntegerValue = |
| + checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight); |
| } |
| noiseX.noisePositionIntegerValue &= kBlockMask; |
| noiseY.noisePositionIntegerValue &= kBlockMask; |
| - int latticeIndex = |
| - paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] + |
| - noiseY.noisePositionIntegerValue; |
| - int nextLatticeIndex = |
| - paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & kBlockMask] + |
| - noiseY.noisePositionIntegerValue; |
| + noiseX.nextNoisePositionIntegerValue &= kBlockMask; |
| + noiseY.nextNoisePositionIntegerValue &= kBlockMask; |
| + int i = |
| + paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue]; |
| + int j = |
| + paintingData.fLatticeSelector[noiseX.nextNoisePositionIntegerValue]; |
| + int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask; |
| + int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask; |
| + int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask; |
| + int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask; |
| SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue); |
| SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue); |
| // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement |
| SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue, |
| noiseY.noisePositionFractionValue); // Offset (0,0) |
| - u = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionValue); |
| + u = paintingData.fGradient[channel][b00].dot(fractionValue); |
| fractionValue.fX -= SK_Scalar1; // Offset (-1,0) |
| - v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fractionValue); |
| + v = paintingData.fGradient[channel][b10].dot(fractionValue); |
| SkScalar a = SkScalarInterp(u, v, sx); |
| fractionValue.fY -= SK_Scalar1; // Offset (-1,-1) |
| - v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot(fractionValue); |
| + v = paintingData.fGradient[channel][b11].dot(fractionValue); |
| fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1) |
| - u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fractionValue); |
| + u = paintingData.fGradient[channel][b01].dot(fractionValue); |
| SkScalar b = SkScalarInterp(u, v, sx); |
| return SkScalarInterp(a, b, sy); |
| } |
| @@ -989,13 +996,14 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| const char* chanCoord = "chanCoord"; |
| const char* stitchData = "stitchData"; |
| const char* ratio = "ratio"; |
| - const char* noiseXY = "noiseXY"; |
| const char* noiseVec = "noiseVec"; |
| const char* noiseSmooth = "noiseSmooth"; |
| + const char* floorVal = "floorVal"; |
| const char* fractVal = "fractVal"; |
| const char* uv = "uv"; |
| const char* ab = "ab"; |
| const char* latticeIdx = "latticeIdx"; |
| + const char* bcoords = "bcoords"; |
| const char* lattice = "lattice"; |
| const char* inc8bit = "0.00390625"; // 1.0 / 256.0 |
| // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a |
| @@ -1016,32 +1024,35 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| SkString noiseCode; |
| - noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseVec, noiseVec); |
| + noiseCode.appendf("\tvec4 %s;\n", floorVal); |
| + noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); |
| + noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); |
| + noiseCode.appendf("\tvec2 %s = fract(%s.xy);\n", fractVal, noiseVec); |
|
sugoi
2014/06/12 17:19:53
noiseVec is already a vec2, I think, so I think yo
Stephen White
2014/06/12 17:37:18
Good catch! Done.
|
| // smooth curve : t * t * (3 - 2 * t) |
| - noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);", |
| - noiseSmooth, noiseXY, noiseXY, noiseXY); |
| + noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);", |
| + noiseSmooth, fractVal, fractVal, fractVal); |
| // Adjust frequencies if we're stitching tiles |
| if (fStitchTiles) { |
| noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", |
| - noiseXY, stitchData, noiseXY, stitchData); |
| - noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }", |
| - noiseXY, stitchData, noiseXY, stitchData); |
| + floorVal, stitchData, floorVal, stitchData); |
| noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", |
| - noiseXY, stitchData, noiseXY, stitchData); |
| - noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }", |
| - noiseXY, stitchData, noiseXY, stitchData); |
| + floorVal, stitchData, floorVal, stitchData); |
| + noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }", |
| + floorVal, stitchData, floorVal, stitchData); |
| + noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }", |
| + floorVal, stitchData, floorVal, stitchData); |
| } |
| // Get texture coordinates and normalize |
| - noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n", |
| - noiseXY, noiseXY); |
| + noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n", |
| + floorVal, floorVal); |
| // Get permutation for x |
| { |
| SkString xCoords(""); |
| - xCoords.appendf("vec2(%s.x, 0.5)", noiseXY); |
| + xCoords.appendf("vec2(%s.x, 0.5)", floorVal); |
| noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); |
| builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); |
| @@ -1051,7 +1062,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| // Get permutation for x + 1 |
| { |
| SkString xCoords(""); |
| - xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); |
| + xCoords.appendf("vec2(%s.z, 0.5)", floorVal); |
| noiseCode.appendf("\n\t%s.y = ", latticeIdx); |
| builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); |
| @@ -1070,15 +1081,13 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| #endif |
| // Get (x,y) coordinates with the permutated x |
| - noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY); |
| - |
| - noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY); |
| + noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal); |
| noiseCode.appendf("\n\n\tvec2 %s;", uv); |
| // Compute u, at offset (0,0) |
| { |
| SkString latticeCoords(""); |
| - latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); |
| + latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord); |
| noiseCode.appendf("\n\tvec4 %s = ", lattice); |
| builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| @@ -1090,7 +1099,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| // Compute v, at offset (-1,0) |
| { |
| SkString latticeCoords(""); |
| - latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); |
| + latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| @@ -1106,7 +1115,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| // Compute v, at offset (-1,-1) |
| { |
| SkString latticeCoords(""); |
| - latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); |
| + latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |
| @@ -1118,7 +1127,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
| // Compute u, at offset (0,-1) |
| { |
| SkString latticeCoords(""); |
| - latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); |
| + latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord); |
| noiseCode.append("\n\tlattice = "); |
| builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
| kVec2f_GrSLType); |