1 /*
2  * Copyright 2013 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef SkPerlinNoiseShader2_DEFINED
9 #define SkPerlinNoiseShader2_DEFINED
10 
11 #include "SkShader.h"
12 
13 /** \class SkPerlinNoiseShader2
14 
15     SkPerlinNoiseShader2 creates an image using the Perlin turbulence function.
16 
17     It can produce tileable noise if asked to stitch tiles and provided a tile size.
18     In order to fill a large area with repeating noise, set the stitchTiles flag to
19     true, and render exactly a single tile of noise. Without this flag, the result
20     will contain visible seams between tiles.
21 
22     The algorithm used is described here :
23     http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
24 */
25 class SK_API SkPerlinNoiseShader2 : public SkShader {
26 public:
27     struct StitchData;
28     struct PaintingData;
29 
30     /**
31      *  About the noise types : the difference between the first 2 is just minor tweaks to the
32      *  algorithm, they're not 2 entirely different noises. The output looks different, but once the
33      *  noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
34      *  doing :
35      *  kFractalNoise_Type : noise * 0.5 + 0.5
36      *  kTurbulence_Type   : abs(noise)
37      *  Very little differences between the 2 types, although you can tell the difference visually.
38      *  "Improved" is based on the Improved Perlin Noise algorithm described at
39      *  http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
40      *  a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
41      *  changes to the noise, making it suitable for animated noise.
42      */
43     enum Type {
44         kFractalNoise_Type,
45         kTurbulence_Type,
46         kImprovedNoise_Type,
47         kFirstType = kFractalNoise_Type,
48         kLastType = kImprovedNoise_Type
49     };
50     /**
51      *  This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
52      *
53      *  Both base frequencies (X and Y) have a usual range of (0..1).
54      *
55      *  The number of octaves provided should be fairly small, although no limit is enforced.
56      *  Each octave doubles the frequency, so 10 octaves would produce noise from
57      *  baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
58      *  periods and resembles regular unstructured noise rather than Perlin noise.
59      *
60      *  If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
61      *  the frequencies so that the noise will be tileable for the given tile size. If tileSize
62      *  is NULL or an empty size, the frequencies will be used as is without modification.
63      */
64     static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
65                                         int numOctaves, SkScalar seed,
66                                         const SkISize* tileSize = NULL);
67     static SkShader* CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
68                                      int numOctaves, SkScalar seed,
69                                      const SkISize* tileSize = NULL);
70     /**
71      * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the
72      * other two types, but minor variations to z will only slightly change the noise.
73      */
74     static SkShader* CreateImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
75                                          int numOctaves, SkScalar z);
76     /**
77      * Create alias for CreateTurbulunce until all Skia users changed
78      * its code to use the new naming
79      */
80     static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
81                                      int numOctaves, SkScalar seed,
82                                      const SkISize* tileSize = NULL) {
83     return CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize);
84     }
85 
86 
87     size_t contextSize(const ContextRec&) const override;
88 
89     class PerlinNoiseShaderContext : public SkShader::Context {
90     public:
91         PerlinNoiseShaderContext(const SkPerlinNoiseShader2& shader, const ContextRec&);
92         virtual ~PerlinNoiseShaderContext();
93 
94         void shadeSpan(int x, int y, SkPMColor[], int count) override;
95 
96     private:
97         SkPMColor shade(const SkPoint& point, StitchData& stitchData) const;
98         SkScalar calculateTurbulenceValueForPoint(
99             int channel,
100             StitchData& stitchData, const SkPoint& point) const;
101         SkScalar calculateImprovedNoiseValueForPoint(int channel, const SkPoint& point) const;
102         SkScalar noise2D(int channel,
103                          const StitchData& stitchData, const SkPoint& noiseVector) const;
104 
105         SkMatrix fMatrix;
106         PaintingData* fPaintingData;
107 
108         typedef SkShader::Context INHERITED;
109     };
110 
111 #if SK_SUPPORT_GPU
112     const GrFragmentProcessor* asFragmentProcessor(GrContext* context, const SkMatrix& viewM,
113                                                    const SkMatrix*, SkFilterQuality) const override;
114 #endif
115 
116     SK_TO_STRING_OVERRIDE()
117     SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader2)
118 
119 protected:
120     void flatten(SkWriteBuffer&) const override;
121     Context* onCreateContext(const ContextRec&, void* storage) const override;
122 
123 private:
124     SkPerlinNoiseShader2(SkPerlinNoiseShader2::Type type, SkScalar baseFrequencyX,
125                         SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
126                         const SkISize* tileSize);
127     virtual ~SkPerlinNoiseShader2();
128 
129     const SkPerlinNoiseShader2::Type fType;
130     const SkScalar                  fBaseFrequencyX;
131     const SkScalar                  fBaseFrequencyY;
132     const int                       fNumOctaves;
133     const SkScalar                  fSeed;
134     const SkISize                   fTileSize;
135     const bool                      fStitchTiles;
136 
137     typedef SkShader INHERITED;
138 };
139 
140 #endif
141