| 1 | /* | 
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| 2 | * Copyright 2013 Google Inc. | 
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| 3 | * | 
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| 4 | * Use of this source code is governed by a BSD-style license that can be | 
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| 5 | * found in the LICENSE file. | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #ifndef SkPerlinNoiseShader_DEFINED | 
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| 9 | #define SkPerlinNoiseShader_DEFINED | 
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| 10 |  | 
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| 11 | #include "include/core/SkShader.h" | 
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| 12 |  | 
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| 13 | /** \class SkPerlinNoiseShader | 
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| 14 |  | 
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| 15 | SkPerlinNoiseShader creates an image using the Perlin turbulence function. | 
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| 16 |  | 
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| 17 | It can produce tileable noise if asked to stitch tiles and provided a tile size. | 
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| 18 | In order to fill a large area with repeating noise, set the stitchTiles flag to | 
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| 19 | true, and render exactly a single tile of noise. Without this flag, the result | 
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| 20 | will contain visible seams between tiles. | 
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| 21 |  | 
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| 22 | The algorithm used is described here : | 
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| 23 | http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement | 
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| 24 | */ | 
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| 25 | class SK_API SkPerlinNoiseShader { | 
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| 26 | public: | 
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| 27 | /** | 
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| 28 | *  This will construct Perlin noise of the given type (Fractal Noise or Turbulence). | 
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| 29 | * | 
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| 30 | *  Both base frequencies (X and Y) have a usual range of (0..1) and must be non-negative. | 
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| 31 | * | 
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| 32 | *  The number of octaves provided should be fairly small, with a limit of 255 enforced. | 
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| 33 | *  Each octave doubles the frequency, so 10 octaves would produce noise from | 
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| 34 | *  baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small | 
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| 35 | *  periods and resembles regular unstructured noise rather than Perlin noise. | 
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| 36 | * | 
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| 37 | *  If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify | 
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| 38 | *  the frequencies so that the noise will be tileable for the given tile size. If tileSize | 
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| 39 | *  is NULL or an empty size, the frequencies will be used as is without modification. | 
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| 40 | */ | 
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| 41 | static sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, | 
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| 42 | int numOctaves, SkScalar seed, | 
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| 43 | const SkISize* tileSize = nullptr); | 
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| 44 | static sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, | 
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| 45 | int numOctaves, SkScalar seed, | 
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| 46 | const SkISize* tileSize = nullptr); | 
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| 47 | /** | 
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| 48 | * Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the | 
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| 49 | * other two types, but minor variations to z will only slightly change the noise. | 
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| 50 | */ | 
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| 51 | static sk_sp<SkShader> MakeImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, | 
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| 52 | int numOctaves, SkScalar z); | 
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| 53 |  | 
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| 54 | static void RegisterFlattenables(); | 
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| 55 |  | 
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| 56 | private: | 
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| 57 | SkPerlinNoiseShader() = delete; | 
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| 58 | }; | 
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| 59 |  | 
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| 60 | #endif | 
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| 61 |  | 
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