xref: /aosp_15_r20/external/skia/include/effects/SkPerlinNoiseShader.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2013 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef SkPerlinNoiseShader_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkPerlinNoiseShader_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h" // IWYU pragma: keep
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAPI.h"
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker struct SkISize;
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker /** \class SkPerlinNoiseShader
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker     SkPerlinNoiseShader creates an image using the Perlin turbulence function.
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker     It can produce tileable noise if asked to stitch tiles and provided a tile size.
23*c8dee2aaSAndroid Build Coastguard Worker     In order to fill a large area with repeating noise, set the stitchTiles flag to
24*c8dee2aaSAndroid Build Coastguard Worker     true, and render exactly a single tile of noise. Without this flag, the result
25*c8dee2aaSAndroid Build Coastguard Worker     will contain visible seams between tiles.
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker     The algorithm used is described here :
28*c8dee2aaSAndroid Build Coastguard Worker     http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
29*c8dee2aaSAndroid Build Coastguard Worker */
30*c8dee2aaSAndroid Build Coastguard Worker namespace SkShaders {
31*c8dee2aaSAndroid Build Coastguard Worker /**
32*c8dee2aaSAndroid Build Coastguard Worker  *  This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
33*c8dee2aaSAndroid Build Coastguard Worker  *
34*c8dee2aaSAndroid Build Coastguard Worker  *  Both base frequencies (X and Y) have a usual range of (0..1) and must be non-negative.
35*c8dee2aaSAndroid Build Coastguard Worker  *
36*c8dee2aaSAndroid Build Coastguard Worker  *  The number of octaves provided should be fairly small, with a limit of 255 enforced.
37*c8dee2aaSAndroid Build Coastguard Worker  *  Each octave doubles the frequency, so 10 octaves would produce noise from
38*c8dee2aaSAndroid Build Coastguard Worker  *  baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
39*c8dee2aaSAndroid Build Coastguard Worker  *  periods and resembles regular unstructured noise rather than Perlin noise.
40*c8dee2aaSAndroid Build Coastguard Worker  *
41*c8dee2aaSAndroid Build Coastguard Worker  *  If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
42*c8dee2aaSAndroid Build Coastguard Worker  *  the frequencies so that the noise will be tileable for the given tile size. If tileSize
43*c8dee2aaSAndroid Build Coastguard Worker  *  is NULL or an empty size, the frequencies will be used as is without modification.
44*c8dee2aaSAndroid Build Coastguard Worker  */
45*c8dee2aaSAndroid Build Coastguard Worker SK_API sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
46*c8dee2aaSAndroid Build Coastguard Worker                                         int numOctaves, SkScalar seed,
47*c8dee2aaSAndroid Build Coastguard Worker                                         const SkISize* tileSize = nullptr);
48*c8dee2aaSAndroid Build Coastguard Worker SK_API sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
49*c8dee2aaSAndroid Build Coastguard Worker                                       int numOctaves, SkScalar seed,
50*c8dee2aaSAndroid Build Coastguard Worker                                       const SkISize* tileSize = nullptr);
51*c8dee2aaSAndroid Build Coastguard Worker }  // namespace SkShaders
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker #endif
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