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 54