/////////////////////////////////////////////////////////////////////
-#if SK_SUPPORT_GPU
+#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID)
+// CPU noise is faster on Android, so the GPU implementation is only for desktop
#include "GrTBackendEffectFactory.h"
-class GrGLPerlinNoise : public GrGLEffect {
+class GrGLNoise : public GrGLEffect {
public:
+ GrGLNoise(const GrBackendEffectFactory& factory,
+ const GrDrawEffect& drawEffect);
+ virtual ~GrGLNoise() {}
+
+ static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
+
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+
+protected:
+ SkPerlinNoiseShader::Type fType;
+ bool fStitchTiles;
+ int fNumOctaves;
+ GrGLUniformManager::UniformHandle fBaseFrequencyUni;
+ GrGLUniformManager::UniformHandle fAlphaUni;
+ GrGLUniformManager::UniformHandle fInvMatrixUni;
+ GrGLEffectMatrix fEffectMatrix;
+
+private:
+ typedef GrGLEffect INHERITED;
+};
+class GrGLPerlinNoise : public GrGLNoise {
+public:
GrGLPerlinNoise(const GrBackendEffectFactory& factory,
- const GrDrawEffect& drawEffect);
- virtual ~GrGLPerlinNoise() { }
+ const GrDrawEffect& drawEffect)
+ : GrGLNoise(factory, drawEffect) {}
+ virtual ~GrGLPerlinNoise() {}
virtual void emitCode(GrGLShaderBuilder*,
const GrDrawEffect&,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
- static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+
+private:
+ GrGLUniformManager::UniformHandle fStitchDataUni;
+
+ typedef GrGLNoise INHERITED;
+};
+
+class GrGLSimplexNoise : public GrGLNoise {
+ // Note : This is for reference only. GrGLPerlinNoise is used for processing.
+public:
+ GrGLSimplexNoise(const GrBackendEffectFactory& factory,
+ const GrDrawEffect& drawEffect)
+ : GrGLNoise(factory, drawEffect) {}
+
+ virtual ~GrGLSimplexNoise() {}
+
+ virtual void emitCode(GrGLShaderBuilder*,
+ const GrDrawEffect&,
+ EffectKey,
+ const char* outputColor,
+ const char* inputColor,
+ const TextureSamplerArray&) SK_OVERRIDE;
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&);
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
private:
- SkPerlinNoiseShader::Type fType;
- bool fStitchTiles;
- int fNumOctaves;
- GrGLUniformManager::UniformHandle fBaseFrequencyUni;
- GrGLUniformManager::UniformHandle fStitchDataUni;
- GrGLUniformManager::UniformHandle fAlphaUni;
- GrGLUniformManager::UniformHandle fInvMatrixUni;
- GrGLEffectMatrix fEffectMatrix;
+ GrGLUniformManager::UniformHandle fSeedUni;
- typedef GrGLEffect INHERITED;
+ typedef GrGLNoise INHERITED;
};
/////////////////////////////////////////////////////////////////////
-class GrPerlinNoiseEffect : public GrEffect {
+class GrNoiseEffect : public GrEffect {
+public:
+ virtual ~GrNoiseEffect() { }
+
+ SkPerlinNoiseShader::Type type() const { return fType; }
+ bool stitchTiles() const { return fStitchTiles; }
+ const SkVector& baseFrequency() const { return fBaseFrequency; }
+ int numOctaves() const { return fNumOctaves; }
+ const SkMatrix& matrix() const { return fMatrix; }
+ uint8_t alpha() const { return fAlpha; }
+ GrGLEffectMatrix::CoordsType coordsType() const { return GrEffect::kLocal_CoordsType; }
+
+ void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE {
+ *validFlags = 0; // This is noise. Nothing is constant.
+ }
+
+protected:
+ virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
+ const GrNoiseEffect& s = CastEffect<GrNoiseEffect>(sBase);
+ return fType == s.fType &&
+ fBaseFrequency == s.fBaseFrequency &&
+ fNumOctaves == s.fNumOctaves &&
+ fStitchTiles == s.fStitchTiles &&
+ fMatrix == s.fMatrix &&
+ fAlpha == s.fAlpha;
+ }
+
+ GrNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, int numOctaves,
+ bool stitchTiles, const SkMatrix& matrix, uint8_t alpha)
+ : fType(type)
+ , fBaseFrequency(baseFrequency)
+ , fNumOctaves(numOctaves)
+ , fStitchTiles(stitchTiles)
+ , fMatrix(matrix)
+ , fAlpha(alpha) {
+ }
+
+ SkPerlinNoiseShader::Type fType;
+ SkVector fBaseFrequency;
+ int fNumOctaves;
+ bool fStitchTiles;
+ SkMatrix fMatrix;
+ uint8_t fAlpha;
+
+private:
+ typedef GrEffect INHERITED;
+};
+
+class GrPerlinNoiseEffect : public GrNoiseEffect {
public:
static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
int numOctaves, bool stitchTiles,
virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
return GrTBackendEffectFactory<GrPerlinNoiseEffect>::getInstance();
}
- SkPerlinNoiseShader::Type type() const { return fType; }
- bool stitchTiles() const { return fStitchTiles; }
- const SkVector& baseFrequency() const { return fBaseFrequency; }
- int numOctaves() const { return fNumOctaves & 0xFF; /*[0,255] octaves allowed*/ }
const SkPerlinNoiseShader::StitchData& stitchData() const { return fStitchData; }
- const SkMatrix& matrix() const { return fMatrix; }
- uint8_t alpha() const { return fAlpha; }
- GrGLEffectMatrix::CoordsType coordsType() const { return GrEffect::kLocal_CoordsType; }
typedef GrGLPerlinNoise GLEffect;
- void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE {
- *validFlags = 0; // This is noise. Nothing is constant.
- }
-
private:
virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
const GrPerlinNoiseEffect& s = CastEffect<GrPerlinNoiseEffect>(sBase);
- return fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() &&
+ return INHERITED::onIsEqual(sBase) &&
+ fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() &&
fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() &&
- fType == s.fType &&
- fBaseFrequency == s.fBaseFrequency &&
- fStitchTiles == s.fStitchTiles &&
- fStitchData == s.fStitchData &&
- fMatrix == s.fMatrix &&
- fAlpha == s.fAlpha;
+ fStitchData == s.fStitchData;
}
GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
const SkPerlinNoiseShader::StitchData& stitchData,
GrTexture* permutationsTexture, GrTexture* noiseTexture,
const SkMatrix& matrix, uint8_t alpha)
- : fPermutationsAccess(permutationsTexture)
+ : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
+ , fPermutationsAccess(permutationsTexture)
, fNoiseAccess(noiseTexture)
- , fType(type)
- , fBaseFrequency(baseFrequency)
- , fNumOctaves(numOctaves)
- , fStitchTiles(stitchTiles)
- , fStitchData(stitchData)
- , fMatrix(matrix)
- , fAlpha(alpha)
- {
+ , fStitchData(stitchData) {
this->addTextureAccess(&fPermutationsAccess);
this->addTextureAccess(&fNoiseAccess);
}
-// GR_DECLARE_EFFECT_TEST;
+ GR_DECLARE_EFFECT_TEST;
GrTextureAccess fPermutationsAccess;
GrTextureAccess fNoiseAccess;
- SkPerlinNoiseShader::Type fType;
- SkVector fBaseFrequency;
- int fNumOctaves;
- bool fStitchTiles;
SkPerlinNoiseShader::StitchData fStitchData;
- SkMatrix fMatrix;
- uint8_t fAlpha;
- typedef GrEffect INHERITED;
+ typedef GrNoiseEffect INHERITED;
+};
+
+class GrSimplexNoiseEffect : public GrNoiseEffect {
+ // Note : This is for reference only. GrPerlinNoiseEffect is used for processing.
+public:
+ static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
+ int numOctaves, bool stitchTiles, const SkScalar seed,
+ const SkMatrix& matrix, uint8_t alpha) {
+ AutoEffectUnref effect(SkNEW_ARGS(GrSimplexNoiseEffect, (type, baseFrequency, numOctaves,
+ stitchTiles, seed, matrix, alpha)));
+ return CreateEffectRef(effect);
+ }
+
+ virtual ~GrSimplexNoiseEffect() { }
+
+ static const char* Name() { return "SimplexNoise"; }
+ virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
+ return GrTBackendEffectFactory<GrSimplexNoiseEffect>::getInstance();
+ }
+ const SkScalar& seed() const { return fSeed; }
+
+ typedef GrGLSimplexNoise GLEffect;
+
+private:
+ virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
+ const GrSimplexNoiseEffect& s = CastEffect<GrSimplexNoiseEffect>(sBase);
+ return INHERITED::onIsEqual(sBase) && fSeed == s.fSeed;
+ }
+
+ GrSimplexNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
+ int numOctaves, bool stitchTiles, const SkScalar seed,
+ const SkMatrix& matrix, uint8_t alpha)
+ : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
+ , fSeed(seed) {
+ }
+
+ SkScalar fSeed;
+
+ typedef GrNoiseEffect INHERITED;
};
/////////////////////////////////////////////////////////////////////
-#if 0
GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect);
GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkMWCRandom* random,
return effect;
}
-#endif
+
/////////////////////////////////////////////////////////////////////
+void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
+ const GrDrawEffect&,
+ EffectKey key,
+ const char* outputColor,
+ const char* inputColor,
+ const TextureSamplerArray&) {
+ sk_ignore_unused_variable(inputColor);
+
+ const char* vCoords;
+ fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &vCoords);
+
+ fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kFloat_GrSLType, "seed");
+ const char* seedUni = builder->getUniformCStr(fSeedUni);
+ fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kMat33f_GrSLType, "invMatrix");
+ const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
+ fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kVec2f_GrSLType, "baseFrequency");
+ const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
+ fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kFloat_GrSLType, "alpha");
+ const char* alphaUni = builder->getUniformCStr(fAlphaUni);
+
+ // Add vec3 modulo 289 function
+ static const GrGLShaderVar vec3_Args[] = {
+ GrGLShaderVar("x", kVec3f_GrSLType)
+ };
+
+ SkString mod289_3_funcName;
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
+ "mod289", SK_ARRAY_COUNT(vec3_Args), vec3_Args,
+ "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
+ "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName);
+
+ // Add vec4 modulo 289 function
+ static const GrGLShaderVar vec4_Args[] = {
+ GrGLShaderVar("x", kVec4f_GrSLType)
+ };
+
+ SkString mod289_4_funcName;
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
+ "mod289", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
+ "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
+ "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName);
+
+ // Add vec4 permute function
+ SkString permute_code;
+ permute_code.appendf("const vec2 C = vec2(34.0, 1.0);\n"
+ "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str());
+ SkString permute_funcName;
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
+ "permute", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
+ permute_code.c_str(), &permute_funcName);
+
+ // Add vec4 taylorInvSqrt function
+ SkString taylorInvSqrt_funcName;
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
+ "taylorInvSqrt", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
+ "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
+ "return x * C.xxxx + C.yyyy;", &taylorInvSqrt_funcName);
+
+ // Add vec3 noise function
+ static const GrGLShaderVar noise_vec3_Args[] = {
+ GrGLShaderVar("v", kVec3f_GrSLType)
+ };
+
+ SkString noise_code;
+ noise_code.append(
+ "const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n"
+ "const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n"
+
+ // First corner
+ "vec3 i = floor(v + dot(v, C.yyy));\n"
+ "vec3 x0 = v - i + dot(i, C.xxx);\n"
+
+ // Other corners
+ "vec3 g = step(x0.yzx, x0.xyz);\n"
+ "vec3 l = 1.0 - g;\n"
+ "vec3 i1 = min(g.xyz, l.zxy);\n"
+ "vec3 i2 = max(g.xyz, l.zxy);\n"
+
+ "vec3 x1 = x0 - i1 + C.xxx;\n"
+ "vec3 x2 = x0 - i2 + C.yyy;\n" // 2.0*C.x = 1/3 = C.y
+ "vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y
+ );
+
+ noise_code.appendf(
+ // Permutations
+ "i = %s(i);\n"
+ "vec4 p = %s(%s(%s(\n"
+ " i.z + vec4(0.0, i1.z, i2.z, 1.0)) +\n"
+ " i.y + vec4(0.0, i1.y, i2.y, 1.0)) +\n"
+ " i.x + vec4(0.0, i1.x, i2.x, 1.0));\n",
+ mod289_3_funcName.c_str(), permute_funcName.c_str(), permute_funcName.c_str(),
+ permute_funcName.c_str());
+
+ noise_code.append(
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ "float n_ = 0.142857142857;\n" // 1.0/7.0
+ "vec3 ns = n_ * D.wyz - D.xzx;\n"
+
+ "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n" // mod(p,7*7)
+
+ "vec4 x_ = floor(j * ns.z);\n"
+ "vec4 y_ = floor(j - 7.0 * x_);" // mod(j,N)
+
+ "vec4 x = x_ *ns.x + ns.yyyy;\n"
+ "vec4 y = y_ *ns.x + ns.yyyy;\n"
+ "vec4 h = 1.0 - abs(x) - abs(y);\n"
+
+ "vec4 b0 = vec4(x.xy, y.xy);\n"
+ "vec4 b1 = vec4(x.zw, y.zw);\n"
+ );
+
+ noise_code.append(
+ "vec4 s0 = floor(b0) * 2.0 + 1.0;\n"
+ "vec4 s1 = floor(b1) * 2.0 + 1.0;\n"
+ "vec4 sh = -step(h, vec4(0.0));\n"
+
+ "vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n"
+ "vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n"
+
+ "vec3 p0 = vec3(a0.xy, h.x);\n"
+ "vec3 p1 = vec3(a0.zw, h.y);\n"
+ "vec3 p2 = vec3(a1.xy, h.z);\n"
+ "vec3 p3 = vec3(a1.zw, h.w);\n"
+ );
+
+ noise_code.appendf(
+ // Normalise gradients
+ "vec4 norm = %s(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n"
+ "p0 *= norm.x;\n"
+ "p1 *= norm.y;\n"
+ "p2 *= norm.z;\n"
+ "p3 *= norm.w;\n"
+
+ // Mix final noise value
+ "vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n"
+ "m = m * m;\n"
+ "return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));",
+ taylorInvSqrt_funcName.c_str());
+
+ SkString noise_funcName;
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType,
+ "snoise", SK_ARRAY_COUNT(noise_vec3_Args), noise_vec3_Args,
+ noise_code.c_str(), &noise_funcName);
+
+ const char* noiseVecIni = "noiseVecIni";
+ const char* factors = "factors";
+ const char* sum = "sum";
+ const char* xOffsets = "xOffsets";
+ const char* yOffsets = "yOffsets";
+ const char* channel = "channel";
+
+ // Fill with some prime numbers
+ builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(13.0, 53.0, 101.0, 151.0);\n", xOffsets);
+ builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(109.0, 167.0, 23.0, 67.0);\n", yOffsets);
+
+ // There are rounding errors if the floor operation is not performed here
+ builder->fsCodeAppendf(
+ "\t\tvec3 %s = vec3(floor((%s*vec3(%s, 1.0)).xy) * vec2(0.66) * %s, 0.0);\n",
+ noiseVecIni, invMatrixUni, vCoords, baseFrequencyUni);
+
+ // Perturb the texcoords with three components of noise
+ builder->fsCodeAppendf("\t\t%s += 0.1 * vec3(%s(%s + vec3( 0.0, 0.0, %s)),"
+ "%s(%s + vec3( 43.0, 17.0, %s)),"
+ "%s(%s + vec3(-17.0, -43.0, %s)));\n",
+ noiseVecIni, noise_funcName.c_str(), noiseVecIni, seedUni,
+ noise_funcName.c_str(), noiseVecIni, seedUni,
+ noise_funcName.c_str(), noiseVecIni, seedUni);
+
+ builder->fsCodeAppendf("\t\t%s = vec4(0.0);\n", outputColor);
+
+ builder->fsCodeAppendf("\t\tvec3 %s = vec3(1.0);\n", factors);
+ builder->fsCodeAppendf("\t\tfloat %s = 0.0;\n", sum);
+
+ // Loop over all octaves
+ builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {\n", fNumOctaves);
+
+ // Loop over the 4 channels
+ builder->fsCodeAppendf("\t\t\tfor (int %s = 3; %s >= 0; --%s) {\n", channel, channel, channel);
+
+ builder->fsCodeAppendf(
+ "\t\t\t\t%s[channel] += %s.x * %s(%s * %s.yyy - vec3(%s[%s], %s[%s], %s * %s.z));\n",
+ outputColor, factors, noise_funcName.c_str(), noiseVecIni, factors, xOffsets, channel,
+ yOffsets, channel, seedUni, factors);
+
+ builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels
+
+ builder->fsCodeAppendf("\t\t\t%s += %s.x;\n", sum, factors);
+ builder->fsCodeAppendf("\t\t\t%s *= vec3(0.5, 2.0, 0.75);\n", factors);
+
+ builder->fsCodeAppend("\t\t}\n"); // end of the for loop on octaves
+
+ if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
+ // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
+ // by fractalNoise and (turbulenceFunctionResult) by turbulence.
+ builder->fsCodeAppendf("\t\t%s = %s * vec4(0.5 / %s) + vec4(0.5);\n",
+ outputColor, outputColor, sum);
+ } else {
+ builder->fsCodeAppendf("\t\t%s = abs(%s / vec4(%s));\n",
+ outputColor, outputColor, sum);
+ }
+
+ builder->fsCodeAppendf("\t\t%s.a *= %s;\n", outputColor, alphaUni);
+
+ // Clamp values
+ builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);\n", outputColor, outputColor);
+
+ // Pre-multiply the result
+ builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
+ outputColor, outputColor, outputColor, outputColor);
+}
+
void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
const GrDrawEffect&,
EffectKey key,
outputColor, outputColor, outputColor, outputColor);
}
-GrGLPerlinNoise::GrGLPerlinNoise(const GrBackendEffectFactory& factory,
- const GrDrawEffect& drawEffect)
+GrGLNoise::GrGLNoise(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect)
: INHERITED (factory)
, fType(drawEffect.castEffect<GrPerlinNoiseEffect>().type())
, fStitchTiles(drawEffect.castEffect<GrPerlinNoiseEffect>().stitchTiles())
, fEffectMatrix(drawEffect.castEffect<GrPerlinNoiseEffect>().coordsType()) {
}
-GrGLEffect::EffectKey GrGLPerlinNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
+GrGLEffect::EffectKey GrGLNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
EffectKey key = turbulence.numOctaves();
drawEffect.castEffect<GrPerlinNoiseEffect>().coordsType(), NULL);
}
-void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
+void GrGLNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
const SkVector& baseFrequency = turbulence.baseFrequency();
uman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
- if (turbulence.stitchTiles()) {
- const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
- uman.set4f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
- SkIntToScalar(stitchData.fWrapX),
- SkIntToScalar(stitchData.fHeight),
- SkIntToScalar(stitchData.fWrapY));
- }
-
uman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255)));
SkMatrix m = turbulence.matrix();
fEffectMatrix.setData(uman, m, drawEffect, NULL);
}
+void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
+ INHERITED::setData(uman, drawEffect);
+
+ const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
+ if (turbulence.stitchTiles()) {
+ const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
+ uman.set4f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
+ SkIntToScalar(stitchData.fWrapX),
+ SkIntToScalar(stitchData.fHeight),
+ SkIntToScalar(stitchData.fWrapY));
+ }
+}
+
+void GrGLSimplexNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
+ INHERITED::setData(uman, drawEffect);
+
+ const GrSimplexNoiseEffect& turbulence = drawEffect.castEffect<GrSimplexNoiseEffect>();
+ uman.set1f(fSeedUni, turbulence.seed());
+}
+
/////////////////////////////////////////////////////////////////////
GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& paint) const {
-#if 0
SkASSERT(NULL != context);
// Either we don't stitch tiles, either we have a valid tile size
SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
+#ifdef SK_USE_SIMPLEX_NOISE
+ // Simplex noise is currently disabled but can be enabled by defining SK_USE_SIMPLEX_NOISE
+ sk_ignore_unused_variable(context);
+ GrEffectRef* effect =
+ GrSimplexNoiseEffect::Create(fType, fPaintingData->fBaseFrequency,
+ fNumOctaves, fStitchTiles, fSeed,
+ this->getLocalMatrix(), paint.getAlpha());
+#else
GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture(
context, *fPaintingData->getPermutationsBitmap(), NULL);
GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture(
if (NULL != noiseTexture) {
GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
}
+#endif
return effect;
-#else
- sk_ignore_unused_variable(context);
- sk_ignore_unused_variable(paint);
- return NULL;
-#endif
}
#else