#include "SkPerlinNoiseShader.h"
#include "SkRectShaderImageFilter.h"
-#include "platform/graphics/filters/ParallelJobs.h"
+#include "platform/graphics/filters/Filter.h"
#include "platform/graphics/filters/SkiaImageFilterBuilder.h"
#include "platform/text/TextStream.h"
#include "wtf/MathExtras.h"
-#include "wtf/Uint8ClampedArray.h"
namespace blink {
-/*
- Produces results in the range [1, 2**31 - 2]. Algorithm is:
- r = (a * r) mod m where a = randAmplitude = 16807 and
- m = randMaximum = 2**31 - 1 = 2147483647, r = seed.
- See [Park & Miller], CACM vol. 31 no. 10 p. 1195, Oct. 1988
- To test: the algorithm should produce the result 1043618065
- as the 10,000th generated number if the original seed is 1.
-*/
-static const int s_perlinNoise = 4096;
-static const long s_randMaximum = 2147483647; // 2**31 - 1
-static const int s_randAmplitude = 16807; // 7**5; primitive root of m
-static const int s_randQ = 127773; // m / a
-static const int s_randR = 2836; // m % a
-
FETurbulence::FETurbulence(Filter* filter, TurbulenceType type, float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, bool stitchTiles)
: FilterEffect(filter)
, m_type(type)
return true;
}
-// The turbulence calculation code is an adapted version of what appears in the SVG 1.1 specification:
-// http://www.w3.org/TR/SVG11/filters.html#feTurbulence
-
-// Compute pseudo random number.
-inline long FETurbulence::PaintingData::random()
-{
- long result = s_randAmplitude * (seed % s_randQ) - s_randR * (seed / s_randQ);
- if (result <= 0)
- result += s_randMaximum;
- seed = result;
- return result;
-}
-
-inline float smoothCurve(float t)
-{
- return t * t * (3 - 2 * t);
-}
-
-inline float linearInterpolation(float t, float a, float b)
-{
- return a + t * (b - a);
-}
-
-inline void FETurbulence::initPaint(PaintingData& paintingData)
-{
- float normalizationFactor;
-
- // The seed value clamp to the range [1, s_randMaximum - 1].
- if (paintingData.seed <= 0)
- paintingData.seed = -(paintingData.seed % (s_randMaximum - 1)) + 1;
- if (paintingData.seed > s_randMaximum - 1)
- paintingData.seed = s_randMaximum - 1;
-
- float* gradient;
- for (int channel = 0; channel < 4; ++channel) {
- for (int i = 0; i < s_blockSize; ++i) {
- paintingData.latticeSelector[i] = i;
- gradient = paintingData.gradient[channel][i];
- gradient[0] = static_cast<float>((paintingData.random() % (2 * s_blockSize)) - s_blockSize) / s_blockSize;
- gradient[1] = static_cast<float>((paintingData.random() % (2 * s_blockSize)) - s_blockSize) / s_blockSize;
- normalizationFactor = sqrtf(gradient[0] * gradient[0] + gradient[1] * gradient[1]);
- gradient[0] /= normalizationFactor;
- gradient[1] /= normalizationFactor;
- }
- }
- for (int i = s_blockSize - 1; i > 0; --i) {
- int k = paintingData.latticeSelector[i];
- int j = paintingData.random() % s_blockSize;
- ASSERT(j >= 0);
- ASSERT(j < 2 * s_blockSize + 2);
- paintingData.latticeSelector[i] = paintingData.latticeSelector[j];
- paintingData.latticeSelector[j] = k;
- }
- for (int i = 0; i < s_blockSize + 2; ++i) {
- paintingData.latticeSelector[s_blockSize + i] = paintingData.latticeSelector[i];
- for (int channel = 0; channel < 4; ++channel) {
- paintingData.gradient[channel][s_blockSize + i][0] = paintingData.gradient[channel][i][0];
- paintingData.gradient[channel][s_blockSize + i][1] = paintingData.gradient[channel][i][1];
- }
- }
-}
-
-inline void checkNoise(int& noiseValue, int limitValue, int newValue)
-{
- if (noiseValue >= limitValue)
- noiseValue -= newValue;
- if (noiseValue >= limitValue - 1)
- noiseValue -= newValue - 1;
-}
-
-float FETurbulence::noise2D(int channel, PaintingData& paintingData, StitchData& stitchData, const FloatPoint& noiseVector)
-{
- struct Noise {
- int noisePositionIntegerValue;
- float noisePositionFractionValue;
-
- Noise(float component)
- {
- float position = component + s_perlinNoise;
- noisePositionIntegerValue = static_cast<int>(position);
- noisePositionFractionValue = position - noisePositionIntegerValue;
- }
- };
-
- Noise noiseX(noiseVector.x());
- Noise noiseY(noiseVector.y());
- float* q;
- float sx, sy, a, b, u, v;
-
- // If stitching, adjust lattice points accordingly.
- if (m_stitchTiles) {
- checkNoise(noiseX.noisePositionIntegerValue, stitchData.wrapX, stitchData.width);
- checkNoise(noiseY.noisePositionIntegerValue, stitchData.wrapY, stitchData.height);
- }
-
- noiseX.noisePositionIntegerValue &= s_blockMask;
- noiseY.noisePositionIntegerValue &= s_blockMask;
- int latticeIndex = paintingData.latticeSelector[noiseX.noisePositionIntegerValue];
- int nextLatticeIndex = paintingData.latticeSelector[(noiseX.noisePositionIntegerValue + 1) & s_blockMask];
-
- sx = smoothCurve(noiseX.noisePositionFractionValue);
- sy = smoothCurve(noiseY.noisePositionFractionValue);
-
- // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement.
- int temp = paintingData.latticeSelector[latticeIndex + noiseY.noisePositionIntegerValue];
- q = paintingData.gradient[channel][temp];
- u = noiseX.noisePositionFractionValue * q[0] + noiseY.noisePositionFractionValue * q[1];
- temp = paintingData.latticeSelector[nextLatticeIndex + noiseY.noisePositionIntegerValue];
- q = paintingData.gradient[channel][temp];
- v = (noiseX.noisePositionFractionValue - 1) * q[0] + noiseY.noisePositionFractionValue * q[1];
- a = linearInterpolation(sx, u, v);
- temp = paintingData.latticeSelector[latticeIndex + noiseY.noisePositionIntegerValue + 1];
- q = paintingData.gradient[channel][temp];
- u = noiseX.noisePositionFractionValue * q[0] + (noiseY.noisePositionFractionValue - 1) * q[1];
- temp = paintingData.latticeSelector[nextLatticeIndex + noiseY.noisePositionIntegerValue + 1];
- q = paintingData.gradient[channel][temp];
- v = (noiseX.noisePositionFractionValue - 1) * q[0] + (noiseY.noisePositionFractionValue - 1) * q[1];
- b = linearInterpolation(sx, u, v);
- return linearInterpolation(sy, a, b);
-}
-
-unsigned char FETurbulence::calculateTurbulenceValueForPoint(int channel, PaintingData& paintingData, StitchData& stitchData, const FloatPoint& point, float baseFrequencyX, float baseFrequencyY)
-{
- float tileWidth = paintingData.filterSize.width();
- float tileHeight = paintingData.filterSize.height();
- ASSERT(tileWidth > 0 && tileHeight > 0);
- // Adjust the base frequencies if necessary for stitching.
- if (m_stitchTiles) {
- // When stitching tiled turbulence, the frequencies must be adjusted
- // so that the tile borders will be continuous.
- if (baseFrequencyX) {
- float lowFrequency = floorf(tileWidth * baseFrequencyX) / tileWidth;
- float highFrequency = ceilf(tileWidth * baseFrequencyX) / tileWidth;
- // BaseFrequency should be non-negative according to the standard.
- if (baseFrequencyX / lowFrequency < highFrequency / baseFrequencyX)
- baseFrequencyX = lowFrequency;
- else
- baseFrequencyX = highFrequency;
- }
- if (baseFrequencyY) {
- float lowFrequency = floorf(tileHeight * baseFrequencyY) / tileHeight;
- float highFrequency = ceilf(tileHeight * baseFrequencyY) / tileHeight;
- if (baseFrequencyY / lowFrequency < highFrequency / baseFrequencyY)
- baseFrequencyY = lowFrequency;
- else
- baseFrequencyY = highFrequency;
- }
- // Set up TurbulenceInitial stitch values.
- stitchData.width = roundf(tileWidth * baseFrequencyX);
- stitchData.wrapX = s_perlinNoise + stitchData.width;
- stitchData.height = roundf(tileHeight * baseFrequencyY);
- stitchData.wrapY = s_perlinNoise + stitchData.height;
- }
- float turbulenceFunctionResult = 0;
- FloatPoint noiseVector(point.x() * baseFrequencyX, point.y() * baseFrequencyY);
- float ratio = 1;
- for (int octave = 0; octave < m_numOctaves; ++octave) {
- if (m_type == FETURBULENCE_TYPE_FRACTALNOISE)
- turbulenceFunctionResult += noise2D(channel, paintingData, stitchData, noiseVector) / ratio;
- else
- turbulenceFunctionResult += fabsf(noise2D(channel, paintingData, stitchData, noiseVector)) / ratio;
- noiseVector.setX(noiseVector.x() * 2);
- noiseVector.setY(noiseVector.y() * 2);
- ratio *= 2;
- if (m_stitchTiles) {
- // Update stitch values. Subtracting s_perlinNoiseoise before the multiplication and
- // adding it afterward simplifies to subtracting it once.
- stitchData.width *= 2;
- stitchData.wrapX = 2 * stitchData.wrapX - s_perlinNoise;
- stitchData.height *= 2;
- stitchData.wrapY = 2 * stitchData.wrapY - s_perlinNoise;
- }
- }
-
- // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult * 255) + 255) / 2 by fractalNoise
- // and (turbulenceFunctionResult * 255) by turbulence.
- if (m_type == FETURBULENCE_TYPE_FRACTALNOISE)
- turbulenceFunctionResult = turbulenceFunctionResult * 0.5f + 0.5f;
- // Clamp result
- turbulenceFunctionResult = std::max(std::min(turbulenceFunctionResult, 1.f), 0.f);
- return static_cast<unsigned char>(turbulenceFunctionResult * 255);
-}
-
-inline void FETurbulence::fillRegion(Uint8ClampedArray* pixelArray, PaintingData& paintingData, int startY, int endY, float baseFrequencyX, float baseFrequencyY)
-{
- IntRect filterRegion = absolutePaintRect();
- IntPoint point(0, filterRegion.y() + startY);
- int indexOfPixelChannel = startY * (filterRegion.width() << 2);
- int channel;
- StitchData stitchData;
-
- for (int y = startY; y < endY; ++y) {
- point.setY(point.y() + 1);
- point.setX(filterRegion.x());
- for (int x = 0; x < filterRegion.width(); ++x) {
- point.setX(point.x() + 1);
- for (channel = 0; channel < 4; ++channel, ++indexOfPixelChannel)
- pixelArray->set(indexOfPixelChannel, calculateTurbulenceValueForPoint(channel, paintingData, stitchData, filter()->mapAbsolutePointToLocalPoint(point), baseFrequencyX, baseFrequencyY));
- }
- }
-}
-
-void FETurbulence::fillRegionWorker(FillRegionParameters* parameters)
-{
- parameters->filter->fillRegion(parameters->pixelArray, *parameters->paintingData, parameters->startY, parameters->endY, parameters->baseFrequencyX, parameters->baseFrequencyY);
-}
-
-void FETurbulence::applySoftware()
-{
- Uint8ClampedArray* pixelArray = createUnmultipliedImageResult();
- if (!pixelArray)
- return;
-
- if (absolutePaintRect().isEmpty()) {
- pixelArray->zeroFill();
- return;
- }
-
- PaintingData paintingData(m_seed, roundedIntSize(filterPrimitiveSubregion().size()));
- initPaint(paintingData);
-
- int optimalThreadNumber = (absolutePaintRect().width() * absolutePaintRect().height()) / s_minimalRectDimension;
- if (optimalThreadNumber > 1) {
- // Initialize parallel jobs
- ParallelJobs<FillRegionParameters> parallelJobs(&FETurbulence::fillRegionWorker, optimalThreadNumber);
-
- // Fill the parameter array
- int i = parallelJobs.numberOfJobs();
- if (i > 1) {
- // Split the job into "stepY"-sized jobs but there a few jobs that need to be slightly larger since
- // stepY * jobs < total size. These extras are handled by the remainder "jobsWithExtra".
- const int stepY = absolutePaintRect().height() / i;
- const int jobsWithExtra = absolutePaintRect().height() % i;
-
- int startY = 0;
- for (; i > 0; --i) {
- FillRegionParameters& params = parallelJobs.parameter(i-1);
- params.filter = this;
- params.pixelArray = pixelArray;
- params.paintingData = &paintingData;
- params.startY = startY;
- startY += i < jobsWithExtra ? stepY + 1 : stepY;
- params.endY = startY;
- params.baseFrequencyX = m_baseFrequencyX;
- params.baseFrequencyY = m_baseFrequencyY;
- }
-
- // Execute parallel jobs
- parallelJobs.execute();
- return;
- }
- }
-
- // Fallback to single threaded mode if there is no room for a new thread or the paint area is too small.
- fillRegion(pixelArray, paintingData, 0, absolutePaintRect().height(), m_baseFrequencyX, m_baseFrequencyY);
-}
-
SkShader* FETurbulence::createShader()
{
const SkISize size = SkISize::Make(effectBoundaries().width(), effectBoundaries().height());
// and not the target bounding box scale (as SVGFilter::apply*Scale()
// would do). Note also that we divide by the scale since this is
// a frequency, not a period.
- const AffineTransform& absoluteTransform = filter()->absoluteTransform();
- float baseFrequencyX = m_baseFrequencyX / absoluteTransform.a();
- float baseFrequencyY = m_baseFrequencyY / absoluteTransform.d();
+ float baseFrequencyX = m_baseFrequencyX / filter()->scale();
+ float baseFrequencyY = m_baseFrequencyY / filter()->scale();
return (type() == FETURBULENCE_TYPE_FRACTALNOISE) ?
SkPerlinNoiseShader::CreateFractalNoise(SkFloatToScalar(baseFrequencyX),
SkFloatToScalar(baseFrequencyY), numOctaves(), SkFloatToScalar(seed()),