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 #include "gm/gm.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkColorMatrix.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkPerlinNoiseShader.h"
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker namespace {
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker enum class Type {
29*c8dee2aaSAndroid Build Coastguard Worker kFractalNoise,
30*c8dee2aaSAndroid Build Coastguard Worker kTurbulence,
31*c8dee2aaSAndroid Build Coastguard Worker };
32*c8dee2aaSAndroid Build Coastguard Worker
noise_shader(Type type,float baseFrequencyX,float baseFrequencyY,int numOctaves,float seed,bool stitchTiles,SkISize size)33*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> noise_shader(Type type,
34*c8dee2aaSAndroid Build Coastguard Worker float baseFrequencyX,
35*c8dee2aaSAndroid Build Coastguard Worker float baseFrequencyY,
36*c8dee2aaSAndroid Build Coastguard Worker int numOctaves,
37*c8dee2aaSAndroid Build Coastguard Worker float seed,
38*c8dee2aaSAndroid Build Coastguard Worker bool stitchTiles,
39*c8dee2aaSAndroid Build Coastguard Worker SkISize size) {
40*c8dee2aaSAndroid Build Coastguard Worker return (type == Type::kFractalNoise)
41*c8dee2aaSAndroid Build Coastguard Worker ? SkShaders::MakeFractalNoise(baseFrequencyX,
42*c8dee2aaSAndroid Build Coastguard Worker baseFrequencyY,
43*c8dee2aaSAndroid Build Coastguard Worker numOctaves,
44*c8dee2aaSAndroid Build Coastguard Worker seed,
45*c8dee2aaSAndroid Build Coastguard Worker stitchTiles ? &size : nullptr)
46*c8dee2aaSAndroid Build Coastguard Worker : SkShaders::MakeTurbulence(baseFrequencyX,
47*c8dee2aaSAndroid Build Coastguard Worker baseFrequencyY,
48*c8dee2aaSAndroid Build Coastguard Worker numOctaves,
49*c8dee2aaSAndroid Build Coastguard Worker seed,
50*c8dee2aaSAndroid Build Coastguard Worker stitchTiles ? &size : nullptr);
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker class PerlinNoiseGM : public skiagm::GM {
54*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkISize kSize = {80, 80};
55*c8dee2aaSAndroid Build Coastguard Worker
getName() const56*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override { return SkString("perlinnoise"); }
57*c8dee2aaSAndroid Build Coastguard Worker
getISize()58*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override { return {220, 620}; }
59*c8dee2aaSAndroid Build Coastguard Worker
drawRect(SkCanvas * canvas,SkPoint pt,const SkPaint & paint,const SkISize & size)60*c8dee2aaSAndroid Build Coastguard Worker void drawRect(SkCanvas* canvas, SkPoint pt, const SkPaint& paint, const SkISize& size) {
61*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
62*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(pt.fX, pt.fY);
63*c8dee2aaSAndroid Build Coastguard Worker SkRect r = SkRect::MakeWH(SkIntToScalar(size.width()), SkIntToScalar(size.height()));
64*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
65*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
66*c8dee2aaSAndroid Build Coastguard Worker }
67*c8dee2aaSAndroid Build Coastguard Worker
test(SkCanvas * canvas,SkPoint pt,Type type,bool stitch,SkVector baseFrequency,int numOctaves,float seed,SkISize tileSize={40, 40})68*c8dee2aaSAndroid Build Coastguard Worker void test(SkCanvas* canvas, SkPoint pt, Type type, bool stitch,
69*c8dee2aaSAndroid Build Coastguard Worker SkVector baseFrequency, int numOctaves, float seed, SkISize tileSize = {40, 40}) {
70*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> shader = noise_shader(type,
71*c8dee2aaSAndroid Build Coastguard Worker baseFrequency.fX,
72*c8dee2aaSAndroid Build Coastguard Worker baseFrequency.fY,
73*c8dee2aaSAndroid Build Coastguard Worker numOctaves,
74*c8dee2aaSAndroid Build Coastguard Worker seed,
75*c8dee2aaSAndroid Build Coastguard Worker stitch,
76*c8dee2aaSAndroid Build Coastguard Worker tileSize);
77*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
78*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(std::move(shader));
79*c8dee2aaSAndroid Build Coastguard Worker if (stitch) {
80*c8dee2aaSAndroid Build Coastguard Worker this->drawRect(canvas, pt, paint, tileSize);
81*c8dee2aaSAndroid Build Coastguard Worker pt.fX += tileSize.width();
82*c8dee2aaSAndroid Build Coastguard Worker this->drawRect(canvas, pt, paint, tileSize);
83*c8dee2aaSAndroid Build Coastguard Worker pt.fY += tileSize.height();
84*c8dee2aaSAndroid Build Coastguard Worker this->drawRect(canvas, pt, paint, tileSize);
85*c8dee2aaSAndroid Build Coastguard Worker pt.fX -= tileSize.width();
86*c8dee2aaSAndroid Build Coastguard Worker this->drawRect(canvas, pt, paint, tileSize);
87*c8dee2aaSAndroid Build Coastguard Worker } else {
88*c8dee2aaSAndroid Build Coastguard Worker this->drawRect(canvas, pt, paint, kSize);
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker }
91*c8dee2aaSAndroid Build Coastguard Worker
onDraw(SkCanvas * canvas)92*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override {
93*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 0}, Type::kFractalNoise, /*stitch=*/false,
94*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/0, /*seed=*/0);
95*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{100, 0}, Type::kTurbulence, /*stitch=*/false,
96*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/0, /*seed=*/0);
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 100}, Type::kFractalNoise, /*stitch=*/false,
99*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/2, /*seed=*/0);
100*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{100, 100}, Type::kFractalNoise, /*stitch=*/true,
101*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.05f, 0.1f}, /*numOctaves=*/1, /*seed=*/0);
102*c8dee2aaSAndroid Build Coastguard Worker
103*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 200}, Type::kTurbulence, /*stitch=*/true,
104*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/1, /*seed=*/0);
105*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{100, 200}, Type::kTurbulence, /*stitch=*/false,
106*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.2f, 0.4f}, /*numOctaves=*/5, /*seed=*/0);
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 300}, Type::kFractalNoise, /*stitch=*/false,
109*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/3, /*seed=*/1);
110*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{100, 300}, Type::kFractalNoise, /*stitch=*/false,
111*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/3, /*seed=*/4);
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
114*c8dee2aaSAndroid Build Coastguard Worker canvas->scale(0.75f, 1.0f);
115*c8dee2aaSAndroid Build Coastguard Worker
116*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 400}, Type::kFractalNoise, /*stitch=*/false,
117*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.1f}, /*numOctaves=*/2, /*seed=*/0);
118*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{100, 400}, Type::kFractalNoise, /*stitch=*/true,
119*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.1f, 0.05f}, /*numOctaves=*/1, /*seed=*/0);
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
122*c8dee2aaSAndroid Build Coastguard Worker
123*c8dee2aaSAndroid Build Coastguard Worker // Matches Chromium test case in svg/filters/feTurbulence-tiled.svg
124*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{ 0, 500}, Type::kTurbulence, /*stitch=*/true,
125*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.03f, 0.03f}, /*numOctaves=*/1, /*seed=*/0, /*tileSize=*/{50, 50});
126*c8dee2aaSAndroid Build Coastguard Worker
127*c8dee2aaSAndroid Build Coastguard Worker // Matches Chromium test case in css3/filters/effect-reference.html
128*c8dee2aaSAndroid Build Coastguard Worker this->test(canvas, SkPoint{120, 500}, Type::kTurbulence, /*stitch=*/false,
129*c8dee2aaSAndroid Build Coastguard Worker SkVector{0.05f, 0.05f}, /*numOctaves=*/2, /*seed=*/0);
130*c8dee2aaSAndroid Build Coastguard Worker
131*c8dee2aaSAndroid Build Coastguard Worker }
132*c8dee2aaSAndroid Build Coastguard Worker
133*c8dee2aaSAndroid Build Coastguard Worker private:
134*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GM;
135*c8dee2aaSAndroid Build Coastguard Worker };
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker class PerlinNoiseLocalMatrixGM : public skiagm::GM {
138*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkISize kSize = {80, 80};
139*c8dee2aaSAndroid Build Coastguard Worker
getName() const140*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override { return SkString("perlinnoise_localmatrix"); }
141*c8dee2aaSAndroid Build Coastguard Worker
getISize()142*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override { return {640, 480}; }
143*c8dee2aaSAndroid Build Coastguard Worker
onDraw(SkCanvas * canvas)144*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override {
145*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(10, 10);
146*c8dee2aaSAndroid Build Coastguard Worker
147*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
148*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(noise_shader(Type::kFractalNoise, 0.1f, 0.1f, 2, 0, false, kSize));
149*c8dee2aaSAndroid Build Coastguard Worker
150*c8dee2aaSAndroid Build Coastguard Worker const SkScalar w = SkIntToScalar(kSize.width());
151*c8dee2aaSAndroid Build Coastguard Worker const SkScalar h = SkIntToScalar(kSize.height());
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker SkRect r = SkRect::MakeWH(w, h);
154*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
155*c8dee2aaSAndroid Build Coastguard Worker
156*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
157*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(w * 5/4, 0);
158*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
159*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
160*c8dee2aaSAndroid Build Coastguard Worker
161*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
162*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, h + 10);
163*c8dee2aaSAndroid Build Coastguard Worker canvas->scale(2, 2);
164*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
165*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
166*c8dee2aaSAndroid Build Coastguard Worker
167*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
168*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(w + 100, h + 10);
169*c8dee2aaSAndroid Build Coastguard Worker canvas->scale(2, 2);
170*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
171*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker // The next row should draw the same as the previous, even though we are using a local
174*c8dee2aaSAndroid Build Coastguard Worker // matrix instead of the canvas.
175*c8dee2aaSAndroid Build Coastguard Worker
176*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, h * 2 + 10);
177*c8dee2aaSAndroid Build Coastguard Worker
178*c8dee2aaSAndroid Build Coastguard Worker SkMatrix lm;
179*c8dee2aaSAndroid Build Coastguard Worker lm.setScale(2, 2);
180*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(paint.getShader()->makeWithLocalMatrix(lm));
181*c8dee2aaSAndroid Build Coastguard Worker r.fRight += r.width();
182*c8dee2aaSAndroid Build Coastguard Worker r.fBottom += r.height();
183*c8dee2aaSAndroid Build Coastguard Worker
184*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
185*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, h + 10);
186*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
187*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
188*c8dee2aaSAndroid Build Coastguard Worker
189*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
190*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(w + 100, h + 10);
191*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
192*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
193*c8dee2aaSAndroid Build Coastguard Worker }
194*c8dee2aaSAndroid Build Coastguard Worker };
195*c8dee2aaSAndroid Build Coastguard Worker
196*c8dee2aaSAndroid Build Coastguard Worker // Demonstrate skbug.com/14166 (Perlin noise shader doesn't rotate correctly)
197*c8dee2aaSAndroid Build Coastguard Worker class PerlinNoiseRotatedGM : public skiagm::GM {
198*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkISize kCellSize = { 100, 100 };
199*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkISize kRectSize = { 60, 60 };
200*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kPad = 10;
201*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kCellsX = 3;
202*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kCellsY = 2;
203*c8dee2aaSAndroid Build Coastguard Worker
getName() const204*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override { return SkString("perlinnoise_rotated"); }
205*c8dee2aaSAndroid Build Coastguard Worker
getISize()206*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override {
207*c8dee2aaSAndroid Build Coastguard Worker return {2 * kPad + kCellsX * kCellSize.width(), 2 * kPad + kCellsY * kCellSize.height()};
208*c8dee2aaSAndroid Build Coastguard Worker }
209*c8dee2aaSAndroid Build Coastguard Worker
onDraw(SkCanvas * canvas)210*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override {
211*c8dee2aaSAndroid Build Coastguard Worker SkPaint outline;
212*c8dee2aaSAndroid Build Coastguard Worker outline.setColor(SK_ColorBLACK);
213*c8dee2aaSAndroid Build Coastguard Worker outline.setStrokeWidth(2.0f);
214*c8dee2aaSAndroid Build Coastguard Worker outline.setStyle(SkPaint::kStroke_Style);
215*c8dee2aaSAndroid Build Coastguard Worker outline.setAntiAlias(true);
216*c8dee2aaSAndroid Build Coastguard Worker
217*c8dee2aaSAndroid Build Coastguard Worker const SkRect kRectToDraw = SkRect::MakeWH(kRectSize.width(), kRectSize.height());
218*c8dee2aaSAndroid Build Coastguard Worker const SkRect kMarker = SkRect::MakeWH(5, 5);
219*c8dee2aaSAndroid Build Coastguard Worker
220*c8dee2aaSAndroid Build Coastguard Worker float yOffset = kPad;
221*c8dee2aaSAndroid Build Coastguard Worker for (auto type : { Type::kFractalNoise, Type::kTurbulence }) {
222*c8dee2aaSAndroid Build Coastguard Worker float xOffset = kPad;
223*c8dee2aaSAndroid Build Coastguard Worker
224*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
225*c8dee2aaSAndroid Build Coastguard Worker p.setShader(noise_shader(type, 0.05f, 0.05f, 1, 0, false, kRectSize));
226*c8dee2aaSAndroid Build Coastguard Worker
227*c8dee2aaSAndroid Build Coastguard Worker for (float rotation : {0.0f, 10.0f, 80.0f}) {
228*c8dee2aaSAndroid Build Coastguard Worker int saveCount = canvas->save();
229*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(xOffset, yOffset);
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(SkRect::MakeWH(kCellSize.fWidth, kCellSize.fHeight), outline);
232*c8dee2aaSAndroid Build Coastguard Worker
233*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
234*c8dee2aaSAndroid Build Coastguard Worker
235*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kCellSize.fWidth / 2.0f, kCellSize.fHeight / 2.0f);
236*c8dee2aaSAndroid Build Coastguard Worker canvas->rotate(rotation);
237*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(-kRectSize.fWidth/2.0f, -kRectSize.fHeight/2.0f);
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(kRectToDraw, p);
240*c8dee2aaSAndroid Build Coastguard Worker
241*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(kRectToDraw, outline);
242*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(kMarker, outline);
243*c8dee2aaSAndroid Build Coastguard Worker
244*c8dee2aaSAndroid Build Coastguard Worker canvas->restoreToCount(saveCount);
245*c8dee2aaSAndroid Build Coastguard Worker
246*c8dee2aaSAndroid Build Coastguard Worker xOffset += kCellSize.width();
247*c8dee2aaSAndroid Build Coastguard Worker }
248*c8dee2aaSAndroid Build Coastguard Worker
249*c8dee2aaSAndroid Build Coastguard Worker yOffset += kCellSize.height();
250*c8dee2aaSAndroid Build Coastguard Worker }
251*c8dee2aaSAndroid Build Coastguard Worker }
252*c8dee2aaSAndroid Build Coastguard Worker };
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker // Demonstrate skbug.com/14411 (Intel GPUs show artifacts when applying perlin noise to layers)
255*c8dee2aaSAndroid Build Coastguard Worker class PerlinNoiseLayeredGM : public skiagm::GM {
getName() const256*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override { return SkString("perlinnoise_layered"); }
257*c8dee2aaSAndroid Build Coastguard Worker
getISize()258*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override { return {500, 500}; }
259*c8dee2aaSAndroid Build Coastguard Worker
onDraw(SkCanvas * canvas)260*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override {
261*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<SkImageFilter> perlin = SkImageFilters::ColorFilter(
262*c8dee2aaSAndroid Build Coastguard Worker SkColorFilters::Matrix(SkColorMatrix()),
263*c8dee2aaSAndroid Build Coastguard Worker SkImageFilters::Shader(SkShaders::MakeFractalNoise(0.3f, 0.3f, 1, 4)));
264*c8dee2aaSAndroid Build Coastguard Worker
265*c8dee2aaSAndroid Build Coastguard Worker const SkPaint paint;
266*c8dee2aaSAndroid Build Coastguard Worker canvas->saveLayer(nullptr, &paint);
267*c8dee2aaSAndroid Build Coastguard Worker {
268*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
269*c8dee2aaSAndroid Build Coastguard Worker p.setImageFilter(perlin);
270*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(p);
271*c8dee2aaSAndroid Build Coastguard Worker }
272*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
273*c8dee2aaSAndroid Build Coastguard Worker
274*c8dee2aaSAndroid Build Coastguard Worker canvas->saveLayer(nullptr, nullptr);
275*c8dee2aaSAndroid Build Coastguard Worker {
276*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
277*c8dee2aaSAndroid Build Coastguard Worker p.setImageFilter(perlin);
278*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(p);
279*c8dee2aaSAndroid Build Coastguard Worker }
280*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
281*c8dee2aaSAndroid Build Coastguard Worker }
282*c8dee2aaSAndroid Build Coastguard Worker };
283*c8dee2aaSAndroid Build Coastguard Worker
284*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
285*c8dee2aaSAndroid Build Coastguard Worker
286*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new PerlinNoiseGM;)
287*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new PerlinNoiseLocalMatrixGM;)
288*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new PerlinNoiseRotatedGM;)
289*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new PerlinNoiseLayeredGM;)
290