xref: /aosp_15_r20/external/skia/modules/svg/src/SkSVGFeTurbulence.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2020 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 "modules/svg/include/SkSVGFeTurbulence.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkPerlinNoiseShader.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/svg/include/SkSVGAttributeParser.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker class SkImageFilter;
16*c8dee2aaSAndroid Build Coastguard Worker class SkSVGFilterContext;
17*c8dee2aaSAndroid Build Coastguard Worker class SkSVGRenderContext;
18*c8dee2aaSAndroid Build Coastguard Worker struct SkISize;
19*c8dee2aaSAndroid Build Coastguard Worker 
parseAndSetAttribute(const char * name,const char * value)20*c8dee2aaSAndroid Build Coastguard Worker bool SkSVGFeTurbulence::parseAndSetAttribute(const char* name, const char* value) {
21*c8dee2aaSAndroid Build Coastguard Worker     return INHERITED::parseAndSetAttribute(name, value) ||
22*c8dee2aaSAndroid Build Coastguard Worker            this->setNumOctaves(
23*c8dee2aaSAndroid Build Coastguard Worker                    SkSVGAttributeParser::parse<SkSVGIntegerType>("numOctaves", name, value)) ||
24*c8dee2aaSAndroid Build Coastguard Worker            this->setSeed(SkSVGAttributeParser::parse<SkSVGNumberType>("seed", name, value)) ||
25*c8dee2aaSAndroid Build Coastguard Worker            this->setBaseFrequency(SkSVGAttributeParser::parse<SkSVGFeTurbulenceBaseFrequency>(
26*c8dee2aaSAndroid Build Coastguard Worker                    "baseFrequency", name, value)) ||
27*c8dee2aaSAndroid Build Coastguard Worker            this->setTurbulenceType(SkSVGAttributeParser::parse<SkSVGFeTurbulenceType>(
28*c8dee2aaSAndroid Build Coastguard Worker                    "type", name, value));
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker template <>
parse(SkSVGFeTurbulenceBaseFrequency * freq)32*c8dee2aaSAndroid Build Coastguard Worker bool SkSVGAttributeParser::parse<SkSVGFeTurbulenceBaseFrequency>(
33*c8dee2aaSAndroid Build Coastguard Worker         SkSVGFeTurbulenceBaseFrequency* freq) {
34*c8dee2aaSAndroid Build Coastguard Worker     SkSVGNumberType freqX;
35*c8dee2aaSAndroid Build Coastguard Worker     if (!this->parse(&freqX)) {
36*c8dee2aaSAndroid Build Coastguard Worker         return false;
37*c8dee2aaSAndroid Build Coastguard Worker     }
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker     SkSVGNumberType freqY;
40*c8dee2aaSAndroid Build Coastguard Worker     this->parseCommaWspToken();
41*c8dee2aaSAndroid Build Coastguard Worker     if (this->parse(&freqY)) {
42*c8dee2aaSAndroid Build Coastguard Worker         *freq = SkSVGFeTurbulenceBaseFrequency(freqX, freqY);
43*c8dee2aaSAndroid Build Coastguard Worker     } else {
44*c8dee2aaSAndroid Build Coastguard Worker         *freq = SkSVGFeTurbulenceBaseFrequency(freqX, freqX);
45*c8dee2aaSAndroid Build Coastguard Worker     }
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker     return this->parseEOSToken();
48*c8dee2aaSAndroid Build Coastguard Worker }
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker template <>
parse(SkSVGFeTurbulenceType * type)51*c8dee2aaSAndroid Build Coastguard Worker bool SkSVGAttributeParser::parse<SkSVGFeTurbulenceType>(SkSVGFeTurbulenceType* type) {
52*c8dee2aaSAndroid Build Coastguard Worker     bool parsedValue = false;
53*c8dee2aaSAndroid Build Coastguard Worker 
54*c8dee2aaSAndroid Build Coastguard Worker     if (this->parseExpectedStringToken("fractalNoise")) {
55*c8dee2aaSAndroid Build Coastguard Worker         *type = SkSVGFeTurbulenceType(SkSVGFeTurbulenceType::kFractalNoise);
56*c8dee2aaSAndroid Build Coastguard Worker         parsedValue = true;
57*c8dee2aaSAndroid Build Coastguard Worker     } else if (this->parseExpectedStringToken("turbulence")) {
58*c8dee2aaSAndroid Build Coastguard Worker         *type = SkSVGFeTurbulenceType(SkSVGFeTurbulenceType::kTurbulence);
59*c8dee2aaSAndroid Build Coastguard Worker         parsedValue = true;
60*c8dee2aaSAndroid Build Coastguard Worker     }
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     return parsedValue && this->parseEOSToken();
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker 
onMakeImageFilter(const SkSVGRenderContext & ctx,const SkSVGFilterContext & fctx) const65*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImageFilter> SkSVGFeTurbulence::onMakeImageFilter(const SkSVGRenderContext& ctx,
66*c8dee2aaSAndroid Build Coastguard Worker                                                           const SkSVGFilterContext& fctx) const {
67*c8dee2aaSAndroid Build Coastguard Worker     const SkISize* tileSize = nullptr;  // TODO: needs filter element subregion properties
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> shader;
70*c8dee2aaSAndroid Build Coastguard Worker     switch (fTurbulenceType.fType) {
71*c8dee2aaSAndroid Build Coastguard Worker         case SkSVGFeTurbulenceType::Type::kTurbulence:
72*c8dee2aaSAndroid Build Coastguard Worker             shader = SkShaders::MakeTurbulence(
73*c8dee2aaSAndroid Build Coastguard Worker                     fBaseFrequency.freqX(), fBaseFrequency.freqY(), fNumOctaves, fSeed, tileSize);
74*c8dee2aaSAndroid Build Coastguard Worker             break;
75*c8dee2aaSAndroid Build Coastguard Worker         case SkSVGFeTurbulenceType::Type::kFractalNoise:
76*c8dee2aaSAndroid Build Coastguard Worker             shader = SkShaders::MakeFractalNoise(
77*c8dee2aaSAndroid Build Coastguard Worker                     fBaseFrequency.freqX(), fBaseFrequency.freqY(), fNumOctaves, fSeed, tileSize);
78*c8dee2aaSAndroid Build Coastguard Worker             break;
79*c8dee2aaSAndroid Build Coastguard Worker     }
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker     return SkImageFilters::Shader(shader, this->resolveFilterSubregion(ctx, fctx));
82*c8dee2aaSAndroid Build Coastguard Worker }
83