#ifndef FETurbulence_h
#define FETurbulence_h
#include "FilterEffect.h"
#include "Filter.h"
namespace WebCore {
enum TurbulenceType {
FETURBULENCE_TYPE_UNKNOWN = 0,
FETURBULENCE_TYPE_FRACTALNOISE = 1,
FETURBULENCE_TYPE_TURBULENCE = 2
};
class FETurbulence : public FilterEffect {
public:
static Ref<FETurbulence> create(Filter&, TurbulenceType, float, float, int, float, bool);
TurbulenceType type() const;
bool setType(TurbulenceType);
float baseFrequencyY() const;
bool setBaseFrequencyY(float);
float baseFrequencyX() const;
bool setBaseFrequencyX(float);
float seed() const;
bool setSeed(float);
int numOctaves() const;
bool setNumOctaves(int);
bool stitchTiles() const;
bool setStitchTiles(bool);
static void fillRegionWorker(void*);
void platformApplySoftware() override;
void dump() override;
void determineAbsolutePaintRect() override { setAbsolutePaintRect(enclosingIntRect(maxEffectRect())); }
TextStream& externalRepresentation(TextStream&, int indention) const override;
private:
static const int s_blockSize = 256;
static const int s_blockMask = s_blockSize - 1;
static const int s_minimalRectDimension = (100 * 100);
struct PaintingData {
PaintingData(long paintingSeed, const IntSize& paintingSize)
: seed(paintingSeed)
, filterSize(paintingSize)
{
}
long seed;
int latticeSelector[2 * s_blockSize + 2];
float gradient[4][2 * s_blockSize + 2][2];
IntSize filterSize;
inline long random();
};
struct StitchData {
StitchData()
: width(0)
, wrapX(0)
, height(0)
, wrapY(0)
{
}
int width; int wrapX; int height;
int wrapY;
};
template<typename Type>
friend class ParallelJobs;
struct FillRegionParameters {
FETurbulence* filter;
Uint8ClampedArray* pixelArray;
PaintingData* paintingData;
int startY;
int endY;
};
static void fillRegionWorker(FillRegionParameters*);
FETurbulence(Filter&, TurbulenceType, float, float, int, float, bool);
inline void initPaint(PaintingData&);
float noise2D(int channel, PaintingData&, StitchData&, const FloatPoint&);
unsigned char calculateTurbulenceValueForPoint(int channel, PaintingData&, StitchData&, const FloatPoint&);
inline void fillRegion(Uint8ClampedArray*, PaintingData&, int, int);
TurbulenceType m_type;
float m_baseFrequencyX;
float m_baseFrequencyY;
int m_numOctaves;
float m_seed;
bool m_stitchTiles;
};
}
#endif // FETurbulence_h