SkPerlinNoiseShader creates an image using the Perlin turbulence function.
It can produce tileable noise if asked to stitch tiles and provided a tile size. In order to fill a large area with repeating noise, set the stitchTiles flag to true, and render exactly a single tile of noise. Without this flag, the result will contain visible seams between tiles.
The algorithm used is described here : http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
*/ namespace SkShaders { /** * This will construct Perlin noise of the given type (Fractal Noise or Turbulence). * * Both base frequencies (X and Y) have a usual range of (0..1) and must be non-negative. * * The number of octaves provided should be fairly small, with a limit of 255 enforced. * Each octave doubles the frequency, so 10 octaves would produce noise from * baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small * periods and resembles regular unstructured noise rather than Perlin noise. * * If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify * the frequencies so that the noise will be tileable for the given tile size. If tileSize * is NULL or an empty size, the frequencies will be used as is without modification.
*/
SK_API sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = nullptr);
SK_API sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, int numOctaves, SkScalar seed, const SkISize* tileSize = nullptr);
} // namespace SkShaders
#endif
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