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/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.graphics.drawable;
import android.annotation.ColorInt;
import android.graphics.Color;
import android.graphics.RuntimeShader;
import android.graphics.Shader;
final class RippleShader extends RuntimeShader {
private static final String SHADER_UNIFORMS = "uniform vec2 in_origin;\n"
+ "uniform vec2 in_touch;\n"
+ "uniform float in_progress;\n"
+ "uniform float in_maxRadius;\n"
+ "uniform vec2 in_resolutionScale;\n"
+ "uniform vec2 in_noiseScale;\n"
+ "uniform float in_hasMask;\n"
+ "uniform float in_noisePhase;\n"
+ "uniform float in_turbulencePhase;\n"
+ "uniform vec2 in_tCircle1;\n"
+ "uniform vec2 in_tCircle2;\n"
+ "uniform vec2 in_tCircle3;\n"
+ "uniform vec2 in_tRotation1;\n"
+ "uniform vec2 in_tRotation2;\n"
+ "uniform vec2 in_tRotation3;\n"
+ "uniform vec4 in_color;\n"
+ "uniform vec4 in_sparkleColor;\n"
+ "uniform shader in_shader;\n";
private static final String SHADER_LIB =
"float triangleNoise(vec2 n) {\n"
+ " n = fract(n * vec2(5.3987, 5.4421));\n"
+ " n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));\n"
+ " float xy = n.x * n.y;\n"
+ " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n"
+ "}"
+ "const float PI = 3.1415926535897932384626;\n"
+ "\n"
+ "float threshold(float v, float l, float h) {\n"
+ " return step(l, v) * (1.0 - step(h, v));\n"
+ "}\n"
+ "float sparkles(vec2 uv, float t) {\n"
+ " float n = triangleNoise(uv);\n"
+ " float s = 0.0;\n"
+ " for (float i = 0; i < 4; i += 1) {\n"
+ " float l = i * 0.1;\n"
+ " float h = l + 0.05;\n"
+ " float o = sin(PI * (t + 0.35 * i));\n"
+ " s += threshold(n + o, l, h);\n"
+ " }\n"
+ " return saturate(s) * in_sparkleColor.a;\n"
+ "}\n"
+ "float softCircle(vec2 uv, vec2 xy, float radius, float blur) {\n"
+ " float blurHalf = blur * 0.5;\n"
+ " float d = distance(uv, xy);\n"
+ " return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);\n"
+ "}\n"
+ "float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) {\n"
+ " float thickness = 0.05 * radius;\n"
+ " float currentRadius = radius * progress;\n"
+ " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n"
+ " float circle_inner = softCircle(uv, xy, max(currentRadius - thickness, 0.), "
+ " blur);\n"
+ " return saturate(circle_outer - circle_inner);\n"
+ "}\n"
+ "float subProgress(float start, float end, float progress) {\n"
+ " float sub = clamp(progress, start, end);\n"
+ " return (sub - start) / (end - start); \n"
+ "}\n"
+ "mat2 rotate2d(vec2 rad){\n"
+ " return mat2(rad.x, -rad.y, rad.y, rad.x);\n"
+ "}\n"
+ "float circle_grid(vec2 resolution, vec2 coord, float time, vec2 center,\n"
+ " vec2 rotation, float cell_diameter) {\n"
+ " coord = rotate2d(rotation) * (center - coord) + center;\n"
+ " coord = mod(coord, cell_diameter) / resolution;\n"
+ " float normal_radius = cell_diameter / resolution.y * 0.5;\n"
+ " float radius = 0.65 * normal_radius;\n"
+ " return softCircle(coord, vec2(normal_radius), radius, radius * 50.0);\n"
+ "}\n"
+ "float turbulence(vec2 uv, float t) {\n"
+ " const vec2 scale = vec2(0.8);\n"
+ " uv = uv * scale;\n"
+ " float g1 = circle_grid(scale, uv, t, in_tCircle1, in_tRotation1, 0.17);\n"
+ " float g2 = circle_grid(scale, uv, t, in_tCircle2, in_tRotation2, 0.2);\n"
+ " float g3 = circle_grid(scale, uv, t, in_tCircle3, in_tRotation3, 0.275);\n"
+ " float v = (g1 * g1 + g2 - g3) * 0.5;\n"
+ " return saturate(0.45 + 0.8 * v);\n"
+ "}\n";
private static final String SHADER_MAIN = "vec4 main(vec2 p) {\n"
+ " float fadeIn = subProgress(0., 0.13, in_progress);\n"
+ " float scaleIn = subProgress(0., 1.0, in_progress);\n"
+ " float fadeOutNoise = subProgress(0.4, 0.5, in_progress);\n"
+ " float fadeOutRipple = subProgress(0.4, 1., in_progress);\n"
+ " vec2 center = mix(in_touch, in_origin, saturate(in_progress * 2.0));\n"
+ " float ring = softRing(p, center, in_maxRadius, scaleIn, 1.);\n"
+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
+ " vec2 uv = p * in_resolutionScale;\n"
+ " vec2 densityUv = uv - mod(uv, in_noiseScale);\n"
+ " float turbulence = turbulence(uv, in_turbulencePhase);\n"
+ " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha "
+ "* turbulence;\n"
+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
+ " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade "
+ "* in_color.a;\n"
+ " vec4 waveColor = vec4(in_color.rgb * waveAlpha, waveAlpha);\n"
+ " vec4 sparkleColor = vec4(in_sparkleColor.rgb * in_sparkleColor.a, "
+ "in_sparkleColor.a);\n"
+ " float mask = in_hasMask == 1. ? sample(in_shader, p).a > 0. ? 1. : 0. : 1.;\n"
+ " return mix(waveColor, sparkleColor, sparkleAlpha) * mask;\n"
+ "}";
private static final String SHADER = SHADER_UNIFORMS + SHADER_LIB + SHADER_MAIN;
private static final double PI_ROTATE_RIGHT = Math.PI * 0.0078125;
private static final double PI_ROTATE_LEFT = Math.PI * -0.0078125;
RippleShader() {
super(SHADER, false);
}
public void setShader(Shader shader) {
if (shader != null) {
setInputShader("in_shader", shader);
}
setUniform("in_hasMask", shader == null ? 0 : 1);
}
public void setRadius(float radius) {
setUniform("in_maxRadius", radius * 2.3f);
}
public void setOrigin(float x, float y) {
setUniform("in_origin", new float[] {x, y});
}
public void setTouch(float x, float y) {
setUniform("in_touch", new float[] {x, y});
}
public void setProgress(float progress) {
setUniform("in_progress", progress);
}
/**
* Continuous offset used as noise phase.
*/
public void setNoisePhase(float phase) {
setUniform("in_noisePhase", phase * 0.001f);
//
// Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h
//
final float turbulencePhase = phase;
setUniform("in_turbulencePhase", turbulencePhase);
final float scale = 1.5f;
setUniform("in_tCircle1", new float[]{
(float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))),
(float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55)))
});
setUniform("in_tCircle2", new float[]{
(float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.cos(scale * 0.45))),
(float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45)))
});
setUniform("in_tCircle3", new float[]{
(float) (scale + (turbulencePhase * -0.0066 * Math.cos(scale * 0.35))),
(float) (scale + (turbulencePhase * -0.0066 * Math.sin(scale * 0.35)))
});
final double rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * Math.PI;
setUniform("in_tRotation1", new float[]{
(float) Math.cos(rotation1), (float) Math.sin(rotation1)
});
final double rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * Math.PI;
setUniform("in_tRotation2", new float[]{
(float) Math.cos(rotation2), (float) Math.sin(rotation2)
});
final double rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * Math.PI;
setUniform("in_tRotation3", new float[]{
(float) Math.cos(rotation3), (float) Math.sin(rotation3)
});
}
/**
* Color of the circle that's under the sparkles. Sparkles will always be white.
*/
public void setColor(@ColorInt int colorInt, @ColorInt int sparkleColorInt) {
Color color = Color.valueOf(colorInt);
Color sparkleColor = Color.valueOf(sparkleColorInt);
setUniform("in_color", new float[] {color.red(),
color.green(), color.blue(), color.alpha()});
setUniform("in_sparkleColor", new float[] {sparkleColor.red(),
sparkleColor.green(), sparkleColor.blue(), sparkleColor.alpha()});
}
public void setResolution(float w, float h) {
final float densityScale = 2.1f;
setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
}
}