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/*
* Copyright (C) 2009 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 com.android.musicvis.vis5;
import com.android.musicvis.R;
import com.android.musicvis.RenderScriptScene;
import android.media.MediaPlayer;
import android.os.Handler;
import android.renderscript.Allocation;
import android.renderscript.Element;
import android.renderscript.Primitive;
import android.renderscript.ProgramFragment;
import android.renderscript.ProgramStore;
import android.renderscript.ProgramVertex;
import android.renderscript.Sampler;
import android.renderscript.ScriptC;
import android.renderscript.SimpleMesh;
import android.renderscript.Type;
import android.renderscript.Element.Builder;
import android.renderscript.ProgramStore.BlendDstFunc;
import android.renderscript.ProgramStore.BlendSrcFunc;
import android.renderscript.Sampler.Value;
import android.util.Log;
import android.view.MotionEvent;
import java.util.TimeZone;
class Visualization5RS extends RenderScriptScene {
private final Handler mHandler = new Handler();
private final Runnable mDrawCube = new Runnable() {
public void run() {
updateWave();
}
};
private boolean mVisible;
private int mNeedlePos = 0;
private int mNeedleSpeed = 0;
// tweak this to get quicker/slower response
private int mNeedleMass = 10;
private int mSpringForceAtOrigin = 200;
static class WorldState {
public float mAngle;
public int mPeak;
public float mRotate;
public float mTilt;
public int mIdle;
public int mWaveCounter;
}
WorldState mWorldState = new WorldState();
private Type mStateType;
private Allocation mState;
private ProgramStore mPfsBackground;
private ProgramFragment mPfBackgroundMip;
private ProgramFragment mPfBackgroundNoMip;
private Sampler mSamplerMip;
private Sampler mSamplerNoMip;
private Allocation[] mTextures;
private ProgramVertex mPVBackground;
private ProgramVertex.MatrixAllocation mPVAlloc;
private SimpleMesh mCubeMesh;
protected Allocation mPointAlloc;
// 256 lines, with 4 points per line (2 space, 2 texture) each consisting of x and y,
// so 8 floats per line.
protected float [] mPointData = new float[256*8];
private Allocation mLineIdxAlloc;
// 2 indices per line
private short [] mIndexData = new short[256*2];
private short [] mVizData = new short[1024];
private static final int RSID_STATE = 0;
private static final int RSID_POINTS = 1;
private static final int RSID_LINES = 2;
private static final int RSID_PROGRAMVERTEX = 3;
private float mTouchY;
Visualization5RS(int width, int height) {
super(width, height);
mWidth = width;
mHeight = height;
// the x, s and t coordinates don't change, so set those now
int outlen = mPointData.length / 8;
int half = outlen / 2;
for(int i = 0; i < outlen; i++) {
mPointData[i*8] = i - half; // start point X (Y set later)
mPointData[i*8+2] = 0; // start point S
mPointData[i*8+3] = 0; // start point T
mPointData[i*8+4] = i - half; // end point X (Y set later)
mPointData[i*8+6] = 1.0f; // end point S
mPointData[i*8+7] = 0f; // end point T
}
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
if (mPVAlloc != null) {
mPVAlloc.setupProjectionNormalized(width, height);
}
mWorldState.mTilt = -20;
}
@Override
public void onTouchEvent(MotionEvent event) {
switch(event.getAction()) {
case MotionEvent.ACTION_DOWN:
mTouchY = event.getY();
break;
case MotionEvent.ACTION_MOVE:
float dy = event.getY() - mTouchY;
mTouchY += dy;
dy /= 10;
dy += mWorldState.mTilt;
if (dy > 0) {
dy = 0;
} else if (dy < -45) {
dy = -45;
}
mWorldState.mTilt = dy;
mState.data(mWorldState);
}
}
@Override
public void setOffset(float xOffset, float yOffset,
float xStep, float yStep, int xPixels, int yPixels) {
// update our state, then push it to the renderscript
mWorldState.mRotate = (xOffset - 0.5f) * 90;
mState.data(mWorldState);
}
@Override
protected ScriptC createScript() {
// Create a renderscript type from a java class. The specified name doesn't
// really matter; the name by which we refer to the object in RenderScript
// will be specified later.
mStateType = Type.createFromClass(mRS, WorldState.class, 1, "WorldState");
// Create an allocation from the type we just created.
mState = Allocation.createTyped(mRS, mStateType);
// First set up the coordinate system and such
ProgramVertex.Builder pvb = new ProgramVertex.Builder(mRS, null, null);
mPVBackground = pvb.create();
mPVBackground.setName("PVBackground");
mPVAlloc = new ProgramVertex.MatrixAllocation(mRS);
mPVBackground.bindAllocation(mPVAlloc);
mPVAlloc.setupProjectionNormalized(mWidth, mHeight);
mTextures = new Allocation[8];
mTextures[0] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.background, Element.RGBA_8888(mRS), true);
mTextures[0].setName("Tvumeter_background");
mTextures[1] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.frame, Element.RGBA_8888(mRS), true);
mTextures[1].setName("Tvumeter_frame");
mTextures[2] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.peak_on, Element.RGBA_8888(mRS), true);
mTextures[2].setName("Tvumeter_peak_on");
mTextures[3] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.peak_off, Element.RGBA_8888(mRS), true);
mTextures[3].setName("Tvumeter_peak_off");
mTextures[4] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.needle, Element.RGBA_8888(mRS), true);
mTextures[4].setName("Tvumeter_needle");
mTextures[5] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.black, Element.RGB_565(mRS), false);
mTextures[5].setName("Tvumeter_black");
mTextures[6] = Allocation.createFromBitmapResource(mRS, mResources, R.drawable.albumart, Element.RGBA_8888(mRS), true);
mTextures[6].setName("Tvumeter_album");
mTextures[7] = Allocation.createFromBitmapResource(mRS, mResources, R.drawable.fire, Element.RGB_565(mRS), false);
mTextures[7].setName("Tlinetexture");
final int count = mTextures.length;
for (int i = 0; i < count; i++) {
mTextures[i].uploadToTexture(0);
}
{
Sampler.Builder builder = new Sampler.Builder(mRS);
builder.setMin(Value.LINEAR);
builder.setMag(Value.LINEAR);
builder.setWrapS(Value.WRAP);
builder.setWrapT(Value.WRAP);
mSamplerNoMip = builder.create();
}
{
Sampler.Builder builder = new Sampler.Builder(mRS);
builder.setMin(Value.LINEAR_MIP_LINEAR);
builder.setMag(Value.LINEAR);
builder.setWrapS(Value.WRAP);
builder.setWrapT(Value.WRAP);
mSamplerMip = builder.create();
}
{
ProgramFragment.Builder builder = new ProgramFragment.Builder(mRS);
builder.setTexture(ProgramFragment.Builder.EnvMode.REPLACE,
ProgramFragment.Builder.Format.RGBA, 0);
mPfBackgroundNoMip = builder.create();
mPfBackgroundNoMip.setName("PFBackgroundNoMip");
mPfBackgroundNoMip.bindSampler(mSamplerNoMip, 0);
}
{
ProgramFragment.Builder builder = new ProgramFragment.Builder(mRS);
builder.setTexture(ProgramFragment.Builder.EnvMode.REPLACE,
ProgramFragment.Builder.Format.RGBA, 0);
mPfBackgroundMip = builder.create();
mPfBackgroundMip.setName("PFBackgroundMip");
mPfBackgroundMip.bindSampler(mSamplerMip, 0);
}
{
ProgramStore.Builder builder = new ProgramStore.Builder(mRS, null, null);
builder.setDepthFunc(ProgramStore.DepthFunc.EQUAL);
//builder.setBlendFunc(BlendSrcFunc.SRC_ALPHA, BlendDstFunc.ONE_MINUS_SRC_ALPHA);
builder.setBlendFunc(BlendSrcFunc.ONE, BlendDstFunc.ONE_MINUS_SRC_ALPHA);
builder.setDitherEnable(true); // without dithering there is severe banding
builder.setDepthMask(false);
mPfsBackground = builder.create();
mPfsBackground.setName("PFSBackground");
}
// Start creating the mesh
final SimpleMesh.Builder meshBuilder = new SimpleMesh.Builder(mRS);
// Create the Element for the points
Builder elementBuilder = new Builder(mRS);
elementBuilder.add(Element.ATTRIB_POSITION_2(mRS), "position");
elementBuilder.add(Element.ATTRIB_TEXTURE_2(mRS), "texture");
final Element vertexElement = elementBuilder.create();
final int vertexSlot = meshBuilder.addVertexType(vertexElement, mPointData.length / 4);
// Specify the type and number of indices we need. We'll allocate them later.
meshBuilder.setIndexType(Element.INDEX_16(mRS), mIndexData.length);
// This will be a line mesh
meshBuilder.setPrimitive(Primitive.LINE);
// Create the Allocation for the vertices
mCubeMesh = meshBuilder.create();
mCubeMesh.setName("CubeMesh");
mPointAlloc = mCubeMesh.createVertexAllocation(vertexSlot);
mPointAlloc.setName("PointBuffer");
// Create the Allocation for the indices
mLineIdxAlloc = mCubeMesh.createIndexAllocation();
// Bind the allocations to the mesh
mCubeMesh.bindVertexAllocation(mPointAlloc, 0);
mCubeMesh.bindIndexAllocation(mLineIdxAlloc);
/*
* put the vertex and index data in their respective buffers
*/
updateWave();
for(int i = 0; i < mIndexData.length; i ++) {
mIndexData[i] = (short) i;
}
/*
* upload the vertex and index data
*/
mPointAlloc.data(mPointData);
mPointAlloc.uploadToBufferObject();
mLineIdxAlloc.data(mIndexData);
mLineIdxAlloc.uploadToBufferObject();
// Time to create the script
ScriptC.Builder sb = new ScriptC.Builder(mRS);
// Specify the name by which to refer to the WorldState object in the
// renderscript.
sb.setType(mStateType, "State", RSID_STATE);
sb.setScript(mResources, R.raw.many);
sb.setRoot(true);
ScriptC script = sb.create();
script.setClearColor(0.0f, 0.0f, 0.0f, 1.0f);
script.setTimeZone(TimeZone.getDefault().getID());
script.bindAllocation(mState, RSID_STATE);
script.bindAllocation(mPointAlloc, RSID_POINTS);
script.bindAllocation(mLineIdxAlloc, RSID_LINES);
script.bindAllocation(mPVAlloc.mAlloc, RSID_PROGRAMVERTEX);
return script;
}
@Override
public void start() {
super.start();
mVisible = true;
updateWave();
}
@Override
public void stop() {
super.stop();
mVisible = false;
}
void updateWave() {
mHandler.removeCallbacks(mDrawCube);
if (!mVisible) {
return;
}
mHandler.postDelayed(mDrawCube, 20);
int len = MediaPlayer.snoop(mVizData, 0);
// Simulate running the signal through a rectifier by
// taking the average of the absolute sample values.
int volt = 0;
if (len > 0) {
for (int i = 0; i < len; i++) {
int val = mVizData[i];
if (val < 0) {
val = -val;
}
volt += val;
}
volt = volt * 4 / len; // arbitrary scalar to get better range
}
// There are several forces working on the needle: a force applied by the
// electromagnet, a force applied by the spring, and friction.
// The force from the magnet is proportional to the current flowing
// through its coil. We have to take in to account that the coil is an
// inductive load, which means that an immediate change in applied voltage
// will result in a gradual change in current, but also that current will
// be induced by the movement of the needle.
// The force from the spring is proportional to the position of the needle.
// The friction force is a function of the speed of the needle, but so is
// the current induced by the movement of the needle, so we can combine
// them.
// Add up the various forces, with some multipliers to make the movement
// of the needle more realistic
// 'volt' is for the applied voltage, which causes a current to flow through the coil
// mNeedleSpeed * 3 is for the movement of the needle, which induces an opposite current
// in the coil, and is also proportional to the friction
// mNeedlePos + mSpringForceAtOrigin is for the force of the spring pushing the needle back
int netforce = volt - mNeedleSpeed * 3 - (mNeedlePos + mSpringForceAtOrigin) ;
int acceleration = netforce / mNeedleMass;
mNeedleSpeed += acceleration;
mNeedlePos += mNeedleSpeed;
if (mNeedlePos < 0) {
mNeedlePos = 0;
mNeedleSpeed = 0;
} else if (mNeedlePos > 32767) {
if (mNeedlePos > 33333) {
mWorldState.mPeak = 10;
}
mNeedlePos = 32767;
mNeedleSpeed = 0;
}
if (mWorldState.mPeak > 0) {
mWorldState.mPeak--;
}
mWorldState.mAngle = 131f - (mNeedlePos / 410f); // ~80 degree range
// downsample 1024 samples in to 256
if (len == 0) {
if (mWorldState.mIdle == 0) {
mWorldState.mIdle = 1;
}
} else {
if (mWorldState.mIdle != 0) {
mWorldState.mIdle = 0;
}
// TODO: might be more efficient to push this in to renderscript
int outlen = mPointData.length / 8;
len /= 4;
if (len > outlen) len = outlen;
for(int i = 0; i < len; i++) {
int amp = (mVizData[i*4] + mVizData[i*4+1] + mVizData[i*4+2] + mVizData[i*4+3]);
mPointData[i*8+1] = amp;
mPointData[i*8+5] = -amp;
}
mPointAlloc.data(mPointData);
mWorldState.mWaveCounter++;
}
mState.data(mWorldState);
}
}