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| author | 2023-06-03 00:22:43 +0000 | |
|---|---|---|
| committer | 2023-06-03 00:22:43 +0000 | |
| commit | d32b8176bbf19160df27e7d5a14bc0cf7f10f467 (patch) | |
| tree | 9c299be135e04d0885471944d4ac00d202e4a16e | |
| parent | 9f2c83d6131502f5751743fd36bcc92e7338ad38 (diff) | |
| parent | e5d0666cd89a8a0ca83d18cfb4342e2943f1ceb5 (diff) | |
Merge "Polish turbulence noise to be more cloudy and softer." into udc-dev am: 4c274db7ce am: e5d0666cd8
Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/23532226
Change-Id: I82726c942af9a51de0f0a989f29b3b409bb5fa94
Signed-off-by: Automerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
4 files changed, 65 insertions, 20 deletions
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseAnimationConfig.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseAnimationConfig.kt index 89871fa7d875..2cd587ffbc45 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseAnimationConfig.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseAnimationConfig.kt @@ -56,7 +56,19 @@ data class TurbulenceNoiseAnimationConfig( val easeOutDuration: Float = DEFAULT_EASING_DURATION_IN_MILLIS, val pixelDensity: Float = 1f, val blendMode: BlendMode = DEFAULT_BLEND_MODE, - val onAnimationEnd: Runnable? = null + val onAnimationEnd: Runnable? = null, + /** + * Variants in noise. Higher number means more contrast; lower number means less contrast but + * make the noise dimmed. You may want to increase the [lumaMatteBlendFactor] to compensate. + * Expected range [0, 1]. + */ + val lumaMatteBlendFactor: Float = DEFAULT_LUMA_MATTE_BLEND_FACTOR, + /** + * Offset for the overall brightness in noise. Higher number makes the noise brighter. You may + * want to use this if you have made the noise softer using [lumaMatteBlendFactor]. Expected + * range [0, 1]. + */ + val lumaMatteOverallBrightness: Float = DEFAULT_LUMA_MATTE_OVERALL_BRIGHTNESS ) { companion object { const val DEFAULT_MAX_DURATION_IN_MILLIS = 30_000f // Max 30 sec @@ -66,6 +78,8 @@ data class TurbulenceNoiseAnimationConfig( const val DEFAULT_NOISE_SPEED_Z = 0.3f const val DEFAULT_OPACITY = 150 // full opacity is 255. const val DEFAULT_COLOR = Color.WHITE + const val DEFAULT_LUMA_MATTE_BLEND_FACTOR = 1f + const val DEFAULT_LUMA_MATTE_OVERALL_BRIGHTNESS = 0f const val DEFAULT_BACKGROUND_COLOR = Color.BLACK val DEFAULT_BLEND_MODE = BlendMode.SRC_OVER } diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt index d1ba7c4de35c..d3c57c91405a 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt @@ -37,6 +37,8 @@ class TurbulenceNoiseShader(useFractal: Boolean = false) : uniform float in_opacity; uniform float in_pixelDensity; uniform float in_inverseLuma; + uniform half in_lumaMatteBlendFactor; + uniform half in_lumaMatteOverallBrightness; layout(color) uniform vec4 in_color; layout(color) uniform vec4 in_backgroundColor; """ @@ -48,18 +50,21 @@ class TurbulenceNoiseShader(useFractal: Boolean = false) : uv.x *= in_aspectRatio; vec3 noiseP = vec3(uv + in_noiseMove.xy, in_noiseMove.z) * in_gridNum; - float luma = abs(in_inverseLuma - simplex3d(noiseP)) * in_opacity; + // Bring it to [0, 1] range. + float luma = (simplex3d(noiseP) * in_inverseLuma) * 0.5 + 0.5; + luma = saturate(luma * in_lumaMatteBlendFactor + in_lumaMatteOverallBrightness) + * in_opacity; vec3 mask = maskLuminosity(in_color.rgb, luma); vec3 color = in_backgroundColor.rgb + mask * 0.6; - // Add dither with triangle distribution to avoid color banding. Ok to dither in the + // Add dither with triangle distribution to avoid color banding. Dither in the // shader here as we are in gamma space. float dither = triangleNoise(p * in_pixelDensity) / 255.; // The result color should be pre-multiplied, i.e. [R*A, G*A, B*A, A], thus need to // multiply rgb with a to get the correct result. - color = (color + dither.rrr) * in_color.a; - return vec4(color, in_color.a); + color = (color + dither.rrr) * in_opacity; + return vec4(color, in_opacity); } """ @@ -70,12 +75,15 @@ class TurbulenceNoiseShader(useFractal: Boolean = false) : uv.x *= in_aspectRatio; vec3 noiseP = vec3(uv + in_noiseMove.xy, in_noiseMove.z) * in_gridNum; - float luma = abs(in_inverseLuma - simplex3d_fractal(noiseP)) * in_opacity; + // Bring it to [0, 1] range. + float luma = (simplex3d_fractal(noiseP) * in_inverseLuma) * 0.5 + 0.5; + luma = saturate(luma * in_lumaMatteBlendFactor + in_lumaMatteOverallBrightness) + * in_opacity; vec3 mask = maskLuminosity(in_color.rgb, luma); vec3 color = in_backgroundColor.rgb + mask * 0.6; // Skip dithering. - return vec4(color * in_color.a, in_color.a); + return vec4(color * in_opacity, in_opacity); } """ @@ -125,6 +133,28 @@ class TurbulenceNoiseShader(useFractal: Boolean = false) : } /** + * Sets blend and brightness factors of the luma matte. + * + * @param lumaMatteBlendFactor increases or decreases the amount of variance in noise. Setting + * this a lower number removes variations. I.e. the turbulence noise will look more blended. + * Expected input range is [0, 1]. more dimmed. + * @param lumaMatteOverallBrightness adds the overall brightness of the turbulence noise. + * Expected input range is [0, 1]. + * + * Example usage: You may want to apply a small number to [lumaMatteBlendFactor], such as 0.2, + * which makes the noise look softer. However it makes the overall noise look dim, so you want + * offset something like 0.3 for [lumaMatteOverallBrightness] to bring back its overall + * brightness. + */ + fun setLumaMatteFactors( + lumaMatteBlendFactor: Float = 1f, + lumaMatteOverallBrightness: Float = 0f + ) { + setFloatUniform("in_lumaMatteBlendFactor", lumaMatteBlendFactor) + setFloatUniform("in_lumaMatteOverallBrightness", lumaMatteOverallBrightness) + } + + /** * Sets whether to inverse the luminosity of the noise. * * By default noise will be used as a luma matte as is. This means that you will see color in @@ -132,7 +162,7 @@ class TurbulenceNoiseShader(useFractal: Boolean = false) : * true. */ fun setInverseNoiseLuminosity(inverse: Boolean) { - setFloatUniform("in_inverseLuma", if (inverse) 1f else 0f) + setFloatUniform("in_inverseLuma", if (inverse) -1f else 1f) } /** Current noise movements in x, y, and z axes. */ diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseView.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseView.kt index c3e84787d4fb..43d6504fce84 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseView.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseView.kt @@ -215,10 +215,12 @@ class TurbulenceNoiseView(context: Context?, attrs: AttributeSet?) : View(contex noiseConfig = config with(turbulenceNoiseShader) { setGridCount(config.gridCount) - setColor(ColorUtils.setAlphaComponent(config.color, config.opacity)) + setColor(config.color) setBackgroundColor(config.backgroundColor) setSize(config.width, config.height) setPixelDensity(config.pixelDensity) + setInverseNoiseLuminosity(inverse = false) + setLumaMatteFactors(config.lumaMatteBlendFactor, config.lumaMatteOverallBrightness) } paint.blendMode = config.blendMode } diff --git a/packages/SystemUI/src/com/android/systemui/media/controls/ui/MediaControlPanel.java b/packages/SystemUI/src/com/android/systemui/media/controls/ui/MediaControlPanel.java index 516fbf5ca12c..14386c1c0fd6 100644 --- a/packages/SystemUI/src/com/android/systemui/media/controls/ui/MediaControlPanel.java +++ b/packages/SystemUI/src/com/android/systemui/media/controls/ui/MediaControlPanel.java @@ -76,7 +76,6 @@ import androidx.constraintlayout.widget.ConstraintSet; import com.android.app.animation.Interpolators; import com.android.internal.annotations.VisibleForTesting; -import com.android.internal.graphics.ColorUtils; import com.android.internal.jank.InteractionJankMonitor; import com.android.internal.logging.InstanceId; import com.android.internal.widget.CachingIconView; @@ -1211,24 +1210,24 @@ public class MediaControlPanel { private TurbulenceNoiseAnimationConfig createTurbulenceNoiseAnimation() { return new TurbulenceNoiseAnimationConfig( - TurbulenceNoiseAnimationConfig.DEFAULT_NOISE_GRID_COUNT, + /* gridCount= */ 2.14f, TurbulenceNoiseAnimationConfig.DEFAULT_LUMINOSITY_MULTIPLIER, - /* noiseMoveSpeedX= */ 0f, + /* noiseMoveSpeedX= */ 0.42f, /* noiseMoveSpeedY= */ 0f, TurbulenceNoiseAnimationConfig.DEFAULT_NOISE_SPEED_Z, /* color= */ mColorSchemeTransition.getAccentPrimary().getCurrentColor(), - // We want to add (BlendMode.PLUS) the turbulence noise on top of the album art. - // Thus, set the background color with alpha 0. - /* backgroundColor= */ ColorUtils.setAlphaComponent(Color.BLACK, 0), - TurbulenceNoiseAnimationConfig.DEFAULT_OPACITY, + /* backgroundColor= */ Color.BLACK, + /* opacity= */ 51, /* width= */ mMediaViewHolder.getMultiRippleView().getWidth(), /* height= */ mMediaViewHolder.getMultiRippleView().getHeight(), TurbulenceNoiseAnimationConfig.DEFAULT_MAX_DURATION_IN_MILLIS, - /* easeInDuration= */ 2500f, - /* easeOutDuration= */ 2500f, + /* easeInDuration= */ 1350f, + /* easeOutDuration= */ 1350f, this.getContext().getResources().getDisplayMetrics().density, - BlendMode.PLUS, - /* onAnimationEnd= */ null + BlendMode.SCREEN, + /* onAnimationEnd= */ null, + /* lumaMatteBlendFactor= */ 0.26f, + /* lumaMatteOverallBrightness= */ 0.09f ); } private void clearButton(final ImageButton button) { |