diff options
author | 2021-05-17 13:33:38 -0700 | |
---|---|---|
committer | 2021-05-17 16:28:31 -0700 | |
commit | fdda35792584eea4bb02205b4bc8752714ad23a7 (patch) | |
tree | 2db9429d663d4f29a20722d42d315b9cd12335a6 | |
parent | 1c596318524b074bb6069d230a509d9a525b8330 (diff) |
Correctly initialize the noise phase
To make it move smoothly throughout the animation
Fixes: 186130728
Test: manual
Change-Id: I78bb220f72238f13b21055c5874ce8b829171b5d
-rw-r--r-- | graphics/java/android/graphics/drawable/RippleShader.java | 36 | ||||
-rw-r--r-- | libs/hwui/pipeline/skia/AnimatedDrawables.h | 16 |
2 files changed, 26 insertions, 26 deletions
diff --git a/graphics/java/android/graphics/drawable/RippleShader.java b/graphics/java/android/graphics/drawable/RippleShader.java index 6c0981afa2c9..e5651e0758fd 100644 --- a/graphics/java/android/graphics/drawable/RippleShader.java +++ b/graphics/java/android/graphics/drawable/RippleShader.java @@ -50,15 +50,17 @@ final class RippleShader extends RuntimeShader { + "}" + "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 * 0.01;\n" - + " float h = l + 0.2;\n" - + " float o = smoothstep(n - l, h, n);\n" - + " o *= abs(sin(PI * o * (t + 0.55 * i)));\n" - + " s += o;\n" + + " float l = i * 0.1;\n" + + " float h = l + 0.025;\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" @@ -125,9 +127,6 @@ final class RippleShader extends RuntimeShader { private static final double PI_ROTATE_RIGHT = Math.PI * 0.0078125; private static final double PI_ROTATE_LEFT = Math.PI * -0.0078125; - private float mNoisePhase; - private float mProgress; - RippleShader() { super(SHADER, false); } @@ -143,15 +142,6 @@ final class RippleShader extends RuntimeShader { setUniform("in_maxRadius", radius); } - /** - * Continuous offset used as noise phase. - */ - public void setNoisePhase(float phase) { - mNoisePhase = phase; - setUniform("in_noisePhase", phase); - updateTurbulence(); - } - public void setOrigin(float x, float y) { setUniform("in_origin", new float[] {x, y}); } @@ -161,18 +151,20 @@ final class RippleShader extends RuntimeShader { } public void setProgress(float progress) { - mProgress = progress; setUniform("in_progress", progress); - updateTurbulence(); } - private void updateTurbulence() { - final float turbulencePhase = (float) ((mProgress + mNoisePhase * 0.333f) * 5f * Math.PI); - setUniform("in_turbulencePhase", turbulencePhase); + /** + * 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))), diff --git a/libs/hwui/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h index 10889e7a9229..d173782fd880 100644 --- a/libs/hwui/pipeline/skia/AnimatedDrawables.h +++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h @@ -77,6 +77,7 @@ public: setUniform(effectBuilder, "in_radius", params.radius); setUniform(effectBuilder, "in_progress", params.progress); setUniform(effectBuilder, "in_turbulencePhase", params.turbulencePhase); + setUniform(effectBuilder, "in_noisePhase", params.turbulencePhase->value * 0.001); SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color"); if (uniform.fVar != nullptr) { @@ -120,17 +121,24 @@ private: static constexpr float PI_ROTATE_LEFT = PI * -0.0078125; static constexpr float SCALE = 1.5; - static void setUniform(SkRuntimeShaderBuilder& effectBuilder, std::string name, + static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name, sp<uirenderer::CanvasPropertyPrimitive> property) { - SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str()); + SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); if (uniform.fVar != nullptr) { uniform = property->value; } } - static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, std::string name, float a, + static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name, float value) { + SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); + if (uniform.fVar != nullptr) { + uniform = value; + } + } + + static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, const char* name, float a, float b) { - SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str()); + SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); if (uniform.fVar != nullptr) { uniform = SkV2{a, b}; } |