diff options
3 files changed, 32 insertions, 8 deletions
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt index 61ca90a297fe..3f19c0a341f5 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt @@ -99,7 +99,7 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) : vec4 main(vec2 p) { float sparkleRing = soften(roundedBoxRing(p-in_center, in_size, in_cornerRadius, in_thickness), in_blur); - float inside = soften(sdRoundedBox(p-in_center, in_size * 1.2, in_cornerRadius), + float inside = soften(sdRoundedBox(p-in_center, in_size * 1.25, in_cornerRadius), in_blur); float sparkle = sparkles(p - mod(p, in_pixelDensity * 0.8), in_time * 0.00175) * (1.-sparkleRing) * in_fadeSparkle; @@ -192,6 +192,15 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) : } /** + * Blur multipliers for the ripple. + * + * <p>It interpolates from [blurStart] to [blurEnd] based on the [progress]. Increase number to + * add more blur. + */ + var blurStart: Float = 1.25f + var blurEnd: Float = 0.5f + + /** * Linear progress of the ripple. Float value between [0, 1]. * * <p>Note that the progress here is expected to be linear without any curve applied. @@ -209,6 +218,8 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) : /** Progress with Standard easing curve applied. */ private var progress: Float = 0.0f set(value) { + field = value + currentWidth = maxSize.x * value currentHeight = maxSize.y * value setFloatUniform("in_size", currentWidth, currentHeight) @@ -217,7 +228,7 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) : // radius should not exceed width and height values. setFloatUniform("in_cornerRadius", Math.min(maxSize.x, maxSize.y) * value) - setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value)) + setFloatUniform("in_blur", MathUtils.lerp(blurStart, blurEnd, value)) } /** Play time since the start of the effect. */ diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt index 3c9328c82b83..401c24aab5bf 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt @@ -84,6 +84,16 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a ripplePaint.shader = rippleShader } + /** + * Sets blur multiplier at start and end of the progress. + * + * <p>It interpolates between [start] and [end]. No need to set it if using default blur. + */ + fun setBlur(start: Float, end: Float) { + rippleShader.blurStart = start + rippleShader.blurEnd = end + } + @JvmOverloads fun startRipple(onAnimationEnd: Runnable? = null) { if (animator.isRunning) { diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/SdfShaderLibrary.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/SdfShaderLibrary.kt index 8b2f46648fef..78898932249b 100644 --- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/SdfShaderLibrary.kt +++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/SdfShaderLibrary.kt @@ -50,9 +50,9 @@ class SdfShaderLibrary { float roundedBoxRing(vec2 p, vec2 size, float cornerRadius, float borderThickness) { - float outerRoundBox = sdRoundedBox(p, size, cornerRadius); - float innerRoundBox = sdRoundedBox(p, size - vec2(borderThickness), - cornerRadius - borderThickness); + float outerRoundBox = sdRoundedBox(p, size + vec2(borderThickness), + cornerRadius + borderThickness); + float innerRoundBox = sdRoundedBox(p, size, cornerRadius); return subtract(outerRoundBox, innerRoundBox); } """ @@ -69,10 +69,13 @@ class SdfShaderLibrary { vec2 u = wh*p, v = wh*wh; - float U1 = u.y/2.0; float U5 = 4.0*U1; - float U2 = v.y-v.x; float U6 = 6.0*U1; - float U3 = u.x-U2; float U7 = 3.0*U3; + float U1 = u.y/2.0; + float U2 = v.y-v.x; + float U3 = u.x-U2; float U4 = u.x+U2; + float U5 = 4.0*U1; + float U6 = 6.0*U1; + float U7 = 3.0*U3; float t = 0.5; for (int i = 0; i < 3; i ++) { |