/* * 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.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" + "layout(color) uniform vec4 in_color;\n" + "layout(color) 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 turb = turbulence(uv, in_turbulencePhase);\n" + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turb;\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. ? in_shader.eval(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); } public void setShader(Shader shader) { if (shader != null) { setInputShader("in_shader", shader); } setFloatUniform("in_hasMask", shader == null ? 0 : 1); } public void setRadius(float radius) { setFloatUniform("in_maxRadius", radius * 2.3f); } public void setOrigin(float x, float y) { setFloatUniform("in_origin", x, y); } public void setTouch(float x, float y) { setFloatUniform("in_touch", x, y); } public void setProgress(float progress) { setFloatUniform("in_progress", progress); } /** * Continuous offset used as noise phase. */ public void setNoisePhase(float phase) { setFloatUniform("in_noisePhase", phase * 0.001f); // // Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h // final float turbulencePhase = phase; setFloatUniform("in_turbulencePhase", turbulencePhase); final float scale = 1.5f; setFloatUniform("in_tCircle1", (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))), (float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.sin(scale * 0.55)))); setFloatUniform("in_tCircle2", (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.cos(scale * 0.45))), (float) (scale * 0.2 + (turbulencePhase * -0.0066 * Math.sin(scale * 0.45)))); setFloatUniform("in_tCircle3", (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; setFloatUniform("in_tRotation1", (float) Math.cos(rotation1), (float) Math.sin(rotation1)); final double rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * Math.PI; setFloatUniform("in_tRotation2", (float) Math.cos(rotation2), (float) Math.sin(rotation2)); final double rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * Math.PI; setFloatUniform("in_tRotation3", (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) { setColorUniform("in_color", colorInt); setColorUniform("in_sparkleColor", sparkleColorInt); } public void setResolution(float w, float h) { final float densityScale = 2.1f; setFloatUniform("in_resolutionScale", 1f / w, 1f / h); setFloatUniform("in_noiseScale", densityScale / w, densityScale / h); } }