New shader parameters

- Fading out sparkles earlier
- New density and size for sparkles
- Overall timing tweaks
- New turbulence parameters

Test: manual
Fixes: 188453593
Fixes: 188454455
Change-Id: I70e364c84cc04f653618ea811a817d9f82895af5
This commit is contained in:
Lucas Dupin
2021-05-17 16:50:47 -07:00
parent b1c5d7fabb
commit 8a7d4e2b2a
3 changed files with 23 additions and 20 deletions

View File

@@ -40,9 +40,9 @@ import java.util.function.Consumer;
public final class RippleAnimationSession {
private static final String TAG = "RippleAnimationSession";
private static final int ENTER_ANIM_DURATION = 450;
private static final int EXIT_ANIM_DURATION = 225;
private static final int EXIT_ANIM_DURATION = 375;
private static final long NOISE_ANIMATION_DURATION = 7000;
private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 120;
private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 214;
private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
private static final Interpolator FAST_OUT_SLOW_IN =
new PathInterpolator(0.4f, 0f, 0.2f, 1f);
@@ -61,12 +61,12 @@ public final class RippleAnimationSession {
}
@NonNull RippleAnimationSession enter(Canvas canvas) {
mStartTime = AnimationUtils.currentAnimationTimeMillis();
if (isHwAccelerated(canvas)) {
enterHardware((RecordingCanvas) canvas);
} else {
enterSoftware();
}
mStartTime = AnimationUtils.currentAnimationTimeMillis();
return this;
}
@@ -160,7 +160,8 @@ public final class RippleAnimationSession {
RenderNodeAnimator expand =
new RenderNodeAnimator(props.getProgress(), .5f);
expand.setTarget(canvas);
RenderNodeAnimator loop = new RenderNodeAnimator(props.getNoisePhase(), MAX_NOISE_PHASE);
RenderNodeAnimator loop = new RenderNodeAnimator(props.getNoisePhase(),
mStartTime + MAX_NOISE_PHASE);
loop.setTarget(canvas);
startAnimation(expand, loop);
}
@@ -190,7 +191,7 @@ public final class RippleAnimationSession {
notifyUpdate();
mProperties.getShader().setProgress((float) expand.getAnimatedValue());
});
ValueAnimator loop = ValueAnimator.ofFloat(0f, MAX_NOISE_PHASE);
ValueAnimator loop = ValueAnimator.ofFloat(mStartTime, mStartTime + MAX_NOISE_PHASE);
loop.addUpdateListener(updatedAnimation -> {
notifyUpdate();
mProperties.getShader().setNoisePhase((float) loop.getAnimatedValue());

View File

@@ -50,6 +50,7 @@ import android.graphics.Rect;
import android.graphics.Shader;
import android.os.Build;
import android.util.AttributeSet;
import android.view.animation.AnimationUtils;
import android.view.animation.LinearInterpolator;
import com.android.internal.R;
@@ -151,7 +152,7 @@ public class RippleDrawable extends LayerDrawable {
/** The maximum number of ripples supported. */
private static final int MAX_RIPPLES = 10;
private static final LinearInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
private static final int DEFAULT_EFFECT_COLOR = 0x80ffffff;
private static final int DEFAULT_EFFECT_COLOR = 0x8dffffff;
/** Temporary flag for teamfood. **/
private static final boolean FORCE_PATTERNED_STYLE = true;
@@ -970,15 +971,16 @@ public class RippleDrawable extends LayerDrawable {
? mState.mColor.getColorForState(getState(), Color.BLACK)
: mMaskColorFilter.getColor());
final int effectColor = mState.mEffectColor.getColorForState(getState(), Color.MAGENTA);
final float noisePhase = AnimationUtils.currentAnimationTimeMillis();
shader.setColor(color, effectColor);
shader.setOrigin(cx, cy);
shader.setTouch(x, y);
shader.setResolution(w, h, mState.mDensity);
shader.setNoisePhase(0);
shader.setNoisePhase(noisePhase);
shader.setRadius(radius);
shader.setProgress(.0f);
properties = new RippleAnimationSession.AnimationProperties<>(
cx, cy, radius, 0f, p, 0f, color, shader);
cx, cy, radius, noisePhase, p, 0f, color, shader);
if (mMaskShader == null) {
shader.setShader(null);
} else {

View File

@@ -58,7 +58,7 @@ final class RippleShader extends RuntimeShader {
+ " float s = 0.0;\n"
+ " for (float i = 0; i < 4; i += 1) {\n"
+ " float l = i * 0.1;\n"
+ " float h = l + 0.025;\n"
+ " float h = l + 0.05;\n"
+ " float o = sin(PI * (t + 0.35 * i));\n"
+ " s += threshold(n + o, l, h);\n"
+ " }\n"
@@ -70,7 +70,7 @@ final class RippleShader extends RuntimeShader {
+ " 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 = 0.3 * radius;\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.), "
@@ -93,7 +93,7 @@ final class RippleShader extends RuntimeShader {
+ " return softCircle(coord, vec2(normal_radius), radius, radius * 50.0);\n"
+ "}\n"
+ "float turbulence(vec2 uv, float t) {\n"
+ " const vec2 scale = vec2(1.5);\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"
@@ -102,12 +102,12 @@ final class RippleShader extends RuntimeShader {
+ " return saturate(0.45 + 0.8 * v);\n"
+ "}\n";
private static final String SHADER_MAIN = "vec4 main(vec2 p) {\n"
+ " float fadeIn = subProgress(0., 0.1, in_progress);\n"
+ " float scaleIn = subProgress(0., 0.45, in_progress);\n"
+ " float fadeOutNoise = subProgress(0.5, 0.95, in_progress);\n"
+ " float fadeOutRipple = subProgress(0.5, 1., in_progress);\n"
+ " vec2 center = mix(in_touch, in_origin, scaleIn);\n"
+ " float ring = softRing(p, center, in_maxRadius, scaleIn, 0.45);\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"
@@ -115,7 +115,7 @@ final class RippleShader extends RuntimeShader {
+ " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha "
+ "* turbulence;\n"
+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
+ " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 0.2) * fade "
+ " 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, "
@@ -139,7 +139,7 @@ final class RippleShader extends RuntimeShader {
}
public void setRadius(float radius) {
setUniform("in_maxRadius", radius);
setUniform("in_maxRadius", radius * 2.3f);
}
public void setOrigin(float x, float y) {
@@ -205,7 +205,7 @@ final class RippleShader extends RuntimeShader {
}
public void setResolution(float w, float h, int density) {
final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE;
final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.8f;
setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
}