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
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@@ -40,9 +40,9 @@ import java.util.function.Consumer;
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public final class RippleAnimationSession {
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private static final String TAG = "RippleAnimationSession";
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private static final int ENTER_ANIM_DURATION = 450;
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private static final int EXIT_ANIM_DURATION = 225;
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private static final int EXIT_ANIM_DURATION = 375;
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private static final long NOISE_ANIMATION_DURATION = 7000;
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private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 120;
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private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 214;
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private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
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private static final Interpolator FAST_OUT_SLOW_IN =
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new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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@@ -61,12 +61,12 @@ public final class RippleAnimationSession {
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}
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@NonNull RippleAnimationSession enter(Canvas canvas) {
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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if (isHwAccelerated(canvas)) {
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enterHardware((RecordingCanvas) canvas);
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} else {
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enterSoftware();
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}
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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return this;
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}
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@@ -160,7 +160,8 @@ public final class RippleAnimationSession {
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RenderNodeAnimator expand =
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new RenderNodeAnimator(props.getProgress(), .5f);
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expand.setTarget(canvas);
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RenderNodeAnimator loop = new RenderNodeAnimator(props.getNoisePhase(), MAX_NOISE_PHASE);
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RenderNodeAnimator loop = new RenderNodeAnimator(props.getNoisePhase(),
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mStartTime + MAX_NOISE_PHASE);
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loop.setTarget(canvas);
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startAnimation(expand, loop);
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}
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@@ -190,7 +191,7 @@ public final class RippleAnimationSession {
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notifyUpdate();
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mProperties.getShader().setProgress((float) expand.getAnimatedValue());
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});
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ValueAnimator loop = ValueAnimator.ofFloat(0f, MAX_NOISE_PHASE);
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ValueAnimator loop = ValueAnimator.ofFloat(mStartTime, mStartTime + MAX_NOISE_PHASE);
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loop.addUpdateListener(updatedAnimation -> {
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notifyUpdate();
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mProperties.getShader().setNoisePhase((float) loop.getAnimatedValue());
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@@ -50,6 +50,7 @@ import android.graphics.Rect;
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import android.graphics.Shader;
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import android.os.Build;
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import android.util.AttributeSet;
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import android.view.animation.AnimationUtils;
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import android.view.animation.LinearInterpolator;
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import com.android.internal.R;
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@@ -151,7 +152,7 @@ public class RippleDrawable extends LayerDrawable {
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/** The maximum number of ripples supported. */
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private static final int MAX_RIPPLES = 10;
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private static final LinearInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
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private static final int DEFAULT_EFFECT_COLOR = 0x80ffffff;
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private static final int DEFAULT_EFFECT_COLOR = 0x8dffffff;
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/** Temporary flag for teamfood. **/
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private static final boolean FORCE_PATTERNED_STYLE = true;
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@@ -970,15 +971,16 @@ public class RippleDrawable extends LayerDrawable {
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? mState.mColor.getColorForState(getState(), Color.BLACK)
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: mMaskColorFilter.getColor());
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final int effectColor = mState.mEffectColor.getColorForState(getState(), Color.MAGENTA);
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final float noisePhase = AnimationUtils.currentAnimationTimeMillis();
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shader.setColor(color, effectColor);
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shader.setOrigin(cx, cy);
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shader.setTouch(x, y);
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shader.setResolution(w, h, mState.mDensity);
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shader.setNoisePhase(0);
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shader.setNoisePhase(noisePhase);
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shader.setRadius(radius);
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shader.setProgress(.0f);
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properties = new RippleAnimationSession.AnimationProperties<>(
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cx, cy, radius, 0f, p, 0f, color, shader);
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cx, cy, radius, noisePhase, p, 0f, color, shader);
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if (mMaskShader == null) {
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shader.setShader(null);
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} else {
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@@ -58,7 +58,7 @@ final class RippleShader extends RuntimeShader {
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+ " float s = 0.0;\n"
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+ " for (float i = 0; i < 4; i += 1) {\n"
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+ " float l = i * 0.1;\n"
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+ " float h = l + 0.025;\n"
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+ " float h = l + 0.05;\n"
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+ " float o = sin(PI * (t + 0.35 * i));\n"
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+ " s += threshold(n + o, l, h);\n"
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+ " }\n"
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@@ -70,7 +70,7 @@ final class RippleShader extends RuntimeShader {
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+ " return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);\n"
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+ "}\n"
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+ "float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) {\n"
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+ " float thickness = 0.3 * radius;\n"
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+ " float thickness = 0.05 * radius;\n"
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+ " float currentRadius = radius * progress;\n"
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+ " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n"
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+ " float circle_inner = softCircle(uv, xy, max(currentRadius - thickness, 0.), "
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@@ -93,7 +93,7 @@ final class RippleShader extends RuntimeShader {
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+ " return softCircle(coord, vec2(normal_radius), radius, radius * 50.0);\n"
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+ "}\n"
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+ "float turbulence(vec2 uv, float t) {\n"
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+ " const vec2 scale = vec2(1.5);\n"
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+ " const vec2 scale = vec2(0.8);\n"
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+ " uv = uv * scale;\n"
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+ " float g1 = circle_grid(scale, uv, t, in_tCircle1, in_tRotation1, 0.17);\n"
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+ " float g2 = circle_grid(scale, uv, t, in_tCircle2, in_tRotation2, 0.2);\n"
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@@ -102,12 +102,12 @@ final class RippleShader extends RuntimeShader {
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+ " return saturate(0.45 + 0.8 * v);\n"
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+ "}\n";
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private static final String SHADER_MAIN = "vec4 main(vec2 p) {\n"
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+ " float fadeIn = subProgress(0., 0.1, in_progress);\n"
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+ " float scaleIn = subProgress(0., 0.45, in_progress);\n"
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+ " float fadeOutNoise = subProgress(0.5, 0.95, in_progress);\n"
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+ " float fadeOutRipple = subProgress(0.5, 1., in_progress);\n"
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+ " vec2 center = mix(in_touch, in_origin, scaleIn);\n"
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+ " float ring = softRing(p, center, in_maxRadius, scaleIn, 0.45);\n"
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+ " float fadeIn = subProgress(0., 0.13, in_progress);\n"
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+ " float scaleIn = subProgress(0., 1.0, in_progress);\n"
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+ " float fadeOutNoise = subProgress(0.4, 0.5, in_progress);\n"
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+ " float fadeOutRipple = subProgress(0.4, 1., in_progress);\n"
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+ " vec2 center = mix(in_touch, in_origin, saturate(in_progress * 2.0));\n"
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+ " float ring = softRing(p, center, in_maxRadius, scaleIn, 1.);\n"
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+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
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+ " vec2 uv = p * in_resolutionScale;\n"
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+ " vec2 densityUv = uv - mod(uv, in_noiseScale);\n"
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@@ -115,7 +115,7 @@ final class RippleShader extends RuntimeShader {
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+ " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha "
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+ "* turbulence;\n"
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+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
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+ " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 0.2) * fade "
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+ " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade "
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+ "* in_color.a;\n"
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+ " vec4 waveColor = vec4(in_color.rgb * waveAlpha, waveAlpha);\n"
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+ " vec4 sparkleColor = vec4(in_sparkleColor.rgb * in_sparkleColor.a, "
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@@ -139,7 +139,7 @@ final class RippleShader extends RuntimeShader {
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}
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public void setRadius(float radius) {
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setUniform("in_maxRadius", radius);
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setUniform("in_maxRadius", radius * 2.3f);
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}
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public void setOrigin(float x, float y) {
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@@ -205,7 +205,7 @@ final class RippleShader extends RuntimeShader {
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}
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public void setResolution(float w, float h, int density) {
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final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE;
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final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.8f;
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setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
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setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
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}
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