Merge "Support rendering white pixels." into sc-qpr1-dev am: e2f4ad3e7b

Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/15676845

Change-Id: Idc0b67471d5a4822c004933443a2c996fff6939c
This commit is contained in:
Shan Huang
2021-08-27 03:51:35 +00:00
committed by Automerger Merge Worker
2 changed files with 31 additions and 8 deletions

View File

@@ -127,6 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"(
})";
static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
precision mediump float;
const float cWhiteMaskThreshold = 0.05f;
uniform sampler2D uTexture;
uniform float uFade;
uniform float uColorProgress;
@@ -141,10 +142,20 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
varying highp vec2 vUv;
void main() {
vec4 mask = texture2D(uTexture, vUv);
vec4 color = mask.r * mix(uStartColor0, uEndColor0, uColorProgress)
+ mask.g * mix(uStartColor1, uEndColor1, uColorProgress)
+ mask.b * mix(uStartColor2, uEndColor2, uColorProgress)
+ mask.a * mix(uStartColor3, uEndColor3, uColorProgress);
float r = mask.r;
float g = mask.g;
float b = mask.b;
float a = mask.a;
// If all channels have values, render pixel as a shade of white.
float useWhiteMask = step(cWhiteMaskThreshold, r)
* step(cWhiteMaskThreshold, g)
* step(cWhiteMaskThreshold, b)
* step(cWhiteMaskThreshold, a);
vec4 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
+ g * mix(uStartColor1, uEndColor1, uColorProgress)
+ b * mix(uStartColor2, uEndColor2, uColorProgress)
+ a * mix(uStartColor3, uEndColor3, uColorProgress);
color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask);
gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
})";
static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
@@ -1077,6 +1088,8 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
int pause = 0;
int progress = 0;
int framesToFadeCount = 0;
int colorTransitionStart = 0;
int colorTransitionEnd = 0;
char path[ANIM_ENTRY_NAME_MAX];
char color[7] = "000000"; // default to black if unspecified
char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
@@ -1102,14 +1115,17 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
} else {
animation.progressEnabled = false;
}
} else if (sscanf(l, "dynamic_colors %" STRTO(ANIM_PATH_MAX) "s #%6s #%6s #%6s #%6s",
} else if (sscanf(l, "dynamic_colors %" STRTO(ANIM_PATH_MAX) "s #%6s #%6s #%6s #%6s %d %d",
dynamicColoringPartNameBuffer,
start_color_0, start_color_1, start_color_2, start_color_3)) {
start_color_0, start_color_1, start_color_2, start_color_3,
&colorTransitionStart, &colorTransitionEnd)) {
animation.dynamicColoringEnabled = true;
parseColor(start_color_0, animation.startColors[0]);
parseColor(start_color_1, animation.startColors[1]);
parseColor(start_color_2, animation.startColors[2]);
parseColor(start_color_3, animation.startColors[3]);
animation.colorTransitionStart = colorTransitionStart;
animation.colorTransitionEnd = colorTransitionEnd;
dynamicColoringPartName = std::string(dynamicColoringPartNameBuffer);
} else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
&pathType, &count, &pause, path, &nextReadPos) >= 4) {
@@ -1461,11 +1477,16 @@ bool BootAnimation::playAnimation(const Animation& animation) {
if (shouldStopPlayingPart(part, fadedFramesCount, lastDisplayedProgress)) break;
// Color progress is
// - the normalized animation progress between [0, 1] for the dynamic coloring part,
// - the animation progress, normalized from
// [colorTransitionStart,colorTransitionEnd] to [0, 1] for the dynamic coloring
// part.
// - 0 for parts that come before,
// - 1 for parts that come after.
float colorProgress = part.useDynamicColoring
? (float)j / fcount
? fmin(fmax(
((float)j - animation.colorTransitionStart) /
fmax(animation.colorTransitionEnd -
animation.colorTransitionStart, 1.0f), 0.0f), 1.0f)
: (part.postDynamicColoring ? 1 : 0);
processDisplayEvents();

View File

@@ -111,6 +111,8 @@ public:
Font progressFont;
// Controls if dynamic coloring is enabled for the whole animation.
bool dynamicColoringEnabled = false;
int colorTransitionStart = 0; // Start frame of dynamic color transition.
int colorTransitionEnd = 0; // End frame of dynamic color transition.
float startColors[4][3]; // Start colors of dynamic color transition.
float endColors[4][3]; // End colors of dynamic color transition.
};