Merge "UX feedback for ripple" into sc-dev

This commit is contained in:
Lucas Dupin
2021-03-19 22:49:50 +00:00
committed by Android (Google) Code Review
3 changed files with 22 additions and 18 deletions

View File

@@ -26,8 +26,8 @@ import android.graphics.CanvasProperty;
import android.graphics.Paint; import android.graphics.Paint;
import android.graphics.RecordingCanvas; import android.graphics.RecordingCanvas;
import android.graphics.animation.RenderNodeAnimator; import android.graphics.animation.RenderNodeAnimator;
import android.util.ArraySet;
import android.view.animation.AnimationUtils; import android.view.animation.AnimationUtils;
import android.view.animation.Interpolator;
import android.view.animation.LinearInterpolator; import android.view.animation.LinearInterpolator;
import android.view.animation.PathInterpolator; import android.view.animation.PathInterpolator;
@@ -41,8 +41,8 @@ public final class RippleAnimationSession {
private static final int ENTER_ANIM_DURATION = 450; private static final int ENTER_ANIM_DURATION = 450;
private static final int EXIT_ANIM_DURATION = 300; private static final int EXIT_ANIM_DURATION = 300;
private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator(); private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
private static final TimeInterpolator PATH_INTERPOLATOR = private static final Interpolator FAST_OUT_LINEAR_IN =
new PathInterpolator(.2f, 0, 0, 1f); new PathInterpolator(0.4f, 0f, 1f, 1f);
private Consumer<RippleAnimationSession> mOnSessionEnd; private Consumer<RippleAnimationSession> mOnSessionEnd;
private final AnimationProperties<Float, Paint> mProperties; private final AnimationProperties<Float, Paint> mProperties;
private AnimationProperties<CanvasProperty<Float>, CanvasProperty<Paint>> mCanvasProperties; private AnimationProperties<CanvasProperty<Float>, CanvasProperty<Paint>> mCanvasProperties;
@@ -59,7 +59,7 @@ public final class RippleAnimationSession {
mSparkle.addUpdateListener(anim -> { mSparkle.addUpdateListener(anim -> {
final long now = AnimationUtils.currentAnimationTimeMillis(); final long now = AnimationUtils.currentAnimationTimeMillis();
final long elapsed = now - mStartTime - ENTER_ANIM_DURATION; final long elapsed = now - mStartTime - ENTER_ANIM_DURATION;
final float phase = (float) elapsed / 30000f; final float phase = (float) elapsed / 800;
mProperties.getShader().setNoisePhase(phase); mProperties.getShader().setNoisePhase(phase);
notifyUpdate(); notifyUpdate();
}); });
@@ -174,7 +174,7 @@ public final class RippleAnimationSession {
private void startAnimation(Animator expand) { private void startAnimation(Animator expand) {
expand.setDuration(ENTER_ANIM_DURATION); expand.setDuration(ENTER_ANIM_DURATION);
expand.addListener(new AnimatorListener(this)); expand.addListener(new AnimatorListener(this));
expand.setInterpolator(LINEAR_INTERPOLATOR); expand.setInterpolator(FAST_OUT_LINEAR_IN);
expand.start(); expand.start();
if (!mSparkle.isRunning()) { if (!mSparkle.isRunning()) {
mSparkle.start(); mSparkle.start();

View File

@@ -914,7 +914,7 @@ public class RippleDrawable extends LayerDrawable {
shader.setColor(color); shader.setColor(color);
shader.setOrigin(w / 2, y / 2); shader.setOrigin(w / 2, y / 2);
shader.setTouch(x, y); shader.setTouch(x, y);
shader.setResolution(w, h); shader.setResolution(w, h, mState.mDensity);
shader.setNoisePhase(0); shader.setNoisePhase(0);
shader.setRadius(radius); shader.setRadius(radius);
shader.setProgress(.0f); shader.setProgress(.0f);

View File

@@ -20,13 +20,15 @@ import android.annotation.ColorInt;
import android.graphics.Color; import android.graphics.Color;
import android.graphics.RuntimeShader; import android.graphics.RuntimeShader;
import android.graphics.Shader; import android.graphics.Shader;
import android.util.DisplayMetrics;
final class RippleShader extends RuntimeShader { final class RippleShader extends RuntimeShader {
private static final String SHADER_UNIFORMS = "uniform vec2 in_origin;\n" private static final String SHADER_UNIFORMS = "uniform vec2 in_origin;\n"
+ "uniform vec2 in_touch;\n" + "uniform vec2 in_touch;\n"
+ "uniform float in_progress;\n" + "uniform float in_progress;\n"
+ "uniform float in_maxRadius;\n" + "uniform float in_maxRadius;\n"
+ "uniform vec2 in_resolution;\n" + "uniform vec2 in_resolutionScale;\n"
+ "uniform vec2 in_noiseScale;\n"
+ "uniform float in_hasMask;\n" + "uniform float in_hasMask;\n"
+ "uniform float in_noisePhase;\n" + "uniform float in_noisePhase;\n"
+ "uniform vec4 in_color;\n" + "uniform vec4 in_color;\n"
@@ -40,18 +42,15 @@ final class RippleShader extends RuntimeShader {
+ "}" + "}"
+ "const float PI = 3.1415926535897932384626;\n" + "const float PI = 3.1415926535897932384626;\n"
+ "\n" + "\n"
+ "float threshold(float v, float l, float h) {\n"
+ " return step(l, v) * (1.0 - step(h, v));\n"
+ "}\n"
+ "\n"
+ "float sparkles(vec2 uv, float t) {\n" + "float sparkles(vec2 uv, float t) {\n"
+ " float n = triangleNoise(uv);\n" + " float n = triangleNoise(uv);\n"
+ " float s = 0.0;\n" + " float s = 0.0;\n"
+ " for (float i = 0; i < 4; i += 1) {\n" + " for (float i = 0; i < 4; i += 1) {\n"
+ " float l = i * 0.25;\n" + " float l = i * 0.01;\n"
+ " float h = l + 0.005;\n" + " float h = l + 0.1;\n"
+ " float o = abs(sin(0.1 * PI * (t + i)));\n" + " float o = smoothstep(n - l, h, n);\n"
+ " s += threshold(n + o, l, h);\n" + " o *= abs(sin(PI * o * (t + 0.55 * i)));\n"
+ " s += o;\n"
+ " }\n" + " }\n"
+ " return saturate(s);\n" + " return saturate(s);\n"
+ "}\n" + "}\n"
@@ -83,7 +82,9 @@ final class RippleShader extends RuntimeShader {
+ " vec2 center = mix(in_touch, in_origin, fadeIn);\n" + " vec2 center = mix(in_touch, in_origin, fadeIn);\n"
+ " float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n" + " float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n"
+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
+ " float sparkle = sparkles(p, in_noisePhase) * ring * alpha;\n" + " vec2 uv = p * in_resolutionScale;\n"
+ " vec2 densityUv = uv - mod(uv, in_noiseScale);\n"
+ " float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha;\n"
+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n" + " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
+ " vec4 circle = in_color * (softCircle(p, center, in_maxRadius " + " vec4 circle = in_color * (softCircle(p, center, in_maxRadius "
+ " * fadeIn, 0.2) * fade);\n" + " * fadeIn, 0.2) * fade);\n"
@@ -135,7 +136,10 @@ final class RippleShader extends RuntimeShader {
color.green(), color.blue(), color.alpha()}); color.green(), color.blue(), color.alpha()});
} }
public void setResolution(float w, float h) { public void setResolution(float w, float h, int density) {
setUniform("in_resolution", w, h); float noiseScale = 0.8f;
float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f * noiseScale;
setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
} }
} }