Correctly initialize the noise phase

To make it move smoothly throughout the animation

Fixes: 186130728
Test: manual
Change-Id: I78bb220f72238f13b21055c5874ce8b829171b5d
This commit is contained in:
Lucas Dupin
2021-05-17 13:33:38 -07:00
parent 1c59631852
commit fdda357925
2 changed files with 26 additions and 26 deletions

View File

@@ -50,15 +50,17 @@ final class RippleShader extends RuntimeShader {
+ "}"
+ "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 * 0.01;\n"
+ " float h = l + 0.2;\n"
+ " float o = smoothstep(n - l, h, n);\n"
+ " o *= abs(sin(PI * o * (t + 0.55 * i)));\n"
+ " s += o;\n"
+ " float l = i * 0.1;\n"
+ " float h = l + 0.025;\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"
@@ -125,9 +127,6 @@ final class RippleShader extends RuntimeShader {
private static final double PI_ROTATE_RIGHT = Math.PI * 0.0078125;
private static final double PI_ROTATE_LEFT = Math.PI * -0.0078125;
private float mNoisePhase;
private float mProgress;
RippleShader() {
super(SHADER, false);
}
@@ -143,15 +142,6 @@ final class RippleShader extends RuntimeShader {
setUniform("in_maxRadius", radius);
}
/**
* Continuous offset used as noise phase.
*/
public void setNoisePhase(float phase) {
mNoisePhase = phase;
setUniform("in_noisePhase", phase);
updateTurbulence();
}
public void setOrigin(float x, float y) {
setUniform("in_origin", new float[] {x, y});
}
@@ -161,18 +151,20 @@ final class RippleShader extends RuntimeShader {
}
public void setProgress(float progress) {
mProgress = progress;
setUniform("in_progress", progress);
updateTurbulence();
}
private void updateTurbulence() {
final float turbulencePhase = (float) ((mProgress + mNoisePhase * 0.333f) * 5f * Math.PI);
setUniform("in_turbulencePhase", turbulencePhase);
/**
* Continuous offset used as noise phase.
*/
public void setNoisePhase(float phase) {
setUniform("in_noisePhase", phase * 0.001f);
//
// Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h
//
final float turbulencePhase = phase;
setUniform("in_turbulencePhase", turbulencePhase);
final float scale = 1.5f;
setUniform("in_tCircle1", new float[]{
(float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))),

View File

@@ -77,6 +77,7 @@ public:
setUniform(effectBuilder, "in_radius", params.radius);
setUniform(effectBuilder, "in_progress", params.progress);
setUniform(effectBuilder, "in_turbulencePhase", params.turbulencePhase);
setUniform(effectBuilder, "in_noisePhase", params.turbulencePhase->value * 0.001);
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color");
if (uniform.fVar != nullptr) {
@@ -120,17 +121,24 @@ private:
static constexpr float PI_ROTATE_LEFT = PI * -0.0078125;
static constexpr float SCALE = 1.5;
static void setUniform(SkRuntimeShaderBuilder& effectBuilder, std::string name,
static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name,
sp<uirenderer::CanvasPropertyPrimitive> property) {
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
if (uniform.fVar != nullptr) {
uniform = property->value;
}
}
static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, std::string name, float a,
static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name, float value) {
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
if (uniform.fVar != nullptr) {
uniform = value;
}
}
static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, const char* name, float a,
float b) {
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
if (uniform.fVar != nullptr) {
uniform = SkV2{a, b};
}