Correctly initialize the noise phase
To make it move smoothly throughout the animation
Fixes: 186130728
Test: manual
Change-Id: I78bb220f72238f13b21055c5874ce8b829171b5d
diff --git a/graphics/java/android/graphics/drawable/RippleShader.java b/graphics/java/android/graphics/drawable/RippleShader.java
index 6c0981a..e5651e0 100644
--- a/graphics/java/android/graphics/drawable/RippleShader.java
+++ b/graphics/java/android/graphics/drawable/RippleShader.java
@@ -50,15 +50,17 @@
+ "}"
+ "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 @@
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 @@
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 @@
}
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))),
diff --git a/libs/hwui/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h
index 10889e7..d173782 100644
--- a/libs/hwui/pipeline/skia/AnimatedDrawables.h
+++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h
@@ -77,6 +77,7 @@
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 @@
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};
}