1 /* 2 * Copyright (C) 2023 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 package com.android.wallpaper.picker.customization.animation.shader 17 18 import android.graphics.RuntimeShader 19 import com.android.systemui.surfaceeffects.shaderutil.ShaderUtilLibrary 20 21 /** 22 * Shader rendered when images are loading. Contains: 23 * - Sparkles 24 * - Clouds 25 * - Displacement map 26 */ 27 // TODO (b/281878827): remove this and use loading animation in SystemUIShaderLib when available 28 class CompositeLoadingShader : RuntimeShader(LOADING_SHADER) { 29 // language=AGSL 30 companion object { 31 private const val UNIFORMS = 32 """ 33 uniform shader in_background; 34 uniform shader in_sparkleMask; 35 uniform shader in_colorMask; 36 uniform half in_alpha; 37 layout(color) uniform vec4 in_screenColor; 38 """ 39 40 private const val MAIN_SHADER = 41 """ vec4 main(vec2 p) { 42 half4 bgColor = in_background.eval(p); 43 half3 sparkleMask = in_sparkleMask.eval(p).rgb; 44 half3 colorMask = in_colorMask.eval(p).rgb; 45 46 float sparkleAlpha = smoothstep(0, 0.75, in_alpha); 47 half3 effect = screen(screen(bgColor.rgb, in_screenColor.rgb), colorMask * 0.22) 48 + sparkleMask * sparkleAlpha; 49 return mix(bgColor, vec4(effect, 1.), in_alpha); 50 } 51 """ 52 53 private const val LOADING_SHADER = UNIFORMS + ShaderUtilLibrary.SHADER_LIB + MAIN_SHADER 54 } 55 56 /** Sets the overall opacity of the effect. */ setAlphanull57 fun setAlpha(alpha: Float) { 58 setFloatUniform("in_alpha", alpha) 59 } 60 61 /** Sets the color that is applied with screen blending on top of the background image. */ setScreenColornull62 fun setScreenColor(color: Int) { 63 setColorUniform("in_screenColor", color) 64 } 65 66 /** 67 * Sets the sparkle layer. Expected to get the color tinted sparkles turbulence noise shader. 68 */ setSparklenull69 fun setSparkle(sparkleTurbulenceMask: RuntimeShader) { 70 setInputShader("in_sparkleMask", sparkleTurbulenceMask) 71 } 72 73 /** Sets the color layer. Expected to get the color tinted turbulence noise shader. */ setColorTurbulenceMasknull74 fun setColorTurbulenceMask(colorTurbulenceMask: RuntimeShader) { 75 setInputShader("in_colorMask", colorTurbulenceMask) 76 } 77 } 78