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 17 package com.google.android.wallpaper.weathereffects.graphics.fog 18 19 import android.content.res.AssetManager 20 import android.graphics.Bitmap 21 import android.graphics.RuntimeShader 22 import androidx.annotation.FloatRange 23 import com.google.android.wallpaper.weathereffects.graphics.utils.GraphicsUtils 24 25 /** Configuration for a fog effect. */ 26 data class FogEffectConfig( 27 /** The main shader of the effect. */ 28 val shader: RuntimeShader, 29 /** The color grading shader. */ 30 val colorGradingShader: RuntimeShader, 31 /** The main lut (color grading) for the effect. */ 32 val lut: Bitmap?, 33 /** 34 * The clouds texture, which will be placed in front of the foreground. The texture is expected 35 * to be tileable, and at least 16-bit per channel for render quality. 36 */ 37 val cloudsTexture: Bitmap, 38 /** 39 * The fog texture. This will be placed behind the foreground. The texture is expected to be 40 * tileable, and at least 16-bit per channel for render quality. 41 */ 42 val fogTexture: Bitmap, 43 /** A bitmap containing the foreground of the image. */ 44 val foreground: Bitmap, 45 /** A bitmap containing the background of the image. */ 46 val background: Bitmap, 47 /** Pixel density of the display. Used for dithering. */ 48 val pixelDensity: Float, 49 /** The amount of the fog. This contributes to the color grading as well. */ 50 @FloatRange(from = 0.0, to = 1.0) val intensity: Float, 51 /** The intensity of the color grading. 0: no color grading, 1: color grading in full effect. */ 52 @FloatRange(from = 0.0, to = 1.0) val colorGradingIntensity: Float, 53 ) { 54 /** 55 * Constructor for [FogEffectConfig]. 56 * 57 * @param assets the application [AssetManager]. 58 * @param foreground a bitmap containing the foreground of the image. 59 * @param background a bitmap containing the background of the image. 60 * @param pixelDensity pixel density of the display. 61 * @param intensity initial intensity that affects the amount of fog and color grading. Expected 62 * range is [0, 1]. You can always change the intensity dynamically. Defaults to 1. 63 */ 64 constructor( 65 assets: AssetManager, 66 foreground: Bitmap, 67 background: Bitmap, 68 pixelDensity: Float, 69 intensity: Float = DEFAULT_INTENSITY, 70 ) : this( 71 shader = GraphicsUtils.loadShader(assets, SHADER_PATH), 72 colorGradingShader = GraphicsUtils.loadShader(assets, COLOR_GRADING_SHADER_PATH), 73 lut = GraphicsUtils.loadTexture(assets, LOOKUP_TABLE_TEXTURE_PATH), 74 cloudsTexture = GraphicsUtils.loadTexture(assets, CLOUDS_TEXTURE_PATH) 75 ?: throw RuntimeException("Clouds texture is missing."), 76 fogTexture = GraphicsUtils.loadTexture(assets, FOG_TEXTURE_PATH) 77 ?: throw RuntimeException("Fog texture is missing."), 78 foreground, 79 background, 80 pixelDensity, 81 intensity, 82 COLOR_GRADING_INTENSITY 83 ) 84 85 private companion object { 86 private const val SHADER_PATH = "shaders/fog_effect.agsl" 87 private const val COLOR_GRADING_SHADER_PATH = "shaders/color_grading_lut.agsl" 88 private const val LOOKUP_TABLE_TEXTURE_PATH = "textures/lut_rain_and_fog.png" 89 private const val CLOUDS_TEXTURE_PATH = "textures/clouds.png" 90 private const val FOG_TEXTURE_PATH = "textures/fog.png" 91 private const val DEFAULT_INTENSITY = 1f 92 private const val COLOR_GRADING_INTENSITY = 0.7f 93 } 94 } 95