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// Copyright (C) 2009 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma version(1)
#pragma rs java_package_name(com.android.magicsmoke)
#include "../../../../../frameworks/base/libs/rs/scriptc/rs_types.rsh"
#include "../../../../../frameworks/base/libs/rs/scriptc/rs_math.rsh"
#include "../../../../../frameworks/base/libs/rs/scriptc/rs_graphics.rsh"
#define RSID_NOISESRC1 1
#define RSID_NOISESRC2 2
#define RSID_NOISESRC3 3
#define RSID_NOISESRC4 4
#define RSID_NOISESRC5 5
#define RSID_NOISEDST1 6
#define RSID_NOISEDST2 7
#define RSID_NOISEDST3 8
#define RSID_NOISEDST4 9
#define RSID_NOISEDST5 10
// State set from java
float gXOffset;
float gTilt;
int gPreset;
int gTextureMask;
int gRotate;
int gTextureSwap;
int gProcessTextureMode;
int gBackCol;
int gLowCol;
int gHighCol;
float gAlphaMul;
int gPreMul;
int gBlendFunc;
rs_program_vertex gPVBackground;
rs_program_fragment gPFBackground;
rs_program_store gPFSBackgroundOne;
rs_program_store gPFSBackgroundSrc;
rs_allocation gTnoise1;
rs_allocation gTnoise2;
rs_allocation gTnoise3;
rs_allocation gTnoise4;
rs_allocation gTnoise5;
int *gNoisesrc1;
int *gNoisesrc2;
int *gNoisesrc3;
int *gNoisesrc4;
int *gNoisesrc5;
int *gNoisedst1;
int *gNoisedst2;
int *gNoisedst3;
int *gNoisedst4;
int *gNoisedst5;
#pragma rs export_var(gXOffset, gTilt, gPreset, gTextureMask, gRotate, gTextureSwap, gProcessTextureMode, gBackCol, gLowCol, gHighCol, gAlphaMul, gPreMul, gBlendFunc, gPVBackground, gPFBackground, gPFSBackgroundOne, gPFSBackgroundSrc, gTnoise1, gTnoise2, gTnoise3, gTnoise4, gTnoise5, gNoisesrc1, gNoisesrc2, gNoisesrc3, gNoisesrc4, gNoisesrc5, gNoisedst1, gNoisedst2, gNoisedst3, gNoisedst4, gNoisedst5)
#pragma rs_export_func()
// Local script variables
float xshift[5];
float rotation[5];
float scale[5];
float alphafactor;
int currentpreset;
int lastuptime;
float timedelta;
static float4 clearColor = {0.5f, 0.0f, 0.0f, 1.0f};
void drawCloud(rs_matrix4x4 *ident, rs_allocation allocat, int idx) {
rs_matrix4x4 mat1;
float z = -8.f * idx;
rsMatrixLoadMat(&mat1, ident);
rsMatrixTranslate(&mat1, -gXOffset * 8.f * idx, -gTilt * idx / 3.f, 0.f);
rsMatrixRotate(&mat1, rotation[idx], 0.f, 0.f, 1.f);
rsgProgramVertexLoadModelMatrix(&mat1);
rsgBindTexture(gPFBackground, 0, allocat);
rsgDrawQuadTexCoords(
-1200.0f, -1200.0f, z, // space
0.f + xshift[idx], 0.f, // texture
1200, -1200.0f, z, // space
scale[idx] + xshift[idx], 0.f, // texture
1200, 1200.0f, z, // space
scale[idx] + xshift[idx], scale[idx], // texture
-1200.0f, 1200.0f, z, // space
0.f + xshift[idx], scale[idx]); // texture
}
void drawClouds(rs_matrix4x4 *ident) {
rs_matrix4x4 mat1;
rsMatrixLoadMat(&mat1, ident);
if (gRotate != 0) {
rotation[0] += 0.10 * timedelta;
rotation[1] += 0.102f * timedelta;
rotation[2] += 0.106f * timedelta;
rotation[3] += 0.114f * timedelta;
rotation[4] += 0.123f * timedelta;
}
int mask = gTextureMask;
if (mask & 1) {
xshift[0] += 0.0010f * timedelta;
if (gTextureSwap != 0) {
drawCloud(&mat1, gTnoise5, 0);
} else {
drawCloud(&mat1, gTnoise1, 0);
}
}
if (mask & 2) {
xshift[1] += 0.00106 * timedelta;
drawCloud(&mat1, gTnoise2, 1);
}
if (mask & 4) {
xshift[2] += 0.00114f * timedelta;
drawCloud(&mat1, gTnoise3, 2);
}
if (mask & 8) {
xshift[3] += 0.00118f * timedelta;
drawCloud(&mat1, gTnoise4, 3);
}
if (mask & 16) {
xshift[4] += 0.00127f * timedelta;
drawCloud(&mat1, gTnoise5, 4);
}
// Make sure the texture coordinates don't continuously increase
int i;
for(i = 0; i < 5; i++) {
if (xshift[i] > 1.f) {
xshift[i] -= floor(xshift[i]);
}
}
// Make sure the rotation angles don't continuously increase
for(i = 0; i < 5; i++) {
if (rotation[i] > 360.f) {
float multiplier = floor(rotation[i]/360.f);
rotation[i] -= 360.f * multiplier;
}
}
}
int premul(int rgb, int a) {
int r = (rgb >> 16) * a + 1;
r = (r + (r >> 8)) >> 8;
int g = ((rgb >> 8) & 0xff) * a + 1;
g = (g + (g >> 8)) >> 8;
int b = (rgb & 0xff) * a + 1;
b = (b + (b >> 8)) >> 8;
return r << 16 | g << 8 | b;
}
void makeTexture(int *src, int *dst, rs_allocation rsid) {
int x;
int y;
int pm = gPreMul;
if (gProcessTextureMode == 1) {
int lowcol = gLowCol;
int highcol = gHighCol;
for (y=0;y<256;y++) {
for (x=0;x<256;x++) {
int pix = src[y*256+x];
int lum = pix & 0x00ff;
int newpix;
if (lum < 128) {
newpix = lowcol;
int newalpha = 255 - (lum * 2);
newalpha /= alphafactor;
if (pm) newpix = premul(newpix, newalpha);
newpix = newpix | (newalpha << 24);
} else {
newpix = highcol;
int newalpha = (lum - 128) * 2;
newalpha /= alphafactor;
if (pm) newpix = premul(newpix, newalpha);
newpix = newpix | (newalpha << 24);
}
// have ARGB, need ABGR
newpix = (newpix & 0xff00ff00) | ((newpix & 0xff) << 16) | ((newpix >> 16) & 0xff);
dst[y*256+x] = newpix;
}
}
alphafactor *= gAlphaMul;
} else if (gProcessTextureMode == 2) {
int lowcol = gLowCol;
int highcol = gHighCol;
float scale = 255.f / (255.f - lowcol);
for (y=0;y<256;y++) {
for (x=0;x<256;x++) {
int pix = src[y*256+x];
int alpha = pix & 0x00ff;
if (alpha < lowcol) {
alpha = 0;
} else {
alpha = (alpha - lowcol) * scale;
}
alpha /= alphafactor;
int newpix = highcol;
if (pm) newpix = premul(newpix, alpha);
newpix = newpix | (alpha << 24);
// have ARGB, need ABGR
newpix = (newpix & 0xff00ff00) | ((newpix & 0xff) << 16) | ((newpix >> 16) & 0xff);
dst[y*256+x] = newpix;
}
}
alphafactor *= gAlphaMul;
} else if (gProcessTextureMode == 3) {
int lowcol = gLowCol;
int highcol = gHighCol;
float scale = 255.f / (255.f - lowcol);
for (y=0;y<256;y++) {
for (x=0;x<256;x++) {
int pix = src[y*256+x];
int lum = pix & 0x00ff;
int newpix;
if (lum < 128) lum *= 2;
else lum = (255 - (lum - 128) * 2);
if (lum < 128) {
newpix = lowcol;
int newalpha = 255 - (lum * 2);
newalpha /= alphafactor;
if (pm) newpix = premul(newpix, newalpha);
newpix = newpix | (newalpha << 24);
} else {
newpix = highcol;
int newalpha = (lum - 128) * 2;
newalpha /= alphafactor;
if (pm) newpix = premul(newpix, newalpha);
newpix = newpix | (newalpha << 24);
}
// have ARGB, need ABGR
newpix = (newpix & 0xff00ff00) | ((newpix & 0xff) << 16) | ((newpix >> 16) & 0xff);
dst[y*256+x] = newpix;
}
}
alphafactor *= gAlphaMul;
} else {
for (y=0;y<256;y++) {
for (x=0;x<256;x++) {
int rgb = *src++;
int a = (rgb >> 24) & 0xff;
rgb &= 0x00ffffff;
rgb = premul(rgb, a);
int newpix = (a << 24) | rgb;
newpix = (newpix & 0xff00ff00) | ((newpix & 0xff) << 16) | ((newpix >> 16) & 0xff);
*dst++ = newpix;
}
}
}
rsgUploadToTexture(rsid, 0);
}
void makeTextures() {
alphafactor = 1.f;
makeTexture((int*)gNoisesrc1, (int*)gNoisedst1, gTnoise1);
makeTexture((int*)gNoisesrc2, (int*)gNoisedst2, gTnoise2);
makeTexture((int*)gNoisesrc3, (int*)gNoisedst3, gTnoise3);
makeTexture((int*)gNoisesrc4, (int*)gNoisedst4, gTnoise4);
makeTexture((int*)gNoisesrc5, (int*)gNoisedst5, gTnoise5);
}
void init() {
for (int i=0;i<5;i++) {
xshift[i] = 0.f;
rotation[i] = 360.f * i / 5.f;
}
scale[0] = 4.0f; // changed below based on preset
scale[1] = 3.0f;
scale[2] = 3.4f;
scale[3] = 3.8f;
scale[4] = 4.2f;
currentpreset = -1;
lastuptime = (int)rsUptimeMillis();
timedelta = 0;
}
int root(int launchID) {
int i;
rs_matrix4x4 ident;
float masterscale = 0.0041f;// / (gXOffset * 4.f + 1.f);
rsgBindProgramVertex(gPVBackground);
rsgBindProgramFragment(gPFBackground);
rsMatrixLoadIdentity(&ident);
rsMatrixTranslate(&ident, -gXOffset, 0.f, 0.f);
rsMatrixScale(&ident, masterscale, masterscale, masterscale);
//rsMatrixRotate(&ident, 0.f, 0.f, 0.f, 1.f);
rsMatrixRotate(&ident, -gTilt, 1.f, 0.f, 0.f);
if (gBlendFunc) {
rsgBindProgramStore(gPFSBackgroundOne);
} else {
rsgBindProgramStore(gPFSBackgroundSrc);
}
int now = (int)rsUptimeMillis();
timedelta = ((float)(now - lastuptime)) / 44.f;
lastuptime = now;
if (timedelta > 3) {
// Limit the step adjustment factor to 3, so we don't get a sudden jump
// after coming back from sleep.
timedelta = 3;
}
i = gPreset;
if (i != currentpreset) {
currentpreset = i;
clearColor.x = ((float)((gBackCol >> 16) & 0xff)) / 255.0f;
clearColor.y = ((float)((gBackCol >> 8) & 0xff)) / 255.0f;
clearColor.z = ((float)(gBackCol & 0xff)) / 255.0f;
makeTextures();
}
rsgClearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w);
if (gTextureSwap != 0) {
scale[0] = .25f;
} else {
scale[0] = 4.f;
}
drawClouds(&ident);
return 55;
}