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author | Shih-wei Liao <sliao@google.com> | 2010-07-19 15:23:13 -0700 |
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committer | Shih-wei Liao <sliao@google.com> | 2010-07-19 16:48:58 -0700 |
commit | 640ff0593e482072a5836b60cc5828440b9ccfe5 (patch) | |
tree | 2cf1626afb86110cc4848735ed180fa4c29231d6 /src/com/android/magicsmoke/clouds.rs | |
parent | d55663e5c28b1de8d9532e83f754c0dc7ff8ca9e (diff) | |
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Ported MagicSmoke to use the new build system.
Change-Id: I1d6e23962f2f831b8822225ac1e8bc507bcc5038
Diffstat (limited to 'src/com/android/magicsmoke/clouds.rs')
-rw-r--r-- | src/com/android/magicsmoke/clouds.rs | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/src/com/android/magicsmoke/clouds.rs b/src/com/android/magicsmoke/clouds.rs new file mode 100644 index 0000000..9467638 --- /dev/null +++ b/src/com/android/magicsmoke/clouds.rs @@ -0,0 +1,354 @@ +// 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 "rs_types.rsh" +#include "rs_math.rsh" +#include "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; + rsMatrixLoad(&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; + rsMatrixLoad(&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; +} |