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Diffstat (limited to 'libs/surfaceflinger/BootAnimation.cpp')
-rw-r--r-- | libs/surfaceflinger/BootAnimation.cpp | 403 |
1 files changed, 403 insertions, 0 deletions
diff --git a/libs/surfaceflinger/BootAnimation.cpp b/libs/surfaceflinger/BootAnimation.cpp new file mode 100644 index 0000000..2b30336 --- /dev/null +++ b/libs/surfaceflinger/BootAnimation.cpp @@ -0,0 +1,403 @@ +/* + * Copyright (C) 2007 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. + */ + +#define LOG_TAG "BootAnimation" + +#include <stdint.h> +#include <sys/types.h> +#include <math.h> +#include <fcntl.h> +#include <utils/misc.h> + +#include <utils/threads.h> +#include <utils/Atomic.h> +#include <utils/Errors.h> +#include <utils/Log.h> +#include <utils/AssetManager.h> + +#include <ui/PixelFormat.h> +#include <ui/Rect.h> +#include <ui/Region.h> +#include <ui/DisplayInfo.h> +#include <ui/ISurfaceComposer.h> +#include <ui/ISurfaceFlingerClient.h> +#include <ui/EGLNativeWindowSurface.h> + +#include <core/SkBitmap.h> +#include <images/SkImageDecoder.h> + +#include <GLES/gl.h> +#include <GLES/glext.h> +#include <EGL/eglext.h> + +#include "BootAnimation.h" + +namespace android { + +// --------------------------------------------------------------------------- + +BootAnimation::BootAnimation(const sp<ISurfaceComposer>& composer) : + Thread(false) { + mSession = SurfaceComposerClient::clientForConnection( + composer->createConnection()->asBinder()); +} + +BootAnimation::~BootAnimation() { +} + +void BootAnimation::onFirstRef() { + run("BootAnimation", PRIORITY_DISPLAY); +} + +const sp<SurfaceComposerClient>& BootAnimation::session() const { + return mSession; +} + +status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets, + const char* name) { + Asset* asset = assets.open(name, Asset::ACCESS_BUFFER); + if (!asset) + return NO_INIT; + SkBitmap bitmap; + SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), + &bitmap, SkBitmap::kNo_Config, SkImageDecoder::kDecodePixels_Mode); + asset->close(); + delete asset; + + // ensure we can call getPixels(). No need to call unlock, since the + // bitmap will go out of scope when we return from this method. + bitmap.lockPixels(); + + const int w = bitmap.width(); + const int h = bitmap.height(); + const void* p = bitmap.getPixels(); + + GLint crop[4] = { 0, h, w, -h }; + texture->w = w; + texture->h = h; + + glGenTextures(1, &texture->name); + glBindTexture(GL_TEXTURE_2D, texture->name); + + switch (bitmap.getConfig()) { + case SkBitmap::kA8_Config: + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, + GL_UNSIGNED_BYTE, p); + break; + case SkBitmap::kARGB_4444_Config: + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, + GL_UNSIGNED_SHORT_4_4_4_4, p); + break; + case SkBitmap::kARGB_8888_Config: + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, + GL_UNSIGNED_BYTE, p); + break; + case SkBitmap::kRGB_565_Config: + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, + GL_UNSIGNED_SHORT_5_6_5, p); + break; + default: + break; + } + + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + return NO_ERROR; +} + +status_t BootAnimation::readyToRun() { + mAssets.addDefaultAssets(); + + DisplayInfo dinfo; + status_t status = session()->getDisplayInfo(0, &dinfo); + if (status) + return -1; + + // create the native surface + sp<Surface> s = session()->createSurface(getpid(), 0, dinfo.w, dinfo.h, + PIXEL_FORMAT_RGB_565); + session()->openTransaction(); + s->setLayer(0x40000000); + session()->closeTransaction(); + + // initialize opengl and egl + const EGLint attribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6, + EGL_BLUE_SIZE, 5, EGL_DEPTH_SIZE, 0, EGL_NONE }; + EGLint w, h, dummy; + EGLint numConfigs; + EGLConfig config; + EGLSurface surface; + EGLContext context; + EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + eglChooseConfig(display, attribs, &config, 1, &numConfigs); + + mNativeWindowSurface = new EGLNativeWindowSurface(s); + surface = eglCreateWindowSurface(display, config, + mNativeWindowSurface.get(), NULL); + + context = eglCreateContext(display, config, NULL, NULL); + eglQuerySurface(display, surface, EGL_WIDTH, &w); + eglQuerySurface(display, surface, EGL_HEIGHT, &h); + eglMakeCurrent(display, surface, surface, context); + mDisplay = display; + mContext = context; + mSurface = surface; + mWidth = w; + mHeight = h; + mFlingerSurface = s; + + // initialize GL + glShadeModel(GL_FLAT); + glEnable(GL_DITHER); + glEnable(GL_TEXTURE_2D); + glEnable(GL_SCISSOR_TEST); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + return NO_ERROR; +} + +void BootAnimation::requestExit() { + mBarrier.open(); + Thread::requestExit(); +} + +bool BootAnimation::threadLoop() { + bool r = android(); + eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroyContext(mDisplay, mContext); + eglDestroySurface(mDisplay, mSurface); + mNativeWindowSurface.clear(); + return r; +} + +bool BootAnimation::android() { + initTexture(&mAndroid[0], mAssets, "images/android_320x480.png"); + initTexture(&mAndroid[1], mAssets, "images/boot_robot.png"); + initTexture(&mAndroid[2], mAssets, "images/boot_robot_glow.png"); + + // erase screen + glDisable(GL_SCISSOR_TEST); + glBindTexture(GL_TEXTURE_2D, mAndroid[0].name); + + // clear screen + glClear(GL_COLOR_BUFFER_BIT); + eglSwapBuffers(mDisplay, mSurface); + + // wait ~1s + usleep(800000); + + // fade in + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + const int steps = 8; + for (int i = 1; i < steps; i++) { + float fade = i / float(steps); + glColor4f(1, 1, 1, fade * fade); + glClear(GL_COLOR_BUFFER_BIT); + glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h); + eglSwapBuffers(mDisplay, mSurface); + } + + // draw last frame + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glDisable(GL_BLEND); + glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h); + eglSwapBuffers(mDisplay, mSurface); + + // update rect for the robot + const int x = mWidth - mAndroid[1].w - 33; + const int y = (mHeight - mAndroid[1].h) / 2 - 1; + const Rect updateRect(x, y, x + mAndroid[1].w, y + mAndroid[1].h); + + // draw and update only what we need + mNativeWindowSurface->setSwapRectangle(updateRect.left, + updateRect.top, updateRect.width(), updateRect.height()); + + glEnable(GL_SCISSOR_TEST); + glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(), + updateRect.height()); + + const nsecs_t startTime = systemTime(); + do { + // glow speed and shape + nsecs_t time = systemTime() - startTime; + float t = ((4.0f / (360.0f * us2ns(16667))) * time); + t = t - floorf(t); + const float fade = 0.5f + 0.5f * sinf(t * 2 * M_PI); + + // fade the glow in and out + glDisable(GL_BLEND); + glBindTexture(GL_TEXTURE_2D, mAndroid[2].name); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glColor4f(fade, fade, fade, fade); + glDrawTexiOES(updateRect.left, mHeight - updateRect.bottom, 0, + updateRect.width(), updateRect.height()); + + // draw the robot + glEnable(GL_BLEND); + glBindTexture(GL_TEXTURE_2D, mAndroid[1].name); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glDrawTexiOES(updateRect.left, mHeight - updateRect.bottom, 0, + updateRect.width(), updateRect.height()); + + // make sure sleep a lot to not take too much CPU away from + // the boot process. With this "glow" animation there is no + // visible difference. + usleep(16667 * 4); + + eglSwapBuffers(mDisplay, mSurface); + } while (!exitPending()); + + glDeleteTextures(1, &mAndroid[0].name); + glDeleteTextures(1, &mAndroid[1].name); + glDeleteTextures(1, &mAndroid[2].name); + return false; +} + +bool BootAnimation::cylon() { + // initialize the textures... + initTexture(&mLeftTrail, mAssets, "images/cylon_left.png"); + initTexture(&mRightTrail, mAssets, "images/cylon_right.png"); + initTexture(&mBrightSpot, mAssets, "images/cylon_dot.png"); + + int w = mWidth; + int h = mHeight; + + const Point c(w / 2, h / 2); + const GLint amplitude = 60; + const int scx = c.x - amplitude - mBrightSpot.w / 2; + const int scy = c.y - mBrightSpot.h / 2; + const int scw = amplitude * 2 + mBrightSpot.w; + const int sch = mBrightSpot.h; + const Rect updateRect(scx, h - scy - sch, scx + scw, h - scy); + + // erase screen + glDisable(GL_SCISSOR_TEST); + glClear(GL_COLOR_BUFFER_BIT); + + eglSwapBuffers(mDisplay, mSurface); + + glClear(GL_COLOR_BUFFER_BIT); + + mNativeWindowSurface->setSwapRectangle(updateRect.left, + updateRect.top, updateRect.width(), updateRect.height()); + + glEnable(GL_SCISSOR_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + + // clear the screen to white + Point p; + float t = 0; + float alpha = 1.0f; + const nsecs_t startTime = systemTime(); + nsecs_t fadeTime = 0; + + do { + // Set scissor in interesting area + glScissor(scx, scy, scw, sch); + + // erase screen + glClear(GL_COLOR_BUFFER_BIT); + + // compute wave + const float a = (t * 2 * M_PI) - M_PI / 2; + const float sn = sinf(a); + const float cs = cosf(a); + GLint x = GLint(amplitude * sn); + float derivative = cs; + + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + if (derivative > 0) { + // vanishing trail... + p.x = (-amplitude + c.x) - mBrightSpot.w / 2; + p.y = c.y - mLeftTrail.h / 2; + float fade = 2.0f * (0.5f - t); + //fade *= fade; + glColor4f(fade, fade, fade, fade); + glBindTexture(GL_TEXTURE_2D, mLeftTrail.name); + glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h); + + // trail... + p.x = (x + c.x) - (mRightTrail.w + mBrightSpot.w / 2) + 16; + p.y = c.y - mRightTrail.h / 2; + fade = t < 0.25f ? t * 4.0f : 1.0f; + fade *= fade; + glColor4f(fade, fade, fade, fade); + glBindTexture(GL_TEXTURE_2D, mRightTrail.name); + glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h); + } else { + // vanishing trail.. + p.x = (amplitude + c.x) - (mRightTrail.w + mBrightSpot.w / 2) + 16; + p.y = c.y - mRightTrail.h / 2; + float fade = 2.0f * (0.5f - (t - 0.5f)); + //fade *= fade; + glColor4f(fade, fade, fade, fade); + glBindTexture(GL_TEXTURE_2D, mRightTrail.name); + glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h); + + // trail... + p.x = (x + c.x) - mBrightSpot.w / 2; + p.y = c.y - mLeftTrail.h / 2; + fade = t < 0.5f + 0.25f ? (t - 0.5f) * 4.0f : 1.0f; + fade *= fade; + glColor4f(fade, fade, fade, fade); + glBindTexture(GL_TEXTURE_2D, mLeftTrail.name); + glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h); + } + + const Point p(x + c.x - mBrightSpot.w / 2, c.y - mBrightSpot.h / 2); + glBindTexture(GL_TEXTURE_2D, mBrightSpot.name); + glColor4f(1, 0.5, 0.5, 1); + glDrawTexiOES(p.x, p.y, 0, mBrightSpot.w, mBrightSpot.h); + + // update animation + nsecs_t time = systemTime() - startTime; + t = ((4.0f / (360.0f * us2ns(16667))) * time); + t = t - floorf(t); + + eglSwapBuffers(mDisplay, mSurface); + + if (exitPending()) { + if (fadeTime == 0) { + fadeTime = time; + } + time -= fadeTime; + alpha = 1.0f - ((float(time) * 6.0f) / float(s2ns(1))); + + session()->openTransaction(); + mFlingerSurface->setAlpha(alpha * alpha); + session()->closeTransaction(); + } + } while (alpha > 0); + + // cleanup + glFinish(); + glDeleteTextures(1, &mLeftTrail.name); + glDeleteTextures(1, &mRightTrail.name); + glDeleteTextures(1, &mBrightSpot.name); + return false; +} + +// --------------------------------------------------------------------------- + +} +; // namespace android |