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-rw-r--r--libs/surfaceflinger/BootAnimation.cpp403
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diff --git a/libs/surfaceflinger/BootAnimation.cpp b/libs/surfaceflinger/BootAnimation.cpp
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+/*
+ * 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