/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "BootAnimation.h" namespace android { // --------------------------------------------------------------------------- BootAnimation::BootAnimation(const sp& composer) : Thread(false) { mSession = SurfaceComposerClient::clientForConnection( composer->createConnection()->asBinder()); } BootAnimation::~BootAnimation() { } void BootAnimation::onFirstRef() { run("BootAnimation", PRIORITY_DISPLAY); } const sp& 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 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