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-rw-r--r--cmds/bootanimation/Android.bp2
-rw-r--r--cmds/bootanimation/BootAnimation.cpp441
-rw-r--r--cmds/bootanimation/BootAnimation.h32
-rw-r--r--cmds/bootanimation/OWNERS3
4 files changed, 366 insertions, 112 deletions
diff --git a/cmds/bootanimation/Android.bp b/cmds/bootanimation/Android.bp
index b2b66c27f795..3534624a58a2 100644
--- a/cmds/bootanimation/Android.bp
+++ b/cmds/bootanimation/Android.bp
@@ -71,7 +71,7 @@ cc_library_shared {
"libui",
"libjnigraphics",
"libEGL",
- "libGLESv1_CM",
+ "libGLESv2",
"libgui",
],
}
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 25a8e482fd00..53a2ebcdb061 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -52,9 +52,8 @@
#include <gui/DisplayEventReceiver.h>
#include <gui/Surface.h>
#include <gui/SurfaceComposerClient.h>
-
-#include <GLES/gl.h>
-#include <GLES/glext.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
#include <EGL/eglext.h>
#include "BootAnimation.h"
@@ -108,6 +107,93 @@ static const char PROGRESS_PROP_NAME[] = "service.bootanim.progress";
static const char DISPLAYS_PROP_NAME[] = "persist.service.bootanim.displays";
static const int ANIM_ENTRY_NAME_MAX = ANIM_PATH_MAX + 1;
static constexpr size_t TEXT_POS_LEN_MAX = 16;
+static const int DYNAMIC_COLOR_COUNT = 4;
+static const char U_TEXTURE[] = "uTexture";
+static const char U_FADE[] = "uFade";
+static const char U_CROP_AREA[] = "uCropArea";
+static const char U_START_COLOR_PREFIX[] = "uStartColor";
+static const char U_END_COLOR_PREFIX[] = "uEndColor";
+static const char U_COLOR_PROGRESS[] = "uColorProgress";
+static const char A_UV[] = "aUv";
+static const char A_POSITION[] = "aPosition";
+static const char VERTEX_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ attribute vec4 aPosition;
+ attribute highp vec2 aUv;
+ varying highp vec2 vUv;
+ void main() {
+ gl_Position = aPosition;
+ vUv = aUv;
+ })";
+static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ const float cWhiteMaskThreshold = 0.05;
+ uniform sampler2D uTexture;
+ uniform float uFade;
+ uniform float uColorProgress;
+ uniform vec4 uStartColor0;
+ uniform vec4 uStartColor1;
+ uniform vec4 uStartColor2;
+ uniform vec4 uStartColor3;
+ uniform vec4 uEndColor0;
+ uniform vec4 uEndColor1;
+ uniform vec4 uEndColor2;
+ uniform vec4 uEndColor3;
+ varying highp vec2 vUv;
+ void main() {
+ vec4 mask = texture2D(uTexture, vUv);
+ float r = mask.r;
+ float g = mask.g;
+ float b = mask.b;
+ float a = mask.a;
+ // If all channels have values, render pixel as a shade of white.
+ float useWhiteMask = step(cWhiteMaskThreshold, r)
+ * step(cWhiteMaskThreshold, g)
+ * step(cWhiteMaskThreshold, b)
+ * step(cWhiteMaskThreshold, a);
+ vec4 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
+ + g * mix(uStartColor1, uEndColor1, uColorProgress)
+ + b * mix(uStartColor2, uEndColor2, uColorProgress)
+ + a * mix(uStartColor3, uEndColor3, uColorProgress);
+ color = mix(color, vec4(vec3((r + g + b + a) * 0.25), 1.0), useWhiteMask);
+ gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
+ })";
+static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ uniform sampler2D uTexture;
+ uniform float uFade;
+ varying highp vec2 vUv;
+ void main() {
+ vec4 color = texture2D(uTexture, vUv);
+ gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
+ })";
+static const char TEXT_FRAG_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ uniform sampler2D uTexture;
+ uniform vec4 uCropArea;
+ varying highp vec2 vUv;
+ void main() {
+ vec2 uv = vec2(mix(uCropArea.x, uCropArea.z, vUv.x),
+ mix(uCropArea.y, uCropArea.w, vUv.y));
+ gl_FragColor = texture2D(uTexture, uv);
+ })";
+
+static GLfloat quadPositions[] = {
+ -0.5f, -0.5f,
+ +0.5f, -0.5f,
+ +0.5f, +0.5f,
+ +0.5f, +0.5f,
+ -0.5f, +0.5f,
+ -0.5f, -0.5f
+};
+static GLfloat quadUVs[] = {
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f
+};
// ---------------------------------------------------------------------------
@@ -163,7 +249,8 @@ void BootAnimation::binderDied(const wp<IBinder>&) {
requestExit();
}
-static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitmapInfo* outInfo) {
+static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitmapInfo* outInfo,
+ bool premultiplyAlpha) {
AImageDecoder* decoder = nullptr;
AImageDecoder_createFromBuffer(encodedData, dataLength, &decoder);
if (!decoder) {
@@ -177,6 +264,10 @@ static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitm
outInfo->stride = AImageDecoder_getMinimumStride(decoder);
outInfo->flags = 0;
+ if (!premultiplyAlpha) {
+ AImageDecoder_setUnpremultipliedRequired(decoder, true);
+ }
+
const size_t size = outInfo->stride * outInfo->height;
void* pixels = malloc(size);
int result = AImageDecoder_decodeImage(decoder, pixels, outInfo->stride, size);
@@ -192,13 +283,14 @@ static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitm
}
status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
- const char* name) {
+ const char* name, bool premultiplyAlpha) {
Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);
if (asset == nullptr)
return NO_INIT;
AndroidBitmapInfo bitmapInfo;
- void* pixels = decodeImage(asset->getBuffer(false), asset->getLength(), &bitmapInfo);
+ void* pixels = decodeImage(asset->getBuffer(false), asset->getLength(), &bitmapInfo,
+ premultiplyAlpha);
auto pixelDeleter = std::unique_ptr<void, decltype(free)*>{ pixels, free };
asset->close();
@@ -211,7 +303,6 @@ status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
const int w = bitmapInfo.width;
const int h = bitmapInfo.height;
- GLint crop[4] = { 0, h, w, -h };
texture->w = w;
texture->h = h;
@@ -239,18 +330,19 @@ status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return NO_ERROR;
}
-status_t BootAnimation::initTexture(FileMap* map, int* width, int* height) {
+status_t BootAnimation::initTexture(FileMap* map, int* width, int* height,
+ bool premultiplyAlpha) {
AndroidBitmapInfo bitmapInfo;
- void* pixels = decodeImage(map->getDataPtr(), map->getDataLength(), &bitmapInfo);
+ void* pixels = decodeImage(map->getDataPtr(), map->getDataLength(), &bitmapInfo,
+ premultiplyAlpha);
auto pixelDeleter = std::unique_ptr<void, decltype(free)*>{ pixels, free };
// FileMap memory is never released until application exit.
@@ -265,7 +357,6 @@ status_t BootAnimation::initTexture(FileMap* map, int* width, int* height) {
const int w = bitmapInfo.width;
const int h = bitmapInfo.height;
- GLint crop[4] = { 0, h, w, -h };
int tw = 1 << (31 - __builtin_clz(w));
int th = 1 << (31 - __builtin_clz(h));
if (tw < w) tw <<= 1;
@@ -299,7 +390,10 @@ status_t BootAnimation::initTexture(FileMap* map, int* width, int* height) {
break;
}
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*width = w;
*height = h;
@@ -472,7 +566,9 @@ status_t BootAnimation::readyToRun() {
eglInitialize(display, nullptr, nullptr);
EGLConfig config = getEglConfig(display);
EGLSurface surface = eglCreateWindowSurface(display, config, s.get(), nullptr);
- EGLContext context = eglCreateContext(display, config, nullptr, nullptr);
+ // Initialize egl context with client version number 2.0.
+ EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
+ EGLContext context = eglCreateContext(display, config, nullptr, contextAttributes);
EGLint w, h;
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
@@ -505,11 +601,6 @@ status_t BootAnimation::readyToRun() {
void BootAnimation::projectSceneToWindow() {
glViewport(0, 0, mWidth, mHeight);
glScissor(0, 0, mWidth, mHeight);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrthof(0, static_cast<float>(mWidth), 0, static_cast<float>(mHeight), -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
}
void BootAnimation::resizeSurface(int newWidth, int newHeight) {
@@ -613,8 +704,76 @@ void BootAnimation::findBootAnimationFile() {
}
}
+GLuint compileShader(GLenum shaderType, const GLchar *source) {
+ GLuint shader = glCreateShader(shaderType);
+ glShaderSource(shader, 1, &source, 0);
+ glCompileShader(shader);
+ GLint isCompiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
+ if (isCompiled == GL_FALSE) {
+ SLOGE("Compile shader failed. Shader type: %d", shaderType);
+ GLint maxLength = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+ std::vector<GLchar> errorLog(maxLength);
+ glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
+ SLOGE("Shader compilation error: %s", &errorLog[0]);
+ return 0;
+ }
+ return shader;
+}
+
+GLuint linkShader(GLuint vertexShader, GLuint fragmentShader) {
+ GLuint program = glCreateProgram();
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+ glLinkProgram(program);
+ GLint isLinked = 0;
+ glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked);
+ if (isLinked == GL_FALSE) {
+ SLOGE("Linking shader failed. Shader handles: vert %d, frag %d",
+ vertexShader, fragmentShader);
+ return 0;
+ }
+ return program;
+}
+
+void BootAnimation::initShaders() {
+ bool dynamicColoringEnabled = mAnimation != nullptr && mAnimation->dynamicColoringEnabled;
+ GLuint vertexShader = compileShader(GL_VERTEX_SHADER, (const GLchar *)VERTEX_SHADER_SOURCE);
+ GLuint imageFragmentShader =
+ compileShader(GL_FRAGMENT_SHADER, dynamicColoringEnabled
+ ? (const GLchar *)IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE
+ : (const GLchar *)IMAGE_FRAG_SHADER_SOURCE);
+ GLuint textFragmentShader =
+ compileShader(GL_FRAGMENT_SHADER, (const GLchar *)TEXT_FRAG_SHADER_SOURCE);
+
+ // Initialize image shader.
+ mImageShader = linkShader(vertexShader, imageFragmentShader);
+ GLint positionLocation = glGetAttribLocation(mImageShader, A_POSITION);
+ GLint uvLocation = glGetAttribLocation(mImageShader, A_UV);
+ mImageTextureLocation = glGetUniformLocation(mImageShader, U_TEXTURE);
+ mImageFadeLocation = glGetUniformLocation(mImageShader, U_FADE);
+ glEnableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, quadPositions);
+ glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
+ glEnableVertexAttribArray(uvLocation);
+
+ // Initialize text shader.
+ mTextShader = linkShader(vertexShader, textFragmentShader);
+ positionLocation = glGetAttribLocation(mTextShader, A_POSITION);
+ uvLocation = glGetAttribLocation(mTextShader, A_UV);
+ mTextTextureLocation = glGetUniformLocation(mTextShader, U_TEXTURE);
+ mTextCropAreaLocation = glGetUniformLocation(mTextShader, U_CROP_AREA);
+ glEnableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, quadPositions);
+ glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
+ glEnableVertexAttribArray(uvLocation);
+}
+
bool BootAnimation::threadLoop() {
bool result;
+ initShaders();
+
// We have no bootanimation file, so we use the stock android logo
// animation.
if (mZipFileName.isEmpty()) {
@@ -636,6 +795,8 @@ bool BootAnimation::threadLoop() {
}
bool BootAnimation::android() {
+ glActiveTexture(GL_TEXTURE0);
+
SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",
elapsedRealtime());
initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");
@@ -644,19 +805,16 @@ bool BootAnimation::android() {
mCallbacks->init({});
// clear screen
- glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
+ glUseProgram(mImageShader);
+
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
- glEnable(GL_TEXTURE_2D);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
// Blend state
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const nsecs_t startTime = systemTime();
do {
@@ -679,12 +837,12 @@ bool BootAnimation::android() {
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
- glDrawTexiOES(x, yc, 0, mAndroid[1].w, mAndroid[1].h);
- glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h);
+ drawTexturedQuad(x, yc, mAndroid[1].w, mAndroid[1].h);
+ drawTexturedQuad(x + mAndroid[1].w, yc, mAndroid[1].w, mAndroid[1].h);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
- glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
+ drawTexturedQuad(xc, yc, mAndroid[0].w, mAndroid[0].h);
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
if (res == EGL_FALSE)
@@ -779,6 +937,20 @@ static bool parseColor(const char str[7], float color[3]) {
return true;
}
+// Parse a color represented as a signed decimal int string.
+// E.g. "-2757722" (whose hex 2's complement is 0xFFD5EBA6).
+// If the input color string is empty, set color with values in defaultColor.
+static void parseColorDecimalString(const std::string& colorString,
+ float color[3], float defaultColor[3]) {
+ if (colorString == "") {
+ memcpy(color, defaultColor, sizeof(float) * 3);
+ return;
+ }
+ int colorInt = atoi(colorString.c_str());
+ color[0] = ((float)((colorInt >> 16) & 0xFF)) / 0xFF; // r
+ color[1] = ((float)((colorInt >> 8) & 0xFF)) / 0xFF; // g
+ color[2] = ((float)(colorInt & 0xFF)) / 0xFF; // b
+}
static bool readFile(ZipFileRO* zip, const char* name, String8& outString) {
ZipEntryRO entry = zip->findEntryByName(name);
@@ -811,10 +983,10 @@ status_t BootAnimation::initFont(Font* font, const char* fallback) {
status = initTexture(font->map, &font->texture.w, &font->texture.h);
- 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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else if (fallback != nullptr) {
status = initTexture(&font->texture, mAssets, fallback);
} else {
@@ -829,40 +1001,11 @@ status_t BootAnimation::initFont(Font* font, const char* fallback) {
return status;
}
-void BootAnimation::fadeFrame(const int frameLeft, const int frameBottom, const int frameWidth,
- const int frameHeight, const Animation::Part& part,
- const int fadedFramesCount) {
- glEnable(GL_BLEND);
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_TEXTURE_2D);
- // avoid creating a hole due to mixing result alpha with GL_REPLACE texture
- glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
-
- const float alpha = static_cast<float>(fadedFramesCount) / part.framesToFadeCount;
- glColor4f(part.backgroundColor[0], part.backgroundColor[1], part.backgroundColor[2], alpha);
-
- const float frameStartX = static_cast<float>(frameLeft);
- const float frameStartY = static_cast<float>(frameBottom);
- const float frameEndX = frameStartX + frameWidth;
- const float frameEndY = frameStartY + frameHeight;
- const GLfloat frameRect[] = {
- frameStartX, frameStartY,
- frameEndX, frameStartY,
- frameEndX, frameEndY,
- frameStartX, frameEndY
- };
- glVertexPointer(2, GL_FLOAT, 0, frameRect);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_BLEND);
-}
-
void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) {
glEnable(GL_BLEND); // Allow us to draw on top of the animation
glBindTexture(GL_TEXTURE_2D, font.texture.name);
+ glUseProgram(mTextShader);
+ glUniform1i(mTextTextureLocation, 0);
const int len = strlen(str);
const int strWidth = font.char_width * len;
@@ -878,8 +1021,6 @@ void BootAnimation::drawText(const char* str, const Font& font, bool bold, int*
*y = mHeight + *y - font.char_height;
}
- int cropRect[4] = { 0, 0, font.char_width, -font.char_height };
-
for (int i = 0; i < len; i++) {
char c = str[i];
@@ -891,13 +1032,13 @@ void BootAnimation::drawText(const char* str, const Font& font, bool bold, int*
const int charPos = (c - FONT_BEGIN_CHAR); // Position in the list of valid characters
const int row = charPos / FONT_NUM_COLS;
const int col = charPos % FONT_NUM_COLS;
- cropRect[0] = col * font.char_width; // Left of column
- cropRect[1] = row * font.char_height * 2; // Top of row
- // Move down to bottom of regular (one char_heigh) or bold (two char_heigh) line
- cropRect[1] += bold ? 2 * font.char_height : font.char_height;
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
-
- glDrawTexiOES(*x, *y, 0, font.char_width, font.char_height);
+ // Bold fonts are expected in the second half of each row.
+ float v0 = (row + (bold ? 0.5f : 0.0f)) / FONT_NUM_ROWS;
+ float u0 = ((float)col) / FONT_NUM_COLS;
+ float v1 = v0 + 1.0f / FONT_NUM_ROWS / 2;
+ float u1 = u0 + 1.0f / FONT_NUM_COLS;
+ glUniform4f(mTextCropAreaLocation, u0, v0, u1, v1);
+ drawTexturedQuad(*x, *y, font.char_width, font.char_height);
*x += font.char_width;
}
@@ -951,6 +1092,8 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
return false;
}
char const* s = desString.string();
+ std::string dynamicColoringPartName = "";
+ bool postDynamicColoring = false;
// Parse the description file
for (;;) {
@@ -965,11 +1108,19 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
int pause = 0;
int progress = 0;
int framesToFadeCount = 0;
+ int colorTransitionStart = 0;
+ int colorTransitionEnd = 0;
char path[ANIM_ENTRY_NAME_MAX];
char color[7] = "000000"; // default to black if unspecified
char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
char clockPos2[TEXT_POS_LEN_MAX + 1] = "";
+ char dynamicColoringPartNameBuffer[ANIM_ENTRY_NAME_MAX];
char pathType;
+ // start colors default to black if unspecified
+ char start_color_0[7] = "000000";
+ char start_color_1[7] = "000000";
+ char start_color_2[7] = "000000";
+ char start_color_3[7] = "000000";
int nextReadPos;
@@ -984,6 +1135,18 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
} else {
animation.progressEnabled = false;
}
+ } else if (sscanf(l, "dynamic_colors %" STRTO(ANIM_PATH_MAX) "s #%6s #%6s #%6s #%6s %d %d",
+ dynamicColoringPartNameBuffer,
+ start_color_0, start_color_1, start_color_2, start_color_3,
+ &colorTransitionStart, &colorTransitionEnd)) {
+ animation.dynamicColoringEnabled = true;
+ parseColor(start_color_0, animation.startColors[0]);
+ parseColor(start_color_1, animation.startColors[1]);
+ parseColor(start_color_2, animation.startColors[2]);
+ parseColor(start_color_3, animation.startColors[3]);
+ animation.colorTransitionStart = colorTransitionStart;
+ animation.colorTransitionEnd = colorTransitionEnd;
+ dynamicColoringPartName = std::string(dynamicColoringPartNameBuffer);
} else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
&pathType, &count, &pause, path, &nextReadPos) >= 4) {
if (pathType == 'f') {
@@ -996,6 +1159,16 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
// "clockPos1=%s, clockPos2=%s",
// pathType, count, pause, path, framesToFadeCount, color, clockPos1, clockPos2);
Animation::Part part;
+ if (path == dynamicColoringPartName) {
+ // Part is specified to use dynamic coloring.
+ part.useDynamicColoring = true;
+ part.postDynamicColoring = false;
+ postDynamicColoring = true;
+ } else {
+ // Part does not use dynamic coloring.
+ part.useDynamicColoring = false;
+ part.postDynamicColoring = postDynamicColoring;
+ }
part.playUntilComplete = pathType == 'c';
part.framesToFadeCount = framesToFadeCount;
part.count = count;
@@ -1179,19 +1352,16 @@ bool BootAnimation::movie() {
// Blend required to draw time on top of animation frames.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bool clockFontInitialized = false;
if (mClockEnabled) {
clockFontInitialized =
@@ -1206,6 +1376,10 @@ bool BootAnimation::movie() {
mTimeCheckThread->run("BootAnimation::TimeCheckThread", PRIORITY_NORMAL);
}
+ if (mAnimation != nullptr && mAnimation->dynamicColoringEnabled) {
+ initDynamicColors();
+ }
+
playAnimation(*mAnimation);
if (mTimeCheckThread != nullptr) {
@@ -1231,6 +1405,55 @@ bool BootAnimation::shouldStopPlayingPart(const Animation::Part& part,
(lastDisplayedProgress == 0 || lastDisplayedProgress == 100);
}
+// Linear mapping from range <a1, a2> to range <b1, b2>
+float mapLinear(float x, float a1, float a2, float b1, float b2) {
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+}
+
+void BootAnimation::drawTexturedQuad(float xStart, float yStart, float width, float height) {
+ // Map coordinates from screen space to world space.
+ float x0 = mapLinear(xStart, 0, mWidth, -1, 1);
+ float y0 = mapLinear(yStart, 0, mHeight, -1, 1);
+ float x1 = mapLinear(xStart + width, 0, mWidth, -1, 1);
+ float y1 = mapLinear(yStart + height, 0, mHeight, -1, 1);
+ // Update quad vertex positions.
+ quadPositions[0] = x0;
+ quadPositions[1] = y0;
+ quadPositions[2] = x1;
+ quadPositions[3] = y0;
+ quadPositions[4] = x1;
+ quadPositions[5] = y1;
+ quadPositions[6] = x1;
+ quadPositions[7] = y1;
+ quadPositions[8] = x0;
+ quadPositions[9] = y1;
+ quadPositions[10] = x0;
+ quadPositions[11] = y0;
+ glDrawArrays(GL_TRIANGLES, 0,
+ sizeof(quadPositions) / sizeof(quadPositions[0]) / 2);
+}
+
+void BootAnimation::initDynamicColors() {
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ parseColorDecimalString(
+ android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
+ mAnimation->endColors[i], mAnimation->startColors[i]);
+ }
+ glUseProgram(mImageShader);
+ SLOGI("[BootAnimation] Dynamically coloring boot animation.");
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ float *startColor = mAnimation->startColors[i];
+ float *endColor = mAnimation->endColors[i];
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
+ startColor[0], startColor[1], startColor[2], 1 /* alpha */);
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
+ endColor[0], endColor[1], endColor[2], 1 /* alpha */);
+ }
+ mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
+}
+
bool BootAnimation::playAnimation(const Animation& animation) {
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;
@@ -1243,7 +1466,6 @@ bool BootAnimation::playAnimation(const Animation& animation) {
for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
- glBindTexture(GL_TEXTURE_2D, 0);
// Handle animation package
if (part.animation != nullptr) {
@@ -1274,6 +1496,19 @@ bool BootAnimation::playAnimation(const Animation& animation) {
for (size_t j=0 ; j<fcount ; j++) {
if (shouldStopPlayingPart(part, fadedFramesCount, lastDisplayedProgress)) break;
+ // Color progress is
+ // - the animation progress, normalized from
+ // [colorTransitionStart,colorTransitionEnd] to [0, 1] for the dynamic coloring
+ // part.
+ // - 0 for parts that come before,
+ // - 1 for parts that come after.
+ float colorProgress = part.useDynamicColoring
+ ? fmin(fmax(
+ ((float)j - animation.colorTransitionStart) /
+ fmax(animation.colorTransitionEnd -
+ animation.colorTransitionStart, 1.0f), 0.0f), 1.0f)
+ : (part.postDynamicColoring ? 1 : 0);
+
processDisplayEvents();
const int animationX = (mWidth - animation.width) / 2;
@@ -1285,44 +1520,38 @@ bool BootAnimation::playAnimation(const Animation& animation) {
if (r > 0) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
- if (part.count != 1) {
- glGenTextures(1, &frame.tid);
- glBindTexture(GL_TEXTURE_2D, frame.tid);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
+ glGenTextures(1, &frame.tid);
+ glBindTexture(GL_TEXTURE_2D, frame.tid);
int w, h;
- initTexture(frame.map, &w, &h);
+ // Set decoding option to alpha unpremultiplied so that the R, G, B channels
+ // of transparent pixels are preserved.
+ initTexture(frame.map, &w, &h, false /* don't premultiply alpha */);
}
const int xc = animationX + frame.trimX;
const int yc = animationY + frame.trimY;
- Region clearReg(Rect(mWidth, mHeight));
- clearReg.subtractSelf(Rect(xc, yc, xc+frame.trimWidth, yc+frame.trimHeight));
- if (!clearReg.isEmpty()) {
- Region::const_iterator head(clearReg.begin());
- Region::const_iterator tail(clearReg.end());
- glEnable(GL_SCISSOR_TEST);
- while (head != tail) {
- const Rect& r2(*head++);
- glScissor(r2.left, mHeight - r2.bottom, r2.width(), r2.height());
- glClear(GL_COLOR_BUFFER_BIT);
- }
- glDisable(GL_SCISSOR_TEST);
- }
+ glClear(GL_COLOR_BUFFER_BIT);
// specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
// which is equivalent to mHeight - (yc + frame.trimHeight)
const int frameDrawY = mHeight - (yc + frame.trimHeight);
- glDrawTexiOES(xc, frameDrawY, 0, frame.trimWidth, frame.trimHeight);
+ float fade = 0;
// if the part hasn't been stopped yet then continue fading if necessary
if (exitPending() && part.hasFadingPhase()) {
- fadeFrame(xc, frameDrawY, frame.trimWidth, frame.trimHeight, part,
- ++fadedFramesCount);
+ fade = static_cast<float>(++fadedFramesCount) / part.framesToFadeCount;
if (fadedFramesCount >= part.framesToFadeCount) {
fadedFramesCount = MAX_FADED_FRAMES_COUNT; // no more fading
}
}
+ glUseProgram(mImageShader);
+ glUniform1i(mImageTextureLocation, 0);
+ glUniform1f(mImageFadeLocation, fade);
+ if (animation.dynamicColoringEnabled) {
+ glUniform1f(mImageColorProgressLocation, colorProgress);
+ }
+ glEnable(GL_BLEND);
+ drawTexturedQuad(xc, frameDrawY, frame.trimWidth, frame.trimHeight);
+ glDisable(GL_BLEND);
if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
diff --git a/cmds/bootanimation/BootAnimation.h b/cmds/bootanimation/BootAnimation.h
index f8a31c6d8790..7a597da533ee 100644
--- a/cmds/bootanimation/BootAnimation.h
+++ b/cmds/bootanimation/BootAnimation.h
@@ -31,7 +31,7 @@
#include <binder/IBinder.h>
#include <EGL/egl.h>
-#include <GLES/gl.h>
+#include <GLES2/gl2.h>
namespace android {
@@ -53,7 +53,7 @@ public:
};
struct Font {
- FileMap* map;
+ FileMap* map = nullptr;
Texture texture;
int char_width;
int char_height;
@@ -62,7 +62,7 @@ public:
struct Animation {
struct Frame {
String8 name;
- FileMap* map;
+ FileMap* map = nullptr;
int trimX;
int trimY;
int trimWidth;
@@ -90,6 +90,10 @@ public:
uint8_t* audioData;
int audioLength;
Animation* animation;
+ // Controls if dynamic coloring is enabled for this part.
+ bool useDynamicColoring = false;
+ // Defines if this part is played after the dynamic coloring part.
+ bool postDynamicColoring = false;
bool hasFadingPhase() const {
return !playUntilComplete && framesToFadeCount > 0;
@@ -105,6 +109,12 @@ public:
ZipFileRO* zip;
Font clockFont;
Font progressFont;
+ // Controls if dynamic coloring is enabled for the whole animation.
+ bool dynamicColoringEnabled = false;
+ int colorTransitionStart = 0; // Start frame of dynamic color transition.
+ int colorTransitionEnd = 0; // End frame of dynamic color transition.
+ float startColors[4][3]; // Start colors of dynamic color transition.
+ float endColors[4][3]; // End colors of dynamic color transition.
};
// All callbacks will be called from this class's internal thread.
@@ -163,9 +173,12 @@ private:
int displayEventCallback(int fd, int events, void* data);
void processDisplayEvents();
- status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
- status_t initTexture(FileMap* map, int* width, int* height);
+ status_t initTexture(Texture* texture, AssetManager& asset, const char* name,
+ bool premultiplyAlpha = true);
+ status_t initTexture(FileMap* map, int* width, int* height,
+ bool premultiplyAlpha = true);
status_t initFont(Font* font, const char* fallback);
+ void initShaders();
bool android();
bool movie();
void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
@@ -173,6 +186,7 @@ private:
void drawProgress(int percent, const Font& font, const int xPos, const int yPos);
void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight,
const Animation::Part& part, int fadedFramesCount);
+ void drawTexturedQuad(float xStart, float yStart, float width, float height);
bool validClock(const Animation::Part& part);
Animation* loadAnimation(const String8&);
bool playAnimation(const Animation&);
@@ -192,6 +206,7 @@ private:
void checkExit();
void handleViewport(nsecs_t timestep);
+ void initDynamicColors();
sp<SurfaceComposerClient> mSession;
AssetManager mAssets;
@@ -218,6 +233,13 @@ private:
sp<TimeCheckThread> mTimeCheckThread = nullptr;
sp<Callbacks> mCallbacks;
Animation* mAnimation = nullptr;
+ GLuint mImageShader;
+ GLuint mTextShader;
+ GLuint mImageFadeLocation;
+ GLuint mImageTextureLocation;
+ GLuint mTextCropAreaLocation;
+ GLuint mTextTextureLocation;
+ GLuint mImageColorProgressLocation;
};
// ---------------------------------------------------------------------------
diff --git a/cmds/bootanimation/OWNERS b/cmds/bootanimation/OWNERS
new file mode 100644
index 000000000000..b6fb007bea52
--- /dev/null
+++ b/cmds/bootanimation/OWNERS
@@ -0,0 +1,3 @@
+dupin@google.com
+shanh@google.com
+jreck@google.com