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