implement part of [3094280] New animation for screen on and screen off
add support for screen on animation Change-Id: If50cf52ae04b95b42da7d74cf7fa96d5cb54d238
This commit is contained in:
parent
137ef22cef
commit
9daa5c9b9d
@ -119,6 +119,7 @@ public:
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uint32_t reqWidth, uint32_t reqHeight) = 0;
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virtual status_t turnElectronBeamOff(int32_t mode) = 0;
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virtual status_t turnElectronBeamOn(int32_t mode) = 0;
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/* Signal surfaceflinger that there might be some work to do
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* This is an ASYNCHRONOUS call.
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@ -145,7 +146,8 @@ public:
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UNFREEZE_DISPLAY,
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SIGNAL,
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CAPTURE_SCREEN,
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TURN_ELECTRON_BEAM_OFF
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TURN_ELECTRON_BEAM_OFF,
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TURN_ELECTRON_BEAM_ON
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};
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virtual status_t onTransact( uint32_t code,
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@ -151,6 +151,15 @@ public:
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return reply.readInt32();
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}
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virtual status_t turnElectronBeamOn(int32_t mode)
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{
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Parcel data, reply;
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data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor());
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data.writeInt32(mode);
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remote()->transact(BnSurfaceComposer::TURN_ELECTRON_BEAM_ON, data, &reply);
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return reply.readInt32();
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}
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virtual void signal() const
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{
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Parcel data, reply;
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@ -239,6 +248,12 @@ status_t BnSurfaceComposer::onTransact(
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status_t res = turnElectronBeamOff(mode);
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reply->writeInt32(res);
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}
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case TURN_ELECTRON_BEAM_ON: {
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CHECK_INTERFACE(ISurfaceComposer, data, reply);
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int32_t mode = data.readInt32();
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status_t res = turnElectronBeamOn(mode);
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reply->writeInt32(res);
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}
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default:
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return BBinder::onTransact(code, data, reply, flags);
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}
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@ -396,7 +396,6 @@ void DisplayHardwareBase::acquireScreen() const
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{
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status_t err = mDisplayEventThread->acquireScreen();
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if (err >= 0) {
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mCanDraw = true;
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mScreenAcquired = true;
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}
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}
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@ -80,6 +80,7 @@ SurfaceFlinger::SurfaceFlinger()
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mVisibleRegionsDirty(false),
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mDeferReleaseConsole(false),
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mFreezeDisplay(false),
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mElectronBeamAnimation(false),
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mFreezeCount(0),
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mFreezeDisplayTime(0),
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mDebugRegion(0),
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@ -421,6 +422,10 @@ void SurfaceFlinger::handleConsoleEvents()
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int what = android_atomic_and(0, &mConsoleSignals);
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if (what & eConsoleAcquired) {
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hw.acquireScreen();
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// this is a temporary work-around, eventually this should be called
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// by the power-manager
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if (mElectronBeamAnimation)
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SurfaceFlinger::turnElectronBeamOn(0);
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}
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if (mDeferReleaseConsole && hw.isScreenAcquired()) {
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@ -1457,6 +1462,7 @@ status_t SurfaceFlinger::onTransact(
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case UNFREEZE_DISPLAY:
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case BOOT_FINISHED:
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case TURN_ELECTRON_BEAM_OFF:
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case TURN_ELECTRON_BEAM_ON:
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{
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// codes that require permission check
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IPCThreadState* ipc = IPCThreadState::self();
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@ -1545,27 +1551,18 @@ status_t SurfaceFlinger::onTransact(
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return err;
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}
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// ---------------------------------------------------------------------------
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status_t SurfaceFlinger::turnElectronBeamOffImplLocked()
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status_t SurfaceFlinger::renderScreenToTextureLocked(DisplayID dpy,
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GLuint* textureName, GLfloat* uOut, GLfloat* vOut)
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{
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status_t result = PERMISSION_DENIED;
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if (!GLExtensions::getInstance().haveFramebufferObject())
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return INVALID_OPERATION;
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// get screen geometry
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const int dpy = 0;
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const DisplayHardware& hw(graphicPlane(dpy).displayHardware());
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if (!hw.canDraw()) {
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// we're already off
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return NO_ERROR;
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}
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const uint32_t hw_w = hw.getWidth();
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const uint32_t hw_h = hw.getHeight();
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const Region screenBounds(hw.bounds());
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GLfloat u = 1;
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GLfloat v = 1;
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@ -1576,167 +1573,344 @@ status_t SurfaceFlinger::turnElectronBeamOffImplLocked()
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GLuint name, tname;
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glGenTextures(1, &tname);
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glBindTexture(GL_TEXTURE_2D, tname);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, hw_w, hw_h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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hw_w, hw_h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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if (glGetError() != GL_NO_ERROR) {
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GLint tw = (2 << (31 - clz(hw_w)));
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GLint th = (2 << (31 - clz(hw_h)));
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tw, th, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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tw, th, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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u = GLfloat(hw_w) / tw;
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v = GLfloat(hw_h) / th;
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}
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glGenFramebuffersOES(1, &name);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
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GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
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GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
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if (status == GL_FRAMEBUFFER_COMPLETE_OES) {
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// redraw the screen entirely...
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glClearColor(0,0,0,1);
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// redraw the screen entirely...
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT);
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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const size_t count = layers.size();
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for (size_t i=0 ; i<count ; ++i) {
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const sp<LayerBase>& layer(layers[i]);
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layer->drawForSreenShot();
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}
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// back to main framebuffer
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
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glDisable(GL_SCISSOR_TEST);
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glDeleteFramebuffersOES(1, &name);
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*textureName = tname;
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*uOut = u;
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*vOut = v;
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return NO_ERROR;
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}
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// ---------------------------------------------------------------------------
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status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
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{
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status_t result = PERMISSION_DENIED;
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if (!GLExtensions::getInstance().haveFramebufferObject())
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return INVALID_OPERATION;
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// get screen geometry
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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const uint32_t hw_w = hw.getWidth();
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const uint32_t hw_h = hw.getHeight();
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const Region screenBounds(hw.bounds());
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GLfloat u, v;
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GLuint tname;
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result = renderScreenToTextureLocked(0, &tname, &u, &v);
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if (result != NO_ERROR) {
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return result;
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}
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GLfloat vtx[8];
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const GLfloat texCoords[4][2] = { {0,v}, {0,0}, {u,0}, {u,v} };
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tname);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vtx);
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class s_curve_interpolator {
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const float nbFrames, s, v;
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public:
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s_curve_interpolator(int nbFrames, float s)
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: nbFrames(1.0f / (nbFrames-1)), s(s),
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v(1.0f + expf(-s + 0.5f*s)) {
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}
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float operator()(int f) {
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const float x = f * nbFrames;
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return ((1.0f/(1.0f + expf(-x*s + 0.5f*s))) - 0.5f) * v + 0.5f;
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}
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};
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class v_stretch {
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const GLfloat hw_w, hw_h;
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public:
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v_stretch(uint32_t hw_w, uint32_t hw_h)
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: hw_w(hw_w), hw_h(hw_h) {
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}
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void operator()(GLfloat* vtx, float v) {
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const GLfloat w = hw_w + (hw_w * v);
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const GLfloat h = hw_h - (hw_h * v);
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const GLfloat x = (hw_w - w) * 0.5f;
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const GLfloat y = (hw_h - h) * 0.5f;
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vtx[0] = x; vtx[1] = y;
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vtx[2] = x; vtx[3] = y + h;
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vtx[4] = x + w; vtx[5] = y + h;
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vtx[6] = x + w; vtx[7] = y;
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}
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};
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class h_stretch {
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const GLfloat hw_w, hw_h;
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public:
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h_stretch(uint32_t hw_w, uint32_t hw_h)
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: hw_w(hw_w), hw_h(hw_h) {
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}
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void operator()(GLfloat* vtx, float v) {
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const GLfloat w = hw_w - (hw_w * v);
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const GLfloat h = 1.0f;
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const GLfloat x = (hw_w - w) * 0.5f;
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const GLfloat y = (hw_h - h) * 0.5f;
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vtx[0] = x; vtx[1] = y;
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vtx[2] = x; vtx[3] = y + h;
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vtx[4] = x + w; vtx[5] = y + h;
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vtx[6] = x + w; vtx[7] = y;
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}
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};
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// the full animation is 24 frames
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const int nbFrames = 12;
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s_curve_interpolator itr(nbFrames, 7.5f);
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s_curve_interpolator itg(nbFrames, 8.0f);
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s_curve_interpolator itb(nbFrames, 8.5f);
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v_stretch vverts(hw_w, hw_h);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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for (int i=0 ; i<nbFrames ; i++) {
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float x, y, w, h;
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const float vr = itr(i);
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const float vg = itg(i);
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const float vb = itb(i);
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// clear screen
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glColorMask(1,1,1,1);
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glClear(GL_COLOR_BUFFER_BIT);
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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const size_t count = layers.size();
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for (size_t i=0 ; i<count ; ++i) {
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const sp<LayerBase>& layer(layers[i]);
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layer->drawForSreenShot();
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}
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// back to main framebuffer
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
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glDisable(GL_SCISSOR_TEST);
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GLfloat vtx[8];
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const GLfloat texCoords[4][2] = { {0,v}, {0,0}, {u,0}, {u,v} };
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tname);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vtx);
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class s_curve_interpolator {
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const float nbFrames, s, v;
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public:
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s_curve_interpolator(int nbFrames, float s)
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: nbFrames(1.0f / (nbFrames-1)), s(s),
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v(1.0f + expf(-s + 0.5f*s)) {
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}
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float operator()(int f) {
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const float x = f * nbFrames;
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return ((1.0f/(1.0f + expf(-x*s + 0.5f*s))) - 0.5f) * v + 0.5f;
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}
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};
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// draw the red plane
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vverts(vtx, vr);
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glColorMask(1,0,0,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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class v_stretch {
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const GLfloat hw_w, hw_h;
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public:
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v_stretch(uint32_t hw_w, uint32_t hw_h)
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: hw_w(hw_w), hw_h(hw_h) {
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}
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void operator()(GLfloat* vtx, float v) {
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const GLfloat w = hw_w + (hw_w * v);
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const GLfloat h = hw_h - (hw_h * v);
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const GLfloat x = (hw_w - w) * 0.5f;
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const GLfloat y = (hw_h - h) * 0.5f;
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vtx[0] = x; vtx[1] = y;
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vtx[2] = x; vtx[3] = y + h;
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vtx[4] = x + w; vtx[5] = y + h;
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vtx[6] = x + w; vtx[7] = y;
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}
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};
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// draw the green plane
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vverts(vtx, vg);
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glColorMask(0,1,0,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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class h_stretch {
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const GLfloat hw_w, hw_h;
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public:
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h_stretch(uint32_t hw_w, uint32_t hw_h)
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: hw_w(hw_w), hw_h(hw_h) {
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}
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void operator()(GLfloat* vtx, float v) {
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const GLfloat w = hw_w - (hw_w * v);
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const GLfloat h = 1.0f;
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const GLfloat x = (hw_w - w) * 0.5f;
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const GLfloat y = (hw_h - h) * 0.5f;
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vtx[0] = x; vtx[1] = y;
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vtx[2] = x; vtx[3] = y + h;
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vtx[4] = x + w; vtx[5] = y + h;
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vtx[6] = x + w; vtx[7] = y;
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}
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};
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// draw the blue plane
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vverts(vtx, vb);
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glColorMask(0,0,1,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// the full animation is 24 frames
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const int nbFrames = 12;
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v_stretch vverts(hw_w, hw_h);
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s_curve_interpolator itr(nbFrames, 7.5f);
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s_curve_interpolator itg(nbFrames, 8.0f);
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s_curve_interpolator itb(nbFrames, 8.5f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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for (int i=0 ; i<nbFrames ; i++) {
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float x, y, w, h;
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const float vr = itr(i);
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const float vg = itg(i);
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const float vb = itb(i);
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// clear screen
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glColorMask(1,1,1,1);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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// draw the red plane
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vverts(vtx, vr);
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glColorMask(1,0,0,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// draw the green plane
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vverts(vtx, vg);
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glColorMask(0,1,0,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// draw the blue plane
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vverts(vtx, vb);
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glColorMask(0,0,1,1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// draw the white highlight (we use the last vertices)
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glDisable(GL_TEXTURE_2D);
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glColorMask(1,1,1,1);
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glColor4f(vg, vg, vg, 1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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hw.flip(screenBounds);
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}
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h_stretch hverts(hw_w, hw_h);
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glDisable(GL_BLEND);
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// draw the white highlight (we use the last vertices)
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glDisable(GL_TEXTURE_2D);
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glColorMask(1,1,1,1);
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for (int i=0 ; i<nbFrames ; i++) {
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const float v = itg(i);
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hverts(vtx, v);
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glClear(GL_COLOR_BUFFER_BIT);
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glColor4f(1-v, 1-v, 1-v, 1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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hw.flip(screenBounds);
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}
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glColorMask(1,1,1,1);
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glEnable(GL_SCISSOR_TEST);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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result = NO_ERROR;
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} else {
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// release FBO resources
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
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result = BAD_VALUE;
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glColor4f(vg, vg, vg, 1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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hw.flip(screenBounds);
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}
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glDeleteFramebuffersOES(1, &name);
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h_stretch hverts(hw_w, hw_h);
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glColorMask(1,1,1,1);
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for (int i=0 ; i<nbFrames ; i++) {
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const float v = itg(i);
|
||||
hverts(vtx, v);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glColor4f(1-v, 1-v, 1-v, 1);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
hw.flip(screenBounds);
|
||||
}
|
||||
|
||||
glColorMask(1,1,1,1);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDeleteTextures(1, &tname);
|
||||
return NO_ERROR;
|
||||
}
|
||||
|
||||
status_t SurfaceFlinger::electronBeamOnAnimationImplLocked()
|
||||
{
|
||||
status_t result = PERMISSION_DENIED;
|
||||
|
||||
if (!GLExtensions::getInstance().haveFramebufferObject())
|
||||
return INVALID_OPERATION;
|
||||
|
||||
|
||||
// get screen geometry
|
||||
const DisplayHardware& hw(graphicPlane(0).displayHardware());
|
||||
const uint32_t hw_w = hw.getWidth();
|
||||
const uint32_t hw_h = hw.getHeight();
|
||||
const Region screenBounds(hw.bounds());
|
||||
|
||||
GLfloat u, v;
|
||||
GLuint tname;
|
||||
result = renderScreenToTextureLocked(0, &tname, &u, &v);
|
||||
if (result != NO_ERROR) {
|
||||
return result;
|
||||
}
|
||||
|
||||
// back to main framebuffer
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
GLfloat vtx[8];
|
||||
const GLfloat texCoords[4][2] = { {0,v}, {0,0}, {u,0}, {u,v} };
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, tname);
|
||||
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 0, vtx);
|
||||
|
||||
class s_curve_interpolator {
|
||||
const float nbFrames, s, v;
|
||||
public:
|
||||
s_curve_interpolator(int nbFrames, float s)
|
||||
: nbFrames(1.0f / (nbFrames-1)), s(s),
|
||||
v(1.0f + expf(-s + 0.5f*s)) {
|
||||
}
|
||||
float operator()(int f) {
|
||||
const float x = f * nbFrames;
|
||||
return ((1.0f/(1.0f + expf(-x*s + 0.5f*s))) - 0.5f) * v + 0.5f;
|
||||
}
|
||||
};
|
||||
|
||||
class v_stretch {
|
||||
const GLfloat hw_w, hw_h;
|
||||
public:
|
||||
v_stretch(uint32_t hw_w, uint32_t hw_h)
|
||||
: hw_w(hw_w), hw_h(hw_h) {
|
||||
}
|
||||
void operator()(GLfloat* vtx, float v) {
|
||||
const GLfloat w = hw_w + (hw_w * v);
|
||||
const GLfloat h = hw_h - (hw_h * v);
|
||||
const GLfloat x = (hw_w - w) * 0.5f;
|
||||
const GLfloat y = (hw_h - h) * 0.5f;
|
||||
vtx[0] = x; vtx[1] = y;
|
||||
vtx[2] = x; vtx[3] = y + h;
|
||||
vtx[4] = x + w; vtx[5] = y + h;
|
||||
vtx[6] = x + w; vtx[7] = y;
|
||||
}
|
||||
};
|
||||
|
||||
class h_stretch {
|
||||
const GLfloat hw_w, hw_h;
|
||||
public:
|
||||
h_stretch(uint32_t hw_w, uint32_t hw_h)
|
||||
: hw_w(hw_w), hw_h(hw_h) {
|
||||
}
|
||||
void operator()(GLfloat* vtx, float v) {
|
||||
const GLfloat w = hw_w - (hw_w * v);
|
||||
const GLfloat h = 1.0f;
|
||||
const GLfloat x = (hw_w - w) * 0.5f;
|
||||
const GLfloat y = (hw_h - h) * 0.5f;
|
||||
vtx[0] = x; vtx[1] = y;
|
||||
vtx[2] = x; vtx[3] = y + h;
|
||||
vtx[4] = x + w; vtx[5] = y + h;
|
||||
vtx[6] = x + w; vtx[7] = y;
|
||||
}
|
||||
};
|
||||
|
||||
// the full animation is 24 frames
|
||||
const int nbFrames = 12;
|
||||
s_curve_interpolator itr(nbFrames, 7.5f);
|
||||
s_curve_interpolator itg(nbFrames, 8.0f);
|
||||
s_curve_interpolator itb(nbFrames, 8.5f);
|
||||
|
||||
h_stretch hverts(hw_w, hw_h);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColorMask(1,1,1,1);
|
||||
for (int i=nbFrames-1 ; i>=0 ; i--) {
|
||||
const float v = itg(i);
|
||||
hverts(vtx, v);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glColor4f(1-v, 1-v, 1-v, 1);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
hw.flip(screenBounds);
|
||||
}
|
||||
|
||||
v_stretch vverts(hw_w, hw_h);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
for (int i=nbFrames-1 ; i>=0 ; i--) {
|
||||
float x, y, w, h;
|
||||
const float vr = itr(i);
|
||||
const float vg = itg(i);
|
||||
const float vb = itb(i);
|
||||
|
||||
// clear screen
|
||||
glColorMask(1,1,1,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// draw the red plane
|
||||
vverts(vtx, vr);
|
||||
glColorMask(1,0,0,1);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// draw the green plane
|
||||
vverts(vtx, vg);
|
||||
glColorMask(0,1,0,1);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// draw the blue plane
|
||||
vverts(vtx, vb);
|
||||
glColorMask(0,0,1,1);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
hw.flip(screenBounds);
|
||||
}
|
||||
|
||||
glColorMask(1,1,1,1);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDeleteTextures(1, &tname);
|
||||
|
||||
return NO_ERROR;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
status_t SurfaceFlinger::turnElectronBeamOffImplLocked()
|
||||
{
|
||||
DisplayHardware& hw(graphicPlane(0).editDisplayHardware());
|
||||
if (!hw.canDraw()) {
|
||||
// we're already off
|
||||
return NO_ERROR;
|
||||
}
|
||||
status_t result = electronBeamOffAnimationImplLocked();
|
||||
if (result == NO_ERROR) {
|
||||
DisplayHardware& hw(graphicPlane(dpy).editDisplayHardware());
|
||||
hw.setCanDraw(false);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -1766,12 +1940,59 @@ status_t SurfaceFlinger::turnElectronBeamOff(int32_t mode)
|
||||
status_t res = postMessageSync(msg);
|
||||
if (res == NO_ERROR) {
|
||||
res = static_cast<MessageTurnElectronBeamOff*>( msg.get() )->getResult();
|
||||
|
||||
// work-around: when the power-manager calls us we activate the
|
||||
// animation. eventually, the "on" animation will be called
|
||||
// by the power-manager itself
|
||||
mElectronBeamAnimation = true;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
status_t SurfaceFlinger::turnElectronBeamOnImplLocked()
|
||||
{
|
||||
DisplayHardware& hw(graphicPlane(0).editDisplayHardware());
|
||||
if (hw.canDraw()) {
|
||||
// we're already on
|
||||
return NO_ERROR;
|
||||
}
|
||||
status_t result = electronBeamOnAnimationImplLocked();
|
||||
if (result == NO_ERROR) {
|
||||
hw.setCanDraw(true);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
status_t SurfaceFlinger::turnElectronBeamOn(int32_t mode)
|
||||
{
|
||||
if (!GLExtensions::getInstance().haveFramebufferObject())
|
||||
return INVALID_OPERATION;
|
||||
|
||||
class MessageTurnElectronBeamOn : public MessageBase {
|
||||
SurfaceFlinger* flinger;
|
||||
status_t result;
|
||||
public:
|
||||
MessageTurnElectronBeamOn(SurfaceFlinger* flinger)
|
||||
: flinger(flinger), result(PERMISSION_DENIED) {
|
||||
}
|
||||
status_t getResult() const {
|
||||
return result;
|
||||
}
|
||||
virtual bool handler() {
|
||||
Mutex::Autolock _l(flinger->mStateLock);
|
||||
result = flinger->turnElectronBeamOnImplLocked();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
postMessageAsync( new MessageTurnElectronBeamOn(this) );
|
||||
return NO_ERROR;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
|
||||
sp<IMemoryHeap>* heap,
|
||||
uint32_t* w, uint32_t* h, PixelFormat* f,
|
||||
|
@ -202,6 +202,7 @@ public:
|
||||
uint32_t reqWidth,
|
||||
uint32_t reqHeight);
|
||||
virtual status_t turnElectronBeamOff(int32_t mode);
|
||||
virtual status_t turnElectronBeamOn(int32_t mode);
|
||||
|
||||
void screenReleased(DisplayID dpy);
|
||||
void screenAcquired(DisplayID dpy);
|
||||
@ -328,6 +329,11 @@ private:
|
||||
uint32_t reqWidth = 0, uint32_t reqHeight = 0);
|
||||
|
||||
status_t turnElectronBeamOffImplLocked();
|
||||
status_t turnElectronBeamOnImplLocked();
|
||||
status_t electronBeamOffAnimationImplLocked();
|
||||
status_t electronBeamOnAnimationImplLocked();
|
||||
status_t renderScreenToTextureLocked(DisplayID dpy,
|
||||
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
|
||||
|
||||
friend class FreezeLock;
|
||||
sp<FreezeLock> getFreezeLock() const;
|
||||
@ -389,6 +395,7 @@ private:
|
||||
bool mVisibleRegionsDirty;
|
||||
bool mDeferReleaseConsole;
|
||||
bool mFreezeDisplay;
|
||||
bool mElectronBeamAnimation;
|
||||
int32_t mFreezeCount;
|
||||
nsecs_t mFreezeDisplayTime;
|
||||
Vector< sp<LayerBase> > mVisibleLayersSortedByZ;
|
||||
|
Loading…
Reference in New Issue
Block a user