/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "BootAnimation"
#include <stdint.h>
#include <sys/types.h>
#include <math.h>
#include <fcntl.h>
#include <utils/misc.h>
#include <utils/IPCThreadState.h>
#include <utils/threads.h>
#include <utils/Atomic.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <utils/AssetManager.h>
#include <ui/PixelFormat.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include <ui/DisplayInfo.h>
#include <ui/ISurfaceComposer.h>
#include <ui/ISurfaceFlingerClient.h>
#include <ui/EGLNativeWindowSurface.h>
#include <core/SkBitmap.h>
#include <images/SkImageDecoder.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <EGL/eglext.h>
#include "BootAnimation.h"
namespace android {
// ---------------------------------------------------------------------------
BootAnimation::BootAnimation() : Thread(false)
{
mSession = new SurfaceComposerClient();
}
BootAnimation::~BootAnimation() {
}
void BootAnimation::onFirstRef() {
run("BootAnimation", PRIORITY_DISPLAY);
}
const sp<SurfaceComposerClient>& BootAnimation::session() const {
return mSession;
}
status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
const char* name) {
Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);
if (!asset)
return NO_INIT;
SkBitmap bitmap;
SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(),
&bitmap, SkBitmap::kNo_Config, SkImageDecoder::kDecodePixels_Mode);
asset->close();
delete asset;
// ensure we can call getPixels(). No need to call unlock, since the
// bitmap will go out of scope when we return from this method.
bitmap.lockPixels();
const int w = bitmap.width();
const int h = bitmap.height();
const void* p = bitmap.getPixels();
GLint crop[4] = { 0, h, w, -h };
texture->w = w;
texture->h = h;
glGenTextures(1, &texture->name);
glBindTexture(GL_TEXTURE_2D, texture->name);
switch (bitmap.getConfig()) {
case SkBitmap::kA8_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA,
GL_UNSIGNED_BYTE, p);
break;
case SkBitmap::kARGB_4444_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4, p);
break;
case SkBitmap::kARGB_8888_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, p);
break;
case SkBitmap::kRGB_565_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
GL_UNSIGNED_SHORT_5_6_5, p);
break;
default:
break;
}
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
return NO_ERROR;
}
status_t BootAnimation::readyToRun() {
mAssets.addDefaultAssets();
DisplayInfo dinfo;
status_t status = session()->getDisplayInfo(0, &dinfo);
if (status)
return -1;
// create the native surface
sp<Surface> s = session()->createSurface(getpid(), 0, dinfo.w, dinfo.h,
PIXEL_FORMAT_RGB_565, ISurfaceComposer::eGPU);
session()->openTransaction();
s->setLayer(0x40000000);
session()->closeTransaction();
// initialize opengl and egl
const EGLint attribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5, EGL_DEPTH_SIZE, 0, EGL_NONE };
EGLint w, h, dummy;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
mNativeWindowSurface = new EGLNativeWindowSurface(s);
surface = eglCreateWindowSurface(display, config,
mNativeWindowSurface.get(), NULL);
context = eglCreateContext(display, config, NULL, NULL);
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
eglMakeCurrent(display, surface, surface, context);
mDisplay = display;
mContext = context;
mSurface = surface;
mWidth = w;
mHeight = h;
mFlingerSurface = s;
// initialize GL
glShadeModel(GL_FLAT);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
return NO_ERROR;
}
bool BootAnimation::threadLoop() {
bool r = android();
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(mDisplay, mContext);
eglDestroySurface(mDisplay, mSurface);
mNativeWindowSurface.clear();
mFlingerSurface.clear();
eglTerminate(mDisplay);
IPCThreadState::self()->stopProcess();
return r;
}
bool BootAnimation::android() {
initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");
initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png");
// clear screen
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
const GLint xc = (mWidth - mAndroid[0].w) / 2;
const GLint yc = (mHeight - mAndroid[0].h) / 2;
const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h);
// draw and update only what we need
mNativeWindowSurface->setSwapRectangle(updateRect.left,
updateRect.top, updateRect.width(), updateRect.height());
glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(),
updateRect.height());
// 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 {
nsecs_t now = systemTime();
double time = now - startTime;
float t = 4.0f * float(time / us2ns(16667)) / mAndroid[1].w;
GLint offset = (1 - (t - floorf(t))) * mAndroid[1].w;
GLint x = xc - offset;
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
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);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
if (res == EGL_FALSE)
break;
// 12fps: don't animate too fast to preserve CPU
const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
if (sleepTime > 0)
usleep(sleepTime);
} while (!exitPending());
glDeleteTextures(1, &mAndroid[0].name);
glDeleteTextures(1, &mAndroid[1].name);
return false;
}
// ---------------------------------------------------------------------------
}
; // namespace android