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/*
* Copyright (C) 2010 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.
*/
#pragma version(1)
#pragma rs java_package_name(com.android.ex.carousel);
#pragma rs set_reflect_license()
#include "rs_graphics.rsh"
typedef struct __attribute__((aligned(4))) Card {
// *** Update initCard if you add/remove fields here.
rs_allocation texture; // basic card texture
rs_allocation detailTexture; // screen-aligned detail texture
float2 detailTextureOffset; // offset to add, in screen coordinates
float2 detailLineOffset; // offset to add to detail line, in screen coordinates
float2 detailTexturePosition[2]; // screen coordinates of detail texture, computed at draw time
rs_mesh geometry;
rs_matrix4x4 matrix; // custom transform for this card/geometry
int textureState; // whether or not the primary card texture is loaded.
int detailTextureState; // whether or not the detail for the card is loaded.
int geometryState; // whether or not geometry is loaded
int cardVisible; // not bool because of packing bug?
int detailVisible; // not bool because of packing bug?
int shouldPrefetch; // not bool because of packing bug?
int64_t textureTimeStamp; // time when this texture was last updated, in ms
int64_t detailTextureTimeStamp; // time when this texture was last updated, in ms
int64_t geometryTimeStamp; // time when the card itself was last updated, in ms
} Card_t;
typedef struct Ray_s {
float3 position;
float3 direction;
} Ray;
typedef struct Plane_s {
float3 point;
float3 normal;
float constant;
} Plane;
typedef struct Cylinder_s {
float3 center; // center of a y-axis-aligned infinite cylinder
float radius;
} Cylinder;
typedef struct PerspectiveCamera_s {
float3 from;
float3 at;
float3 up;
float fov;
float aspect;
float near;
float far;
} PerspectiveCamera;
typedef struct ProgramStore_s {
rs_program_store programStore;
} ProgramStore_t;
typedef struct FragmentShaderConstants_s {
float fadeAmount;
float overallAlpha;
} FragmentShaderConstants;
// Request states. Used for loading 3D object properties from the Java client.
// Typical properties: texture, geometry and matrices.
enum {
STATE_INVALID = 0, // item hasn't been loaded
STATE_LOADING, // we've requested an item but are waiting for it to load
STATE_STALE, // we have an old item, but should request an update
STATE_UPDATING, // we've requested an update, and will display the old one in the meantime
STATE_LOADED // item was delivered
};
// Interpolation modes ** THIS LIST MUST MATCH THOSE IN CarouselView.java ***
enum {
INTERPOLATION_LINEAR = 0,
INTERPOLATION_DECELERATE_QUADRATIC = 1,
INTERPOLATION_ACCELERATE_DECELERATE_CUBIC = 2,
};
// Detail texture alignments ** THIS LIST MUST MATCH THOSE IN CarouselView.java ***
enum {
/** Detail is centered vertically with respect to the card **/
CENTER_VERTICAL = 1,
/** Detail is aligned with the top edge of the carousel view **/
VIEW_TOP = 1 << 1,
/** Detail is aligned with the bottom edge of the carousel view (not yet implemented) **/
VIEW_BOTTOM = 1 << 2,
/** Detail is positioned above the card (not yet implemented) **/
ABOVE = 1 << 3,
/** Detail is positioned below the card **/
BELOW = 1 << 4,
/** Mask that selects those bits that control vertical alignment **/
VERTICAL_ALIGNMENT_MASK = 0xff,
/**
* Detail is centered horizontally with respect to either the top or bottom
* extent of the card, depending on whether the detail is above or below the card.
*/
CENTER_HORIZONTAL = 1 << 8,
/**
* Detail is aligned with the left edge of either the top or the bottom of
* the card, depending on whether the detail is above or below the card.
*/
LEFT = 1 << 9,
/**
* Detail is aligned with the right edge of either the top or the bottom of
* the card, depending on whether the detail is above or below the card.
* (not yet implemented)
*/
RIGHT = 1 << 10,
/** Mask that selects those bits that control horizontal alignment **/
HORIZONTAL_ALIGNMENT_MASK = 0xff00,
};
// Client messages *** THIS LIST MUST MATCH THOSE IN CarouselRS.java. ***
static const int CMD_CARD_SELECTED = 100;
static const int CMD_DETAIL_SELECTED = 105;
static const int CMD_CARD_LONGPRESS = 110;
static const int CMD_REQUEST_TEXTURE = 200;
static const int CMD_INVALIDATE_TEXTURE = 210;
static const int CMD_REQUEST_GEOMETRY = 300;
static const int CMD_INVALIDATE_GEOMETRY = 310;
static const int CMD_ANIMATION_STARTED = 400;
static const int CMD_ANIMATION_FINISHED = 500;
static const int CMD_REQUEST_DETAIL_TEXTURE = 600;
static const int CMD_INVALIDATE_DETAIL_TEXTURE = 610;
static const int CMD_PING = 1000;
// Drag model *** THIS LIST MUST MATCH THOSE IN CarouselRS.java. ***
static const int DRAG_MODEL_SCREEN_DELTA = 0; // Drag relative to x coordinate of motion vector
static const int DRAG_MODEL_PLANE = 1; // Drag relative to projected point on plane of carousel
static const int DRAG_MODEL_CYLINDER_INSIDE = 2; // Drag relative to point on inside of cylinder
static const int DRAG_MODEL_CYLINDER_OUTSIDE = 3; // Drag relative to point on outside of cylinder
// Constants
static const int ANIMATION_DELAY_TIME = 125; // hold off scale animation until this time
static const int ANIMATION_SCALE_UP_TIME = 200; // Time it takes to animate selected card, in ms
static const int ANIMATION_SCALE_DOWN_TIME = 200; // Time it takes to animate selected card, in ms
static const float3 SELECTED_SCALE_FACTOR = { 0.1f, 0.1f, 0.1f }; // increase by this %
static const int VELOCITY_HISTORY_MAX = 10; // # recent velocity samples used to calculate average
static const int VISIBLE_SLOT_PADDING = 2; // # slots to draw on either side of visible slots
// Constants affecting tilt overscroll. Some of these should be parameters.
static const int TILT_SLOT_NUMBER = 5;
static const float TILT_MIN_ANGLE = M_PI / 315.0f;
static const float TILT_MAX_BIAS = M_PI / 8.0f;
static const float TILT_MAX_ANGLE = M_PI / 8.0f;
static const float MAX_DELTA_BIAS = 0.008f;
// Debug flags
const bool debugCamera = false; // dumps ray/camera coordinate stuff
const bool debugSelection = false; // logs selection events
const bool debugTextureLoading = false; // for debugging texture load/unload
const bool debugGeometryLoading = false; // for debugging geometry load/unload
const bool debugDetails = false; // for debugging detail texture geometry
const bool debugRendering = false; // flashes display when the frame changes
const bool debugRays = false; // shows visual depiction of hit tests, See renderWithRays().
// Exported variables. These will be reflected to Java set_* variables.
Card_t *cards; // array of cards to draw
float startAngle; // position of initial card, in radians
int slotCount; // number of positions where a card can be
int cardCount; // number of cards in stack
int programStoresCardCount; // number of program fragment stores
int visibleSlotCount; // number of visible slots (for culling)
int visibleDetailCount; // number of visible detail textures to show
int prefetchCardCount; // how many cards to keep in memory
int detailTextureAlignment; // How to align detail texture with respect to card
bool drawRuler; // whether to draw a ruler from the card to the detail texture
float radius; // carousel radius. Cards will be centered on a circle with this radius
float cardRotation; // rotation of card in XY plane relative to Z=1
bool cardsFaceTangent; // whether cards are rotated to face along a tangent to the circle
float swaySensitivity; // how much to rotate cards in relation to the rotation velocity
float frictionCoeff; // how much to slow down the carousel over time
float dragFactor; // a scale factor for how sensitive the carousel is to user dragging
int fadeInDuration; // amount of time (in ms) for smoothly switching out textures
int cardCreationFadeDuration; // amount of time (in ms) to fade while initially showing a card
float rezInCardCount; // this controls how rapidly distant card textures will be rez-ed in
float detailFadeRate; // rate at which details fade as they move into the distance
float4 backgroundColor;
int rowCount; // number of rows of cards in a given slot, default 1
float rowSpacing; // spacing between rows of cards
bool firstCardTop; // set true for first card on top row when multiple rows used
float overscrollSlots; // amount of allowed overscroll (in slots)
int dragModel = DRAG_MODEL_SCREEN_DELTA;
int fillDirection; // the order in which to lay out cards: +1 for CCW (default), -1 for CW
ProgramStore_t *programStoresCard;
rs_program_store programStoreBackground;
rs_program_store programStoreDetail;
rs_program_fragment singleTextureFragmentProgram;
rs_program_fragment singleTextureBlendingFragmentProgram;
rs_program_fragment multiTextureFragmentProgram;
rs_program_fragment multiTextureBlendingFragmentProgram;
rs_program_vertex vertexProgram;
rs_program_raster rasterProgram;
rs_allocation defaultTexture; // shown when no other texture is assigned
rs_allocation loadingTexture; // progress texture (shown when app is fetching the texture)
rs_allocation backgroundTexture; // drawn behind everything, if set
rs_allocation detailLineTexture; // used to draw detail line (as a quad, of course)
rs_allocation detailLoadingTexture; // used when detail texture is loading
rs_mesh defaultGeometry; // shown when no geometry is loaded
rs_mesh loadingGeometry; // shown when geometry is loading
rs_matrix4x4 defaultCardMatrix;
rs_matrix4x4 projectionMatrix;
rs_matrix4x4 modelviewMatrix;
FragmentShaderConstants* shaderConstants;
rs_sampler linearClamp;
// Local variables
static float bias; // rotation bias, in radians. Used for animation and dragging.
static float overscrollBias; // Track overscroll bias separately for tilt effect.
static bool updateCamera; // force a recompute of projection and lookat matrices
static const float FLT_MAX = 1.0e37;
static int animatedSelection = -1;
static int currentFirstCard = -1;
static int64_t touchTime = -1; // time of first touch (see doStart())
static int64_t releaseTime = 0L; // when touch was released
static float touchBias = 0.0f; // bias on first touch
static float2 touchPosition; // position of first touch, as defined by last call to doStart(x,y)
static float velocity = 0.0f; // angular velocity in radians/s
static bool isOverScrolling = false; // whether we're in the overscroll animation
static bool isAutoScrolling = false; // whether we're in the autoscroll animation
static bool isDragging = false; // true while the user is dragging the carousel
static float selectionRadius = 50.0f; // movement greater than this will result in no selection
static bool enableSelection = false; // enabled until the user drags outside of selectionRadius
static float tiltAngle = 0.0f;
// Default plane of the carousel. Used for angular motion estimation in view.
static Plane carouselPlane = {
{ 0.0f, 0.0f, 0.0f }, // point
{ 0.0f, 1.0f, 0.0f }, // normal
0.0f // plane constant (= -dot(P, N))
};
static Cylinder carouselCylinder = {
{0.0f, 0.0f, 0.0f }, // center
1.0f // radius - update with carousel radius.
};
// Because allocations can't have 0 dimensions, we have to track whether or not
// cards and program stores are valid separately.
// TODO: Remove this dependency once allocations can have a zero dimension.
static bool cardAllocationValid = false;
static bool programStoresAllocationValid = false;
// Default geometry when card.geometry is not set.
static const float3 cardVertices[4] = {
{ -1.0, -1.0, 0.0 },
{ 1.0, -1.0, 0.0 },
{ 1.0, 1.0, 0.0 },
{-1.0, 1.0, 0.0 }
};
// Default camera
static PerspectiveCamera camera = {
{2,2,2}, // from
{0,0,0}, // at
{0,1,0}, // up
25.0f, // field of view
1.0f, // aspect
0.1f, // near
100.0f // far
};
// Forward references
static int intersectGeometry(Ray* ray, float *bestTime);
static int intersectDetailTexture(float x, float y, float2 *tapCoordinates);
static bool __attribute__((overloadable))
makeRayForPixelAt(Ray* ray, PerspectiveCamera* cam, float x, float y);
static bool __attribute__((overloadable))
makeRayForPixelAt(Ray* ray, rs_matrix4x4* model, rs_matrix4x4* proj, float x, float y);
static float deltaTimeInSeconds(int64_t current);
static bool rayPlaneIntersect(Ray* ray, Plane* plane, float* tout);
static bool rayCylinderIntersect(Ray* ray, Cylinder* cylinder, float* tout);
static void stopAutoscroll();
static bool tiltOverscroll();
void init() {
// initializers currently have a problem when the variables are exported, so initialize
// globals here.
if (debugTextureLoading) rsDebug("Renderscript: init()", 0);
startAngle = 0.0f;
slotCount = 10;
visibleSlotCount = 1;
visibleDetailCount = 3;
bias = 0.0f;
overscrollBias = 0.0f;
tiltAngle = 0.0f;
radius = carouselCylinder.radius = 1.0f;
cardRotation = 0.0f;
cardsFaceTangent = false;
updateCamera = true;
backgroundColor = (float4) { 0.0f, 0.0f, 0.0f, 1.0f };
cardAllocationValid = false;
programStoresAllocationValid = false;
cardCount = 0;
rowCount = 1;
rowSpacing = 0.0f;
firstCardTop = false;
fadeInDuration = 250;
rezInCardCount = 0.0f; // alpha will ramp to 1.0f over this many cards (0.0f means disabled)
detailFadeRate = 0.5f; // fade details over this many slot positions.
rsMatrixLoadIdentity(&defaultCardMatrix);
}
static void updateAllocationVars()
{
// Cards
rs_allocation cardAlloc;
cardAlloc = rsGetAllocation(cards);
cardCount = (cardAllocationValid && rsIsObject(cardAlloc)) ? rsAllocationGetDimX(cardAlloc) : 0;
// Program stores
rs_allocation psAlloc;
psAlloc = rsGetAllocation(programStoresCard);
programStoresCardCount = (programStoresAllocationValid && rsIsObject(psAlloc) ?
rsAllocationGetDimX(psAlloc) : 0);
}
void setRadius(float rad)
{
radius = carouselCylinder.radius = rad;
}
static void initCard(Card_t* card)
{
// Object refs are always initilized cleared.
static const float2 zero = {0.0f, 0.0f};
card->detailTextureOffset = zero;
card->detailLineOffset = zero;
rsMatrixLoad(&card->matrix, &defaultCardMatrix);
card->textureState = STATE_INVALID;
card->detailTextureState = STATE_INVALID;
card->geometryState = STATE_INVALID;
card->cardVisible = false;
card->detailVisible = false;
card->shouldPrefetch = false;
card->textureTimeStamp = 0;
card->detailTextureTimeStamp = 0;
card->geometryTimeStamp = rsUptimeMillis();
}
void createCards(int start, int total)
{
if (!cardAllocationValid) {
// If the allocation is invalid, it contains a single place-holder
// card that has not yet been initialized (see CarouselRS.createCards).
// Here we ensure that it is initialized when growing the total.
start = 0;
}
for (int k = start; k < total; k++) {
initCard(cards + k);
}
// Since allocations can't have 0-size, we track validity ourselves based on the call to
// this method.
cardAllocationValid = total > 0;
updateAllocationVars();
}
// Computes an alpha value for a card using elapsed time and constant fadeInDuration
static float getAnimatedAlpha(int64_t startTime, int64_t currentTime, int64_t duration)
{
double timeElapsed = (double) (currentTime - startTime); // in ms
double alpha = duration > 0 ? (double) timeElapsed / duration : 1.0;
return min(1.0f, (float) alpha);
}
// Returns total angle for given number of slots
static float wedgeAngle(float slots)
{
return slots * 2.0f * M_PI / slotCount;
}
// Return angle of slot in position p.
static float slotPosition(int p)
{
return startAngle + wedgeAngle(p) * fillDirection;
}
// Return angle for card in position p.
static float cardPosition(int p)
{
return bias + slotPosition(p / rowCount);
}
// Return the lowest possible bias value, based on the fill direction
static float minimumBias()
{
const int totalSlots = (cardCount + rowCount - 1) / rowCount;
return (fillDirection > 0) ?
-max(0.0f, wedgeAngle(totalSlots - visibleDetailCount)) :
wedgeAngle(0.0f);
}
// Return the highest possible bias value, based on the fill direction
static float maximumBias()
{
const int totalSlots = (cardCount + rowCount - 1) / rowCount;
return (fillDirection > 0) ?
wedgeAngle(0.0f) :
max(0.0f, wedgeAngle(totalSlots - visibleDetailCount));
}
// convert from carousel rotation angle (in card slot units) to radians.
static float carouselRotationAngleToRadians(float carouselRotationAngle)
{
return -wedgeAngle(carouselRotationAngle);
}
// convert from radians to carousel rotation angle (in card slot units).
static float radiansToCarouselRotationAngle(float angle)
{
return -angle * slotCount / ( 2.0f * M_PI );
}
// Set basic camera properties:
// from - position of the camera in x,y,z
// at - target we're looking at - used to compute view direction
// up - a normalized vector indicating up (typically { 0, 1, 0})
//
// NOTE: the view direction and up vector cannot be parallel/antiparallel with each other
void lookAt(float fromX, float fromY, float fromZ,
float atX, float atY, float atZ,
float upX, float upY, float upZ)
{
camera.from.x = fromX;
camera.from.y = fromY;
camera.from.z = fromZ;
camera.at.x = atX;
camera.at.y = atY;
camera.at.z = atZ;
camera.up.x = upX;
camera.up.y = upY;
camera.up.z = upZ;
updateCamera = true;
}
// Load a projection matrix for the given parameters. This is equivalent to gluPerspective()
static void loadPerspectiveMatrix(rs_matrix4x4* matrix, float fovy, float aspect, float near, float far)
{
rsMatrixLoadIdentity(matrix);
float top = near * tan((float) (fovy * M_PI / 360.0f));
float bottom = -top;
float left = bottom * aspect;
float right = top * aspect;
rsMatrixLoadFrustum(matrix, left, right, bottom, top, near, far);
}
// Construct a matrix based on eye point, center and up direction. Based on the
// man page for gluLookat(). Up must be normalized.
static void loadLookatMatrix(rs_matrix4x4* matrix, float3 eye, float3 center, float3 up)
{
float3 f = normalize(center - eye);
float3 s = normalize(cross(f, up));
float3 u = cross(s, f);
float m[16];
m[0] = s.x;
m[4] = s.y;
m[8] = s.z;
m[12] = 0.0f;
m[1] = u.x;
m[5] = u.y;
m[9] = u.z;
m[13] = 0.0f;
m[2] = -f.x;
m[6] = -f.y;
m[10] = -f.z;
m[14] = 0.0f;
m[3] = m[7] = m[11] = 0.0f;
m[15] = 1.0f;
rsMatrixLoad(matrix, m);
rsMatrixTranslate(matrix, -eye.x, -eye.y, -eye.z);
}
/*
* Returns true if a state represents a texture that is loaded enough to draw
*/
static bool textureEverLoaded(int state) {
return (state == STATE_LOADED) || (state == STATE_STALE) || (state == STATE_UPDATING);
}
void setTexture(int n, rs_allocation texture)
{
if (n < 0 || n >= cardCount) return;
cards[n].texture = texture;
if (cards[n].textureState != STATE_STALE &&
cards[n].textureState != STATE_UPDATING) {
cards[n].textureTimeStamp = rsUptimeMillis();
}
cards[n].textureState = (texture.p != 0) ? STATE_LOADED : STATE_INVALID;
}
void setDetailTexture(int n, float offx, float offy, float loffx, float loffy, rs_allocation texture)
{
if (n < 0 || n >= cardCount) return;
cards[n].detailTexture = texture;
if (cards[n].detailTextureState != STATE_STALE &&
cards[n].detailTextureState != STATE_UPDATING) {
cards[n].detailTextureTimeStamp = rsUptimeMillis();
}
cards[n].detailTextureOffset.x = offx;
cards[n].detailTextureOffset.y = offy;
cards[n].detailLineOffset.x = loffx;
cards[n].detailLineOffset.y = loffy;
cards[n].detailTextureState = (texture.p != 0) ? STATE_LOADED : STATE_INVALID;
}
void invalidateTexture(int n, bool eraseCurrent)
{
if (n < 0 || n >= cardCount) return;
if (eraseCurrent) {
cards[n].textureState = STATE_INVALID;
rsClearObject(&cards[n].texture);
} else {
cards[n].textureState =
textureEverLoaded(cards[n].textureState) ? STATE_STALE : STATE_INVALID;
}
}
void invalidateDetailTexture(int n, bool eraseCurrent)
{
if (n < 0 || n >= cardCount) return;
if (eraseCurrent) {
cards[n].detailTextureState = STATE_INVALID;
rsClearObject(&cards[n].detailTexture);
} else {
cards[n].detailTextureState =
textureEverLoaded(cards[n].detailTextureState) ? STATE_STALE : STATE_INVALID;
}
}
void setGeometry(int n, rs_mesh geometry)
{
if (n < 0 || n >= cardCount) return;
cards[n].geometry = geometry;
if (cards[n].geometry.p != 0)
cards[n].geometryState = STATE_LOADED;
else
cards[n].geometryState = STATE_INVALID;
cards[n].geometryTimeStamp = rsUptimeMillis();
}
void setMatrix(int n, rs_matrix4x4 matrix) {
if (n < 0 || n >= cardCount) return;
cards[n].matrix = matrix;
}
void setProgramStoresCard(int n, rs_program_store programStore)
{
programStoresCard[n].programStore = programStore;
programStoresAllocationValid = true;
}
void setCarouselRotationAngle(float carouselRotationAngle) {
bias = carouselRotationAngleToRadians(carouselRotationAngle);
}
// Gets animated scale value for current selected card.
// If card is currently being animated, returns true, otherwise returns false.
static bool getAnimatedScaleForSelected(float3* scale)
{
static const float3 one = { 1.0f, 1.0f, 1.0f };
static float fraction = 0.0f;
bool stillAnimating = false;
if (isDragging) {
// "scale up" animation
int64_t dt = rsUptimeMillis() - touchTime - ANIMATION_DELAY_TIME;
if (dt > 0L && enableSelection) {
float s = (float) dt / ANIMATION_SCALE_UP_TIME;
s = min(s, 1.0f);
fraction = max(s, fraction);
}
stillAnimating = dt < ANIMATION_SCALE_UP_TIME;
} else {
// "scale down" animation
int64_t dt = rsUptimeMillis() - releaseTime;
if (dt < ANIMATION_SCALE_DOWN_TIME) {
float s = 1.0f - ((float) dt / ANIMATION_SCALE_DOWN_TIME);
fraction = min(s, fraction);
stillAnimating = true;
} else {
fraction = 0.0f;
}
}
*scale = one + fraction * SELECTED_SCALE_FACTOR;
return stillAnimating; // still animating;
}
// The Verhulst logistic function: http://en.wikipedia.org/wiki/Logistic_function
// P(t) = 1 / (1 + e^(-t))
// Parameter t: Any real number
// Returns: A float in the range (0,1), with P(0.5)=0
static float logistic(float t) {
return 1.f / (1.f + exp(-t));
}
static float getSwayAngleForVelocity(float v, bool enableSway)
{
float sway = 0.0f;
if (enableSway) {
const float range = M_PI * 2./3.; // How far we can deviate from center, peak-to-peak
sway = range * (logistic(-v * swaySensitivity) - 0.5f);
}
return sway;
}
static float getCardTiltAngle(int i) {
i /= rowCount;
int totalSlots = (cardCount + rowCount - 1) / rowCount;
float tiltSlotNumber = TILT_SLOT_NUMBER;
float deltaTilt = tiltAngle / tiltSlotNumber;
float cardTiltAngle = 0;
if (tiltAngle > 0 && i < tiltSlotNumber) {
// Overscroll for the front cards.
cardTiltAngle = deltaTilt * (tiltSlotNumber - i);
} else if (tiltAngle < 0 && i > (totalSlots - tiltSlotNumber)) {
cardTiltAngle = deltaTilt * (i - totalSlots + tiltSlotNumber + 1);
}
return cardTiltAngle;
}
// Returns the vertical offset for a card in its slot,
// depending on the number of rows configured.
static float getVerticalOffsetForCard(int i) {
if (rowCount == 1) {
// fast path
return 0;
}
const float cardHeight = (cardVertices[3].y - cardVertices[0].y) *
rsMatrixGet(&defaultCardMatrix, 1, 1);
const float totalHeight = rowCount * (cardHeight + rowSpacing) - rowSpacing;
if (firstCardTop)
i = rowCount - (i % rowCount) - 1;
else
i = i % rowCount;
const float rowOffset = i * (cardHeight + rowSpacing);
return (cardHeight - totalHeight) / 2 + rowOffset;
}
/*
* Composes a matrix for the given card.
* matrix: The output matrix.
* i: The card we're getting the matrix for.
* enableSway: Whether to enable swaying. (We want it on for cards, and off for detail textures.)
* enableCardMatrix: Whether to also consider the user-specified card matrix
*
* returns true if an animation is being applied to the given card
*/
static bool getMatrixForCard(rs_matrix4x4* matrix, int i, bool enableSway, bool enableCardMatrix)
{
float theta = cardPosition(i);
float swayAngle = getSwayAngleForVelocity(velocity, enableSway);
rsMatrixRotate(matrix, degrees(theta), 0, 1, 0);
rsMatrixTranslate(matrix, radius, getVerticalOffsetForCard(i), 0);
float tiltAngle = getCardTiltAngle(i);
float rotation = cardRotation + swayAngle + tiltAngle;
if (!cardsFaceTangent) {
rotation -= theta;
}
rsMatrixRotate(matrix, degrees(rotation), 0, 1, 0);
bool stillAnimating = false;
if (i == animatedSelection) {
float3 scale;
stillAnimating = getAnimatedScaleForSelected(&scale);
rsMatrixScale(matrix, scale.x, scale.y, scale.z);
}
// TODO(jshuma): Instead of ignoring this matrix for the detail texture, use card bounding box
if (enableCardMatrix) {
rsMatrixLoadMultiply(matrix, matrix, &cards[i].matrix);
}
return stillAnimating;
}
/*
* Draws the requested mesh, with the appropriate program store in effect.
*/
static void drawMesh(rs_mesh mesh)
{
if (programStoresCardCount == 1) {
// Draw the entire mesh, with the only available program store
rsgBindProgramStore(programStoresCard[0].programStore);
rsgDrawMesh(mesh);
} else {
// Draw each primitive in the mesh with the corresponding program store
for (int i=0; i<programStoresCardCount; ++i) {
if (programStoresCard[i].programStore.p != 0) {
rsgBindProgramStore(programStoresCard[i].programStore);
rsgDrawMesh(mesh, i);
}
}
}
}
/*
* Draws cards around the Carousel.
* Returns true if we're still animating any property of the cards (e.g. fades).
*/
static bool drawCards(int64_t currentTime)
{
const float wedgeAngle = 2.0f * M_PI / slotCount;
const float endAngle = startAngle + visibleSlotCount * wedgeAngle;
bool stillAnimating = false;
for (int i = cardCount-1; i >= 0; i--) {
if (cards[i].cardVisible) {
// If this card was recently loaded, this will be < 1.0f until the animation completes
float animatedAlpha = getAnimatedAlpha(cards[i].textureTimeStamp, currentTime,
fadeInDuration);
float overallAlpha = getAnimatedAlpha(cards[i].geometryTimeStamp, currentTime,
cardCreationFadeDuration);
if (animatedAlpha < 1.0f || overallAlpha < 1.0f) {
stillAnimating = true;
}
// Compute fade out for cards in the distance
float positionAlpha;
if (rezInCardCount > 0.0f) {
positionAlpha = (endAngle - cardPosition(i)) / wedgeAngle;
positionAlpha = min(1.0f, positionAlpha / rezInCardCount);
} else {
positionAlpha = 1.0f;
}
// Set alpha for blending between the textures
shaderConstants->fadeAmount = min(1.0f, animatedAlpha * positionAlpha);
shaderConstants->overallAlpha = overallAlpha;
rsgAllocationSyncAll(rsGetAllocation(shaderConstants));
// Bind the appropriate shader network. If there's no alpha blend, then
// switch to single shader for better performance.
const int state = cards[i].textureState;
bool loaded = textureEverLoaded(state) && rsIsObject(cards[i].texture);
if (shaderConstants->fadeAmount == 1.0f || shaderConstants->fadeAmount < 0.01f) {
if (overallAlpha < 1.0) {
rsgBindProgramFragment(singleTextureBlendingFragmentProgram);
rsgBindTexture(singleTextureBlendingFragmentProgram, 0,
(loaded && shaderConstants->fadeAmount == 1.0f) ?
cards[i].texture : loadingTexture);
} else {
rsgBindProgramFragment(singleTextureFragmentProgram);
rsgBindTexture(singleTextureFragmentProgram, 0,
(loaded && shaderConstants->fadeAmount == 1.0f) ?
cards[i].texture : loadingTexture);
}
} else {
if (overallAlpha < 1.0) {
rsgBindProgramFragment(multiTextureBlendingFragmentProgram);
rsgBindTexture(multiTextureBlendingFragmentProgram, 0, loadingTexture);
rsgBindTexture(multiTextureBlendingFragmentProgram, 1, loaded ?
cards[i].texture : loadingTexture);
} else {
rsgBindProgramFragment(multiTextureFragmentProgram);
rsgBindTexture(multiTextureFragmentProgram, 0, loadingTexture);
rsgBindTexture(multiTextureFragmentProgram, 1, loaded ?
cards[i].texture : loadingTexture);
}
}
// Draw geometry
rs_matrix4x4 matrix = modelviewMatrix;
stillAnimating |= getMatrixForCard(&matrix, i, true, true);
rsgProgramVertexLoadModelMatrix(&matrix);
if (cards[i].geometryState == STATE_LOADED && cards[i].geometry.p != 0) {
drawMesh(cards[i].geometry);
} else if (cards[i].geometryState == STATE_LOADING && loadingGeometry.p != 0) {
drawMesh(loadingGeometry);
} else if (defaultGeometry.p != 0) {
drawMesh(defaultGeometry);
} else {
// Draw place-holder geometry
rsgBindProgramStore(programStoresCard[0].programStore);
rsgDrawQuad(
cardVertices[0].x, cardVertices[0].y, cardVertices[0].z,
cardVertices[1].x, cardVertices[1].y, cardVertices[1].z,
cardVertices[2].x, cardVertices[2].y, cardVertices[2].z,
cardVertices[3].x, cardVertices[3].y, cardVertices[3].z);
}
}
}
return stillAnimating;
}
/**
* Convert projection from normalized coordinates to pixel coordinates.
*
* @return True on success, false on failure.
*/
static bool convertNormalizedToPixelCoordinates(float4 *screenCoord, float width, float height) {
// This is probably cheaper than pre-multiplying with another matrix.
if (screenCoord->w == 0.0f) {
rsDebug("Bad transform while converting from normalized to pixel coordinates: ",
screenCoord);
return false;
}
*screenCoord *= 1.0f / screenCoord->w;
screenCoord->x += 1.0f;
screenCoord->y += 1.0f;
screenCoord->z += 1.0f;
screenCoord->x = round(screenCoord->x * 0.5f * width);
screenCoord->y = round(screenCoord->y * 0.5f * height);
screenCoord->z = - 0.5f * screenCoord->z;
return true;
}
/*
* Draws a screen-aligned card with the exact dimensions from the detail texture.
* This is used to display information about the object being displayed.
* Returns true if we're still animating any property of the cards (e.g. fades).
*/
static bool drawDetails(int64_t currentTime)
{
const float width = rsgGetWidth();
const float height = rsgGetHeight();
bool stillAnimating = false;
// We'll be drawing in screen space, sampled on pixel centers
rs_matrix4x4 projection, model;
rsMatrixLoadOrtho(&projection, 0.0f, width, 0.0f, height, 0.0f, 1.0f);
rsgProgramVertexLoadProjectionMatrix(&projection);
rsMatrixLoadIdentity(&model);
rsgProgramVertexLoadModelMatrix(&model);
updateCamera = true; // we messed with the projection matrix. Reload on next pass...
const float yPadding = 5.0f; // draw line this far (in pixels) away from top and geometry
// This can be done once...
rsgBindTexture(multiTextureFragmentProgram, 0, detailLoadingTexture);
const float wedgeAngle = 2.0f * M_PI / slotCount;
// Angle where details start fading from 1.0f
const float startDetailFadeAngle = startAngle + (visibleDetailCount - 1) * wedgeAngle;
// Angle where detail alpha is 0.0f
const float endDetailFadeAngle = startDetailFadeAngle + detailFadeRate * wedgeAngle;
for (int i = cardCount-1; i >= 0; --i) {
if (cards[i].cardVisible) {
const int state = cards[i].detailTextureState;
const bool isLoaded = textureEverLoaded(state);
if (isLoaded && cards[i].detailTexture.p != 0) {
const float lineWidth = rsAllocationGetDimX(detailLineTexture);
// Compute position in screen space of top corner or bottom corner of card
rsMatrixLoad(&model, &modelviewMatrix);
stillAnimating |= getMatrixForCard(&model, i, false, false);
rs_matrix4x4 matrix;
rsMatrixLoadMultiply(&matrix, &projectionMatrix, &model);
int indexLeft, indexRight;
float4 screenCoord;
if (detailTextureAlignment & BELOW) {
indexLeft = 0;
indexRight = 1;
} else {
indexLeft = 3;
indexRight = 2;
}
float4 screenCoordLeft = rsMatrixMultiply(&matrix, cardVertices[indexLeft]);
float4 screenCoordRight = rsMatrixMultiply(&matrix, cardVertices[indexRight]);
if (screenCoordLeft.w == 0.0f || screenCoordRight.w == 0.0f) {
// this shouldn't happen
rsDebug("Bad transform: ", screenCoord);
continue;
}
if (detailTextureAlignment & CENTER_VERTICAL) {
// If we're centering vertically, we'll need the other vertices too
if (detailTextureAlignment & BELOW) {
indexLeft = 3;
indexRight = 2;
} else {
indexLeft = 0;
indexRight = 1;
}
float4 otherScreenLeft = rsMatrixMultiply(&matrix, cardVertices[indexLeft]);
float4 otherScreenRight = rsMatrixMultiply(&matrix, cardVertices[indexRight]);
screenCoordRight.y = screenCoordLeft.y = (screenCoordLeft.y + screenCoordRight.y
+ otherScreenLeft.y + otherScreenRight.y) / 4.;
}
(void) convertNormalizedToPixelCoordinates(&screenCoordLeft, width, height);
(void) convertNormalizedToPixelCoordinates(&screenCoordRight, width, height);
if (debugDetails) {
RS_DEBUG(screenCoordLeft);
RS_DEBUG(screenCoordRight);
}
screenCoord = screenCoordLeft;
if (detailTextureAlignment & BELOW) {
screenCoord.y = min(screenCoordLeft.y, screenCoordRight.y);
} else if (detailTextureAlignment & CENTER_VERTICAL) {
screenCoord.y -= round(rsAllocationGetDimY(cards[i].detailTexture) / 2.0f);
}
if (detailTextureAlignment & CENTER_HORIZONTAL) {
screenCoord.x += round((screenCoordRight.x - screenCoordLeft.x) / 2.0f -
rsAllocationGetDimX(cards[i].detailTexture) / 2.0f);
}
// Compute alpha for gradually fading in details. Applied to both line and
// detail texture. TODO: use a separate background texture for line.
float animatedAlpha = getAnimatedAlpha(cards[i].detailTextureTimeStamp,
currentTime, fadeInDuration);
if (animatedAlpha < 1.0f) {
stillAnimating = true;
}
// Compute alpha based on position. We fade cards quickly so they cannot overlap
float positionAlpha = ((float)endDetailFadeAngle - cardPosition(i))
/ (endDetailFadeAngle - startDetailFadeAngle);
positionAlpha = max(0.0f, positionAlpha);
positionAlpha = min(1.0f, positionAlpha);
const float blendedAlpha = min(1.0f, animatedAlpha * positionAlpha);
if (blendedAlpha == 0.0f) {
cards[i].detailVisible = false;
continue; // nothing to draw
} else {
cards[i].detailVisible = true;
}
if (blendedAlpha == 1.0f) {
rsgBindProgramFragment(singleTextureFragmentProgram);
} else {
rsgBindProgramFragment(multiTextureFragmentProgram);
}
// Set alpha for blending between the textures
shaderConstants->fadeAmount = blendedAlpha;
rsgAllocationSyncAll(rsGetAllocation(shaderConstants));
// Draw line from the card to the detail texture.
// The line is drawn from the top or bottom left of the card
// to either the top of the screen or the top of the detail
// texture, depending on detailTextureAlignment.
if (drawRuler) {
float rulerTop;
float rulerBottom;
if (detailTextureAlignment & BELOW) {
rulerTop = screenCoord.y;
rulerBottom = 0;
} else {
rulerTop = height;
rulerBottom = screenCoord.y;
}
const float halfWidth = lineWidth * 0.5f;
const float x0 = trunc(cards[i].detailLineOffset.x + screenCoord.x - halfWidth);
const float x1 = x0 + lineWidth;
const float y0 = rulerBottom + yPadding;
const float y1 = rulerTop - yPadding - cards[i].detailLineOffset.y;
if (blendedAlpha == 1.0f) {
rsgBindTexture(singleTextureFragmentProgram, 0, detailLineTexture);
} else {
rsgBindTexture(multiTextureFragmentProgram, 1, detailLineTexture);
}
rsgDrawQuad(x0, y0, screenCoord.z, x1, y0, screenCoord.z,
x1, y1, screenCoord.z, x0, y1, screenCoord.z);
}
// Draw the detail texture next to it using the offsets provided.
const float textureWidth = rsAllocationGetDimX(cards[i].detailTexture);
const float textureHeight = rsAllocationGetDimY(cards[i].detailTexture);
const float offx = cards[i].detailTextureOffset.x;
const float offy = -cards[i].detailTextureOffset.y;
const float textureTop = (detailTextureAlignment & VIEW_TOP)
? height : screenCoord.y;
const float x0 = cards[i].detailLineOffset.x + screenCoord.x + offx;
const float x1 = cards[i].detailLineOffset.x + screenCoord.x + offx + textureWidth;
const float y0 = textureTop + offy - textureHeight - cards[i].detailLineOffset.y;
const float y1 = textureTop + offy - cards[i].detailLineOffset.y;
cards[i].detailTexturePosition[0].x = x0;
cards[i].detailTexturePosition[0].y = height - y1;
cards[i].detailTexturePosition[1].x = x1;
cards[i].detailTexturePosition[1].y = height - y0;
if (blendedAlpha == 1.0f) {
rsgBindTexture(singleTextureFragmentProgram, 0, cards[i].detailTexture);
} else {
rsgBindTexture(multiTextureFragmentProgram, 1, cards[i].detailTexture);
}
rsgDrawQuad(x0, y0, screenCoord.z, x1, y0, screenCoord.z,
x1, y1, screenCoord.z, x0, y1, screenCoord.z);
}
}
}
return stillAnimating;
}
static void drawBackground()
{
static bool toggle;
if (backgroundTexture.p != 0) {
rsgClearDepth(1.0f);
rs_matrix4x4 projection, model;
rsMatrixLoadOrtho(&projection, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f);
rsgProgramVertexLoadProjectionMatrix(&projection);
rsMatrixLoadIdentity(&model);
rsgProgramVertexLoadModelMatrix(&model);
rsgBindTexture(singleTextureFragmentProgram, 0, backgroundTexture);
float z = -0.9999f;
rsgDrawQuad(
cardVertices[0].x, cardVertices[0].y, z,
cardVertices[1].x, cardVertices[1].y, z,
cardVertices[2].x, cardVertices[2].y, z,
cardVertices[3].x, cardVertices[3].y, z);
updateCamera = true; // we mucked with the matrix.
} else {
rsgClearDepth(1.0f);
if (debugRendering) { // for debugging - flash the screen so we know we're still rendering
rsgClearColor(toggle ? backgroundColor.x : 1.0f,
toggle ? backgroundColor.y : 0.0f,
toggle ? backgroundColor.z : 0.0f,
backgroundColor.w);
toggle = !toggle;
} else {
rsgClearColor(backgroundColor.x, backgroundColor.y, backgroundColor.z,
backgroundColor.w);
}
}
}
static void updateCameraMatrix(float width, float height)
{
float aspect = width / height;
if (aspect != camera.aspect || updateCamera) {
camera.aspect = aspect;
loadPerspectiveMatrix(&projectionMatrix, camera.fov, camera.aspect, camera.near, camera.far);
rsgProgramVertexLoadProjectionMatrix(&projectionMatrix);
loadLookatMatrix(&modelviewMatrix, camera.from, camera.at, camera.up);
rsgProgramVertexLoadModelMatrix(&modelviewMatrix);
updateCamera = false;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Behavior/Physics
////////////////////////////////////////////////////////////////////////////////////////////////////
static int64_t lastTime = 0L; // keep track of how much time has passed between frames
static float lastAngle = 0.0f;
static float2 lastPosition;
static bool animating = false;
static float stopVelocity = 0.1f * M_PI / 180.0f; // slower than this: carousel stops
static float selectionVelocity = 15.0f * M_PI / 180.0f; // faster than this: tap won't select
static float velocityHistory[VELOCITY_HISTORY_MAX];
static int velocityHistoryCount;
static float mass = 5.0f; // kg
static const float G = 9.80f; // gravity constant, in m/s
static const float springConstant = 0.0f;
// Computes a hit angle from the center of the carousel to a point on either a plane
// or on a cylinder. If neither is hit, returns false.
static bool hitAngle(float x, float y, float *angle)
{
Ray ray;
makeRayForPixelAt(&ray, &camera, x, y);
float t = FLT_MAX;
if (dragModel == DRAG_MODEL_PLANE && rayPlaneIntersect(&ray, &carouselPlane, &t)) {
const float3 point = (ray.position + t*ray.direction);
const float3 direction = point - carouselPlane.point;
*angle = atan2(direction.x, direction.z);
if (debugSelection) rsDebug("Plane Angle = ", degrees(*angle));
return true;
} else if ((dragModel == DRAG_MODEL_CYLINDER_INSIDE || dragModel == DRAG_MODEL_CYLINDER_OUTSIDE)
&& rayCylinderIntersect(&ray, &carouselCylinder, &t)) {
const float3 point = (ray.position + t*ray.direction);
const float3 direction = point - carouselCylinder.center;
*angle = atan2(direction.x, direction.z);
if (debugSelection) rsDebug("Cylinder Angle = ", degrees(*angle));
return true;
}
return false;
}
static float dragFunction(float x, float y)
{
float result;
float angle;
if (hitAngle(x, y, &angle)) {
result = angle - lastAngle;
// Handle singularity where atan2 switches between +- PI
if (result < -M_PI) {
result += 2.0f * M_PI;
} else if (result > M_PI) {
result -= 2.0f * M_PI;
}
lastAngle = angle;
} else {
// If we didn't hit anything or drag model wasn't plane or cylinder, we use screen delta
result = dragFactor * ((x - lastPosition.x) / rsgGetWidth()) * M_PI;
}
return result;
}
static float deltaTimeInSeconds(int64_t current)
{
return (lastTime > 0L) ? (float) (current - lastTime) / 1000.0f : 0.0f;
}
static int doSelection(float x, float y)
{
Ray ray;
if (makeRayForPixelAt(&ray, &camera, x, y)) {
float bestTime = FLT_MAX;
return intersectGeometry(&ray, &bestTime);
}
return -1;
}
static void sendAnimationStarted() {
rsSendToClient(CMD_ANIMATION_STARTED);
}
static void sendAnimationFinished() {
float data[1];
data[0] = radiansToCarouselRotationAngle(bias);
rsSendToClient(CMD_ANIMATION_FINISHED, (int*) data, sizeof(data));
}
void doStart(float x, float y, long eventTime)
{
touchPosition = lastPosition = (float2) { x, y };
lastAngle = hitAngle(x,y, &lastAngle) ? lastAngle : 0.0f;
enableSelection = fabs(velocity) < selectionVelocity;
velocity = 0.0f;
velocityHistory[0] = 0.0f;
velocityHistoryCount = 0;
releaseTime = lastTime; // used to disable scale down animation - any time in the past will do
touchTime = lastTime = eventTime;
touchBias = bias;
isDragging = true;
isOverScrolling = false;
tiltAngle = 0;
overscrollBias = bias;
animatedSelection = doSelection(x, y); // used to provide visual feedback on touch
stopAutoscroll();
}
static float computeAverageVelocityFromHistory()
{
if (velocityHistoryCount > 0) {
const int count = min(VELOCITY_HISTORY_MAX, velocityHistoryCount);
float vsum = 0.0f;
for (int i = 0; i < count; i++) {
vsum += velocityHistory[i];
}
return vsum / count;
} else {
return 0.0f;
}
}
void doStop(float x, float y, long eventTime)
{
updateAllocationVars();
releaseTime = rsUptimeMillis();
if (enableSelection) {
int data[3];
int selection;
float2 point;
if ((selection = intersectDetailTexture(x, y, &point)) != -1) {
if (debugSelection) rsDebug("Selected detail texture on doStop():", selection);
data[0] = selection;
data[1] = point.x;
data[2] = point.y;
rsSendToClientBlocking(CMD_DETAIL_SELECTED, data, sizeof(data));
}
else if ((selection = doSelection(x, y))!= -1) {
if (debugSelection) rsDebug("Selected item on doStop():", selection);
data[0] = selection;
rsSendToClientBlocking(CMD_CARD_SELECTED, data, sizeof(data));
}
animating = false;
} else {
velocity = computeAverageVelocityFromHistory();
if (fabs(velocity) > stopVelocity) {
animating = true;
}
}
enableSelection = false;
lastTime = eventTime;
isDragging = false;
}
void doLongPress()
{
int64_t currentTime = rsUptimeMillis();
updateAllocationVars();
// Selection happens for most recent position detected in doMotion()
if (enableSelection && animatedSelection != -1) {
if (debugSelection) rsDebug("doLongPress(), selection = ", animatedSelection);
int data[7];
data[0] = animatedSelection;
data[1] = lastPosition.x;
data[2] = lastPosition.y;
data[3] = cards[animatedSelection].detailTexturePosition[0].x;
data[4] = cards[animatedSelection].detailTexturePosition[0].y;
data[5] = cards[animatedSelection].detailTexturePosition[1].x;
data[6] = cards[animatedSelection].detailTexturePosition[1].y;
rsSendToClientBlocking(CMD_CARD_LONGPRESS, data, sizeof(data));
enableSelection = false;
}
lastTime = rsUptimeMillis();
}
void doMotion(float x, float y, long eventTime)
{
const float highBias = maximumBias();
const float lowBias = minimumBias();
float deltaOmega = dragFunction(x, y);
overscrollBias += deltaOmega;
overscrollBias = clamp(overscrollBias, lowBias - TILT_MAX_BIAS,
highBias + TILT_MAX_BIAS);
bias = clamp(overscrollBias, lowBias, highBias);
isOverScrolling = tiltOverscroll();
const float2 delta = (float2) { x, y } - touchPosition;
float distance = sqrt(dot(delta, delta));
bool inside = (distance < selectionRadius);
enableSelection &= inside;
lastPosition = (float2) { x, y };
float dt = deltaTimeInSeconds(eventTime);
if (dt > 0.0f) {
float v = deltaOmega / dt;
velocityHistory[velocityHistoryCount % VELOCITY_HISTORY_MAX] = v;
velocityHistoryCount++;
}
velocity = computeAverageVelocityFromHistory();
lastTime = eventTime;
}
bool tiltOverscroll() {
if (overscrollBias == bias) {
// No overscroll required.
return false;
}
// How much we deviate from the maximum bias.
float deltaBias = overscrollBias - bias;
// We clamped, that means we need overscroll.
tiltAngle = (deltaBias / TILT_MAX_BIAS)
* TILT_MAX_ANGLE * fillDirection;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Autoscroll Interpolation
////////////////////////////////////////////////////////////////////////////////////////////////////
static int64_t autoscrollStartTime = 0L; //tracks when we actually started interpolating
static int64_t autoscrollDuration = 0L; //in milli seconds
static int autoscrollInterpolationMode = INTERPOLATION_LINEAR;
static float autoscrollStopAngle = 0.0f;
static float autoscrollStartAngle = 0.0f;
void setCarouselRotationAngle2(
float endAngle,
int milliseconds,
int interpolationMode,
float maxAnimatedArc)
{
float actualStart = radiansToCarouselRotationAngle(bias);
if (maxAnimatedArc > 0) {
//snap the current position to keep end - start under maxAnimatedArc
if (actualStart <= endAngle) {
if (actualStart < endAngle - maxAnimatedArc) {
actualStart = endAngle - maxAnimatedArc;
}
}
else {
if (actualStart > endAngle + maxAnimatedArc) {
actualStart = endAngle + maxAnimatedArc;
}
}
}
animating = true;
isAutoScrolling = true;
autoscrollDuration = milliseconds;
autoscrollInterpolationMode = interpolationMode;
autoscrollStartAngle = carouselRotationAngleToRadians(actualStart);
autoscrollStopAngle = carouselRotationAngleToRadians(endAngle);
//Make sure the start and stop angles are in the allowed range
const float highBias = maximumBias();
const float lowBias = minimumBias();
autoscrollStartAngle = clamp(autoscrollStartAngle, lowBias, highBias);
autoscrollStopAngle = clamp(autoscrollStopAngle, lowBias, highBias);
//stop other animation kinds
isOverScrolling = false;
velocity = 0.0f;
}
static void stopAutoscroll()
{
isAutoScrolling = false;
autoscrollStartTime = 0L; //reset for next time
}
// This method computes the position of all the cards by updating bias based on a
// simple interpolation model. If the cards are still in motion, returns true.
static bool doAutoscroll(float currentTime)
{
if (autoscrollDuration == 0L) {
return false;
}
if (autoscrollStartTime == 0L) {
autoscrollStartTime = currentTime;
}
const int64_t interpolationEndTime = autoscrollStartTime + autoscrollDuration;
float timePos = (currentTime - autoscrollStartTime) / (float)autoscrollDuration;
if (timePos > 1.0f) {
timePos = 1.0f;
}
float lambda = timePos; //default to linear
if (autoscrollInterpolationMode == INTERPOLATION_DECELERATE_QUADRATIC) {
lambda = 1.0f - (1.0f - timePos) * (1.0f - timePos);
}
else if (autoscrollInterpolationMode == INTERPOLATION_ACCELERATE_DECELERATE_CUBIC) {
lambda = timePos * timePos * (3 - 2 * timePos);
}
bias = lambda * autoscrollStopAngle + (1.0 - lambda) * autoscrollStartAngle;
if (currentTime > interpolationEndTime) {
stopAutoscroll();
return false;
}
else {
return true;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Hit detection using ray casting.
////////////////////////////////////////////////////////////////////////////////////////////////////
static const float EPSILON = 1.0e-6f;
static const float tmin = 0.0f;
static bool
rayTriangleIntersect(Ray* ray, float3 p0, float3 p1, float3 p2, float* tout)
{
float3 e1 = p1 - p0;
float3 e2 = p2 - p0;
float3 s1 = cross(ray->direction, e2);
float div = dot(s1, e1);
if (div == 0.0f) return false; // ray is parallel to plane.
float3 d = ray->position - p0;
float invDiv = 1.0f / div;
float u = dot(d, s1) * invDiv;
if (u < 0.0f || u > 1.0f) return false;
float3 s2 = cross(d, e1);
float v = dot(ray->direction, s2) * invDiv;
if ( v < 0.0f || (u+v) > 1.0f) return false;
float t = dot(e2, s2) * invDiv;
if (t < tmin || t > *tout)
return false;
*tout = t;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Computes ray/plane intersection. Returns false if no intersection found.
////////////////////////////////////////////////////////////////////////////////////////////////////
static bool
rayPlaneIntersect(Ray* ray, Plane* plane, float* tout)
{
float denom = dot(ray->direction, plane->normal);
if (fabs(denom) > EPSILON) {
float t = - (plane->constant + dot(ray->position, plane->normal)) / denom;
if (t > tmin && t < *tout) {
*tout = t;
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Computes ray/cylindr intersection. There are 0, 1 or 2 hits.
// Returns true and sets *tout to the closest point or
// returns false if no intersection found.
////////////////////////////////////////////////////////////////////////////////////////////////////
static bool
rayCylinderIntersect(Ray* ray, Cylinder* cylinder, float* tout)
{
const float A = ray->direction.x * ray->direction.x + ray->direction.z * ray->direction.z;
if (A < EPSILON) return false; // ray misses
// Compute quadratic equation coefficients
const float B = 2.0f * (ray->direction.x * ray->position.x
+ ray->direction.z * ray->position.z);
const float C = ray->position.x * ray->position.x
+ ray->position.z * ray->position.z
- cylinder->radius * cylinder->radius;
float disc = B*B - 4*A*C;
if (disc < 0.0f) return false; // ray misses
disc = sqrt(disc);
const float denom = 2.0f * A;
// Nearest point
const float t1 = (-B - disc) / denom;
if (dragModel == DRAG_MODEL_CYLINDER_OUTSIDE && t1 > tmin && t1 < *tout) {
*tout = t1;
return true;
}
// Far point
const float t2 = (-B + disc) / denom;
if (dragModel == DRAG_MODEL_CYLINDER_INSIDE && t2 > tmin && t2 < *tout) {
*tout = t2;
return true;
}
return false;
}
// Creates a ray for an Android pixel coordinate given a camera, ray and coordinates.
// Note that the Y coordinate is opposite of GL rendering coordinates.
static bool __attribute__((overloadable))
makeRayForPixelAt(Ray* ray, PerspectiveCamera* cam, float x, float y)
{
if (debugCamera) {
rsDebug("------ makeRay() -------", 0);
rsDebug("Camera.from:", cam->from);
rsDebug("Camera.at:", cam->at);
rsDebug("Camera.dir:", normalize(cam->at - cam->from));
}
// Vector math. This has the potential to be much faster.
// TODO: pre-compute lowerLeftRay, du, dv to eliminate most of this math.
const float u = x / rsgGetWidth();
const float v = 1.0f - (y / rsgGetHeight());
const float aspect = (float) rsgGetWidth() / rsgGetHeight();
const float tanfov2 = 2.0f * tan(radians(cam->fov / 2.0f));
float3 dir = normalize(cam->at - cam->from);
float3 du = tanfov2 * normalize(cross(dir, cam->up));
float3 dv = tanfov2 * normalize(cross(du, dir));
du *= aspect;
float3 lowerLeftRay = dir - (0.5f * du) - (0.5f * dv);
const float3 rayPoint = cam->from;
const float3 rayDir = normalize(lowerLeftRay + u*du + v*dv);
if (debugCamera) {
rsDebug("Ray direction (vector math) = ", rayDir);
}
ray->position = rayPoint;
ray->direction = rayDir;
return true;
}
// Creates a ray for an Android pixel coordinate given a model view and projection matrix.
// Note that the Y coordinate is opposite of GL rendering coordinates.
static bool __attribute__((overloadable))
makeRayForPixelAt(Ray* ray, rs_matrix4x4* model, rs_matrix4x4* proj, float x, float y)
{
rs_matrix4x4 pm = *model;
rsMatrixLoadMultiply(&pm, proj, model);
if (!rsMatrixInverse(&pm)) {
rsDebug("ERROR: SINGULAR PM MATRIX", 0);
return false;
}
const float width = rsgGetWidth();
const float height = rsgGetHeight();
const float winx = 2.0f * x / width - 1.0f;
const float winy = 2.0f * y / height - 1.0f;
float4 eye = { 0.0f, 0.0f, 0.0f, 1.0f };
float4 at = { winx, winy, 1.0f, 1.0f };
eye = rsMatrixMultiply(&pm, eye);
eye *= 1.0f / eye.w;
at = rsMatrixMultiply(&pm, at);
at *= 1.0f / at.w;
const float3 rayPoint = { eye.x, eye.y, eye.z };
const float3 atPoint = { at.x, at.y, at.z };
const float3 rayDir = normalize(atPoint - rayPoint);
if (debugCamera) {
rsDebug("winx: ", winx);
rsDebug("winy: ", winy);
rsDebug("Ray position (transformed) = ", eye);
rsDebug("Ray direction (transformed) = ", rayDir);
}
ray->position = rayPoint;
ray->direction = rayDir;
return true;
}
static int intersectDetailTexture(float x, float y, float2 *tapCoordinates)
{
for (int id = 0; id < cardCount; id++) {
if (cards[id].detailVisible) {
const int x0 = cards[id].detailTexturePosition[0].x;
const int y0 = cards[id].detailTexturePosition[0].y;
const int x1 = cards[id].detailTexturePosition[1].x;
const int y1 = cards[id].detailTexturePosition[1].y;
if (x >= x0 && x <= x1 && y >= y0 && y <= y1) {
float2 point = { x - x0, y - y0 };
*tapCoordinates = point;
return id;
}
}
}
return -1;
}
static int intersectGeometry(Ray* ray, float *bestTime)
{
int hit = -1;
for (int id = 0; id < cardCount; id++) {
if (cards[id].cardVisible) {
rs_matrix4x4 matrix;
float3 p[4];
// Transform card vertices to world space
rsMatrixLoadIdentity(&matrix);
getMatrixForCard(&matrix, id, true, true);
for (int vertex = 0; vertex < 4; vertex++) {
float4 tmp = rsMatrixMultiply(&matrix, cardVertices[vertex]);
if (tmp.w != 0.0f) {
p[vertex].x = tmp.x;
p[vertex].y = tmp.y;
p[vertex].z = tmp.z;
p[vertex] *= 1.0f / tmp.w;
} else {
rsDebug("Bad w coord: ", tmp);
}
}
// Intersect card geometry
if (rayTriangleIntersect(ray, p[0], p[1], p[2], bestTime)
|| rayTriangleIntersect(ray, p[2], p[3], p[0], bestTime)) {
hit = id;
}
}
}
return hit;
}
// This method computes the position of all the cards by updating bias based on a
// simple physics model. If the cards are still in motion, returns true.
static bool doPhysics(float dt)
{
const float minStepTime = 1.0f / 300.0f; // ~5 steps per frame
const int N = (dt > minStepTime) ? (1 + round(dt / minStepTime)) : 1;
dt /= N;
for (int i = 0; i < N; i++) {
// Force friction - always opposes motion
const float Ff = -frictionCoeff * velocity;
// Restoring force to match cards with slots
const float theta = startAngle + bias;
const float dtheta = 2.0f * M_PI / slotCount;
const float position = theta / dtheta;
const float fraction = position - floor(position); // fractional position between slots
float x;
if (fraction > 0.5f) {
x = - (1.0f - fraction);
} else {
x = fraction;
}
const float Fr = - springConstant * x;
// compute velocity
const float momentum = mass * velocity + (Ff + Fr)*dt;
velocity = momentum / mass;
bias += velocity * dt;
}
return fabs(velocity) > stopVelocity;
}
static float easeOut(float x)
{
return x;
}
// Computes the next value for bias using the current animation (physics/overscroll/autoscrolling)
static bool updateNextPosition(int64_t currentTime)
{
static const float biasMin = 1e-4f; // close enough if we're within this margin of result
float dt = deltaTimeInSeconds(currentTime);
if (dt <= 0.0f) {
if (debugRendering) rsDebug("Time delta was <= 0", dt);
return true;
}
const float firstBias = maximumBias();
const float lastBias = minimumBias();
bool stillAnimating = false;
if (isOverScrolling) {
if (tiltAngle > TILT_MIN_ANGLE) {
tiltAngle -= dt * TILT_MAX_ANGLE;
stillAnimating = true;
} else if (tiltAngle < -TILT_MIN_ANGLE) {
tiltAngle += dt * TILT_MAX_ANGLE;
stillAnimating = true;
} else {
isOverScrolling = false;
tiltAngle = false;
velocity = 0.0f;
}
} else if (isAutoScrolling) {
stillAnimating = doAutoscroll(currentTime);
} else {
stillAnimating = doPhysics(dt);
isOverScrolling = tiltAngle != 0;
if (isOverScrolling) {
velocity = 0.0f; // prevent bouncing due to v > 0 after overscroll animation.
stillAnimating = true;
}
}
bias = clamp(bias, lastBias, firstBias);
return stillAnimating;
}
// Cull cards based on visibility and visibleSlotCount.
// If visibleSlotCount is > 0, then only show those slots and cull the rest.
// Otherwise, it should cull based on bounds of geometry.
static void cullCards()
{
// Calculate the first and last angles of visible slots. We include
// VISIBLE_SLOT_PADDING slots on either side of visibleSlotCount to allow
// cards to slide in / out at either side, and rely on the view frustrum
// for accurate clipping.
const float visibleFirst = slotPosition(-VISIBLE_SLOT_PADDING);
const float visibleLast = slotPosition(visibleSlotCount + VISIBLE_SLOT_PADDING);
// We'll load but not draw prefetchCardCountPerSide cards
// from either side of the visible slots.
const int prefetchCardCountPerSide = max(prefetchCardCount / 2, VISIBLE_SLOT_PADDING);
const float prefetchFirst = slotPosition(-prefetchCardCountPerSide);
const float prefetchLast = slotPosition(visibleSlotCount + prefetchCardCountPerSide);
for (int i = 0; i < cardCount; i++) {
if (visibleSlotCount > 0) {
// If visibleSlotCount is specified then only show cards between visibleFirst and visibleLast
float p = cardPosition(i);
if ((p >= prefetchFirst && p < prefetchLast)
|| (p <= prefetchFirst && p > prefetchLast)) {
cards[i].shouldPrefetch = true;
cards[i].cardVisible = (p >= visibleFirst && p < visibleLast)
|| (p <= visibleFirst && p > visibleLast);
// cards[i].detailVisible will be set at draw time
} else {
cards[i].shouldPrefetch = false;
cards[i].cardVisible = false;
cards[i].detailVisible = false;
}
} else {
// Cull the rest of the cards using bounding box of geometry.
// TODO
cards[i].cardVisible = true;
// cards[i].detailVisible will be set at draw time
}
}
}
// Request missing texture/geometry for a single card
static void requestCardResources(int i) {
if (debugTextureLoading) rsDebug("*** Texture stamp: ", (int)cards[i].textureTimeStamp);
int data[1] = { i };
// request texture from client if not loaded
if (cards[i].textureState == STATE_INVALID) {
if (debugTextureLoading) rsDebug("Requesting card because state is STATE_INVALID", i);
bool enqueued = rsSendToClient(CMD_REQUEST_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].textureState = STATE_LOADING;
} else {
if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_TEXTURE", i);
}
} else if (cards[i].textureState == STATE_STALE) {
if (debugTextureLoading) rsDebug("Requesting card because state is STATE_STALE", i);
bool enqueued = rsSendToClient(CMD_REQUEST_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].textureState = STATE_UPDATING;
} else {
if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_TEXTURE", i);
}
}
// request detail texture from client if not loaded
if (cards[i].detailTextureState == STATE_INVALID) {
bool enqueued = rsSendToClient(CMD_REQUEST_DETAIL_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].detailTextureState = STATE_LOADING;
} else {
if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_DETAIL_TEXTURE", i);
}
} else if (cards[i].detailTextureState == STATE_STALE) {
bool enqueued = rsSendToClient(CMD_REQUEST_DETAIL_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].detailTextureState = STATE_UPDATING;
} else {
if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_DETAIL_TEXTURE", i);
}
}
// request geometry from client if not loaded
if (cards[i].geometryState == STATE_INVALID) {
bool enqueued = rsSendToClient(CMD_REQUEST_GEOMETRY, data, sizeof(data));
if (enqueued) {
cards[i].geometryState = STATE_LOADING;
} else {
if (debugGeometryLoading) rsDebug("Couldn't send CMD_REQUEST_GEOMETRY", i);
}
}
}
// Request texture/geometry for items that have come into view
// or doesn't have a texture yet.
static void updateCardResources(int64_t currentTime)
{
// First process any visible cards
for (int i = cardCount-1; i >= 0; --i) {
if (cards[i].cardVisible) {
requestCardResources(i);
}
}
// Then the rest
for (int i = cardCount-1; i >= 0; --i) {
if (cards[i].cardVisible) {
// already requested above
} else if (cards[i].shouldPrefetch) {
requestCardResources(i);
} else {
// ask the host to remove the texture
int data[1];
if (cards[i].textureState != STATE_INVALID) {
data[0] = i;
bool enqueued = rsSendToClient(CMD_INVALIDATE_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].textureState = STATE_INVALID;
cards[i].textureTimeStamp = currentTime;
} else {
if (debugTextureLoading) rsDebug("Couldn't send CMD_INVALIDATE_TEXTURE", 0);
}
}
// ask the host to remove the detail texture
if (cards[i].detailTextureState != STATE_INVALID) {
data[0] = i;
bool enqueued = rsSendToClient(CMD_INVALIDATE_DETAIL_TEXTURE, data, sizeof(data));
if (enqueued) {
cards[i].detailTextureState = STATE_INVALID;
cards[i].detailTextureTimeStamp = currentTime;
} else {
if (debugTextureLoading) rsDebug("Can't send CMD_INVALIDATE_DETAIL_TEXTURE", 0);
}
}
// ask the host to remove the geometry
if (cards[i].geometryState != STATE_INVALID) {
data[0] = i;
bool enqueued = rsSendToClient(CMD_INVALIDATE_GEOMETRY, data, sizeof(data));
if (enqueued) {
cards[i].geometryState = STATE_INVALID;
} else {
if (debugGeometryLoading) rsDebug("Couldn't send CMD_INVALIDATE_GEOMETRY", 0);
}
}
}
}
}
// Places dots on geometry to visually inspect that objects can be seen by rays.
// NOTE: the color of the dot is somewhat random, as it depends on texture of previously-rendered
// card.
static void renderWithRays()
{
const float w = rsgGetWidth();
const float h = rsgGetHeight();
const int skip = 8;
rsgProgramFragmentConstantColor(singleTextureFragmentProgram, 1.0f, 0.0f, 0.0f, 1.0f);
for (int j = 0; j < (int) h; j+=skip) {
float posY = (float) j;
for (int i = 0; i < (int) w; i+=skip) {
float posX = (float) i;
Ray ray;
if (makeRayForPixelAt(&ray, &camera, posX, posY)) {
float bestTime = FLT_MAX;
if (intersectGeometry(&ray, &bestTime) != -1) {
rsgDrawSpriteScreenspace(posX, h - posY - 1, 0.0f, 2.0f, 2.0f);
}
}
}
}
}
int root() {
int64_t currentTime = rsUptimeMillis();
rsgBindProgramVertex(vertexProgram);
rsgBindProgramRaster(rasterProgram);
rsgBindSampler(singleTextureFragmentProgram, 0, linearClamp);
rsgBindSampler(multiTextureFragmentProgram, 0, linearClamp);
rsgBindSampler(multiTextureFragmentProgram, 1, linearClamp);
updateAllocationVars();
rsgBindProgramFragment(singleTextureFragmentProgram);
// rsgClearDepth() currently follows the value of glDepthMask(), so it's disabled when
// the mask is disabled. We may want to change the following to always draw w/o Z for
// the background if we can guarantee the depth buffer will get cleared and
// there's a performance advantage.
rsgBindProgramStore(programStoreBackground);
drawBackground();
updateCameraMatrix(rsgGetWidth(), rsgGetHeight());
bool stillAnimating = (currentTime - touchTime) <= ANIMATION_SCALE_UP_TIME;
if (!isDragging && animating) {
stillAnimating = updateNextPosition(currentTime);
}
lastTime = currentTime;
cullCards();
updateCardResources(currentTime);
// Draw cards opaque only if requested, and always draw detail textures with blending.
stillAnimating |= drawCards(currentTime);
rsgBindProgramStore(programStoreDetail);
stillAnimating |= drawDetails(currentTime);
if (stillAnimating != animating) {
if (stillAnimating) {
// we just started animating
sendAnimationStarted();
} else {
// we were animating but stopped animating just now
sendAnimationFinished();
}
animating = stillAnimating;
}
if (debugRays) {
renderWithRays();
}
//rsSendToClient(CMD_PING);
return animating ? 1 : 0;
}