Marco Nelissen | 838dedb | 2009-11-03 17:01:21 -0800 | [diff] [blame^] | 1 | /* |
| 2 | * Copyright (C) 2009 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | package com.android.musicvis.vis5; |
| 18 | |
| 19 | import static android.renderscript.ProgramFragment.EnvMode.REPLACE; |
| 20 | import static android.renderscript.Sampler.Value.LINEAR; |
| 21 | import static android.renderscript.Sampler.Value.WRAP; |
| 22 | |
| 23 | import com.android.musicvis.R; |
| 24 | import com.android.musicvis.RenderScriptScene; |
| 25 | |
| 26 | import android.media.MediaPlayer; |
| 27 | import android.os.Handler; |
| 28 | import android.renderscript.Allocation; |
| 29 | import android.renderscript.Element; |
| 30 | import android.renderscript.Primitive; |
| 31 | import android.renderscript.ProgramFragment; |
| 32 | import android.renderscript.ProgramStore; |
| 33 | import android.renderscript.ProgramVertex; |
| 34 | import android.renderscript.Sampler; |
| 35 | import android.renderscript.ScriptC; |
| 36 | import android.renderscript.SimpleMesh; |
| 37 | import android.renderscript.Type; |
| 38 | import android.renderscript.Element.Builder; |
| 39 | import android.renderscript.ProgramStore.BlendDstFunc; |
| 40 | import android.renderscript.ProgramStore.BlendSrcFunc; |
| 41 | import android.util.Log; |
| 42 | import android.view.MotionEvent; |
| 43 | |
| 44 | import java.util.TimeZone; |
| 45 | |
| 46 | class Visualization5RS extends RenderScriptScene { |
| 47 | |
| 48 | private final Handler mHandler = new Handler(); |
| 49 | private final Runnable mDrawCube = new Runnable() { |
| 50 | public void run() { |
| 51 | updateWave(); |
| 52 | } |
| 53 | }; |
| 54 | private boolean mVisible; |
| 55 | |
| 56 | private int mNeedlePos = 0; |
| 57 | private int mNeedleSpeed = 0; |
| 58 | // tweak this to get quicker/slower response |
| 59 | private int mNeedleMass = 10; |
| 60 | private int mSpringForceAtOrigin = 200; |
| 61 | |
| 62 | static class WorldState { |
| 63 | public float mAngle; |
| 64 | public int mPeak; |
| 65 | public float mRotate; |
| 66 | public float mTilt; |
| 67 | public int mIdle; |
| 68 | public int mWaveCounter; |
| 69 | } |
| 70 | WorldState mWorldState = new WorldState(); |
| 71 | private Type mStateType; |
| 72 | private Allocation mState; |
| 73 | |
| 74 | private ProgramStore mPfsBackground; |
| 75 | private ProgramFragment mPfBackground; |
| 76 | private Sampler mSampler; |
| 77 | private Allocation[] mTextures; |
| 78 | |
| 79 | private ProgramVertex mPVBackground; |
| 80 | private ProgramVertex.MatrixAllocation mPVAlloc; |
| 81 | |
| 82 | private SimpleMesh mCubeMesh; |
| 83 | |
| 84 | protected Allocation mPointAlloc; |
| 85 | // 256 lines, with 4 points per line (2 space, 2 texture) each consisting of x and y, |
| 86 | // so 8 floats per line. |
| 87 | protected float [] mPointData = new float[256*8]; |
| 88 | |
| 89 | private Allocation mLineIdxAlloc; |
| 90 | // 2 indices per line |
| 91 | private short [] mIndexData = new short[256*2]; |
| 92 | |
| 93 | private short [] mVizData = new short[1024]; |
| 94 | |
| 95 | private static final int RSID_STATE = 0; |
| 96 | private static final int RSID_POINTS = 1; |
| 97 | private static final int RSID_LINES = 2; |
| 98 | private static final int RSID_PROGRAMVERTEX = 3; |
| 99 | |
| 100 | private float mTouchY; |
| 101 | |
| 102 | Visualization5RS(int width, int height) { |
| 103 | super(width, height); |
| 104 | mWidth = width; |
| 105 | mHeight = height; |
| 106 | // the x, s and t coordinates don't change, so set those now |
| 107 | int outlen = mPointData.length / 8; |
| 108 | int half = outlen / 2; |
| 109 | for(int i = 0; i < outlen; i++) { |
| 110 | mPointData[i*8] = i - half; // start point X (Y set later) |
| 111 | mPointData[i*8+2] = 0; // start point S |
| 112 | mPointData[i*8+3] = 0; // start point T |
| 113 | mPointData[i*8+4] = i - half; // end point X (Y set later) |
| 114 | mPointData[i*8+6] = 1.0f; // end point S |
| 115 | mPointData[i*8+7] = 0f; // end point T |
| 116 | } |
| 117 | } |
| 118 | |
| 119 | @Override |
| 120 | public void resize(int width, int height) { |
| 121 | super.resize(width, height); |
| 122 | if (mPVAlloc != null) { |
| 123 | mPVAlloc.setupProjectionNormalized(width, height); |
| 124 | } |
| 125 | mWorldState.mTilt = -20; |
| 126 | } |
| 127 | |
| 128 | @Override |
| 129 | public void onTouchEvent(MotionEvent event) { |
| 130 | switch(event.getAction()) { |
| 131 | case MotionEvent.ACTION_DOWN: |
| 132 | mTouchY = event.getY(); |
| 133 | break; |
| 134 | case MotionEvent.ACTION_MOVE: |
| 135 | float dy = event.getY() - mTouchY; |
| 136 | mTouchY += dy; |
| 137 | dy /= 10; |
| 138 | dy += mWorldState.mTilt; |
| 139 | if (dy > 0) { |
| 140 | dy = 0; |
| 141 | } else if (dy < -45) { |
| 142 | dy = -45; |
| 143 | } |
| 144 | mWorldState.mTilt = dy; |
| 145 | mState.data(mWorldState); |
| 146 | } |
| 147 | } |
| 148 | |
| 149 | @Override |
| 150 | public void setOffset(float xOffset, float yOffset, int xPixels, int yPixels) { |
| 151 | // update our state, then push it to the renderscript |
| 152 | mWorldState.mRotate = (xOffset - 0.5f) * 90; |
| 153 | mState.data(mWorldState); |
| 154 | } |
| 155 | |
| 156 | @Override |
| 157 | protected ScriptC createScript() { |
| 158 | |
| 159 | // Create a renderscript type from a java class. The specified name doesn't |
| 160 | // really matter; the name by which we refer to the object in RenderScript |
| 161 | // will be specified later. |
| 162 | mStateType = Type.createFromClass(mRS, WorldState.class, 1, "WorldState"); |
| 163 | // Create an allocation from the type we just created. |
| 164 | mState = Allocation.createTyped(mRS, mStateType); |
| 165 | |
| 166 | // First set up the coordinate system and such |
| 167 | ProgramVertex.Builder pvb = new ProgramVertex.Builder(mRS, null, null); |
| 168 | mPVBackground = pvb.create(); |
| 169 | mPVBackground.setName("PVBackground"); |
| 170 | mPVAlloc = new ProgramVertex.MatrixAllocation(mRS); |
| 171 | mPVBackground.bindAllocation(mPVAlloc); |
| 172 | mPVAlloc.setupProjectionNormalized(mWidth, mHeight); |
| 173 | |
| 174 | mTextures = new Allocation[8]; |
| 175 | mTextures[0] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.background, Element.RGBA_8888(mRS), false); |
| 176 | mTextures[0].setName("Tvumeter_background"); |
| 177 | mTextures[1] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.frame, Element.RGBA_8888(mRS), false); |
| 178 | mTextures[1].setName("Tvumeter_frame"); |
| 179 | mTextures[2] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.peak_on, Element.RGBA_8888(mRS), false); |
| 180 | mTextures[2].setName("Tvumeter_peak_on"); |
| 181 | mTextures[3] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.peak_off, Element.RGBA_8888(mRS), false); |
| 182 | mTextures[3].setName("Tvumeter_peak_off"); |
| 183 | mTextures[4] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.needle, Element.RGBA_8888(mRS), false); |
| 184 | mTextures[4].setName("Tvumeter_needle"); |
| 185 | mTextures[5] = Allocation.createFromBitmapResourceBoxed(mRS, mResources, R.drawable.black, Element.RGB_565(mRS), false); |
| 186 | mTextures[5].setName("Tvumeter_black"); |
| 187 | mTextures[6] = Allocation.createFromBitmapResource(mRS, mResources, R.drawable.albumart, Element.RGBA_8888(mRS), false); |
| 188 | mTextures[6].setName("Tvumeter_album"); |
| 189 | mTextures[7] = Allocation.createFromBitmapResource(mRS, mResources, R.drawable.fire, Element.RGB_565(mRS), false); |
| 190 | mTextures[7].setName("Tlinetexture"); |
| 191 | |
| 192 | final int count = mTextures.length; |
| 193 | for (int i = 0; i < count; i++) { |
| 194 | mTextures[i].uploadToTexture(0); |
| 195 | } |
| 196 | |
| 197 | Sampler.Builder samplerBuilder = new Sampler.Builder(mRS); |
| 198 | samplerBuilder.setMin(LINEAR); |
| 199 | samplerBuilder.setMag(LINEAR); |
| 200 | samplerBuilder.setWrapS(WRAP); |
| 201 | samplerBuilder.setWrapT(WRAP); |
| 202 | mSampler = samplerBuilder.create(); |
| 203 | |
| 204 | { |
| 205 | ProgramFragment.Builder builder = new ProgramFragment.Builder(mRS, null, null); |
| 206 | builder.setTexEnable(true, 0); |
| 207 | builder.setTexEnvMode(REPLACE, 0); |
| 208 | mPfBackground = builder.create(); |
| 209 | mPfBackground.setName("PFBackground"); |
| 210 | mPfBackground.bindSampler(mSampler, 0); |
| 211 | } |
| 212 | |
| 213 | { |
| 214 | ProgramStore.Builder builder = new ProgramStore.Builder(mRS, null, null); |
| 215 | builder.setDepthFunc(ProgramStore.DepthFunc.EQUAL); |
| 216 | //builder.setBlendFunc(BlendSrcFunc.SRC_ALPHA, BlendDstFunc.ONE_MINUS_SRC_ALPHA); |
| 217 | builder.setBlendFunc(BlendSrcFunc.ONE, BlendDstFunc.ONE_MINUS_SRC_ALPHA); |
| 218 | builder.setDitherEnable(true); // without dithering there is severe banding |
| 219 | builder.setDepthMask(false); |
| 220 | mPfsBackground = builder.create(); |
| 221 | mPfsBackground.setName("PFSBackground"); |
| 222 | } |
| 223 | |
| 224 | // Start creating the mesh |
| 225 | final SimpleMesh.Builder meshBuilder = new SimpleMesh.Builder(mRS); |
| 226 | |
| 227 | // Create the Element for the points |
| 228 | Builder elementBuilder = new Builder(mRS); |
| 229 | // By specifying a prefix, even an empty one, the members will be accessible |
| 230 | // in the renderscript. If we just called addFloatXYZ(), the members would be |
| 231 | // unnamed in the renderscript struct definition. |
| 232 | elementBuilder.addFloatXY(""); |
| 233 | elementBuilder.addFloatST(""); |
| 234 | final Element vertexElement = elementBuilder.create(); |
| 235 | final int vertexSlot = meshBuilder.addVertexType(vertexElement, mPointData.length / 4); |
| 236 | // Specify the type and number of indices we need. We'll allocate them later. |
| 237 | meshBuilder.setIndexType(Element.INDEX_16(mRS), mIndexData.length); |
| 238 | // This will be a line mesh |
| 239 | meshBuilder.setPrimitive(Primitive.LINE); |
| 240 | |
| 241 | // Create the Allocation for the vertices |
| 242 | mCubeMesh = meshBuilder.create(); |
| 243 | mCubeMesh.setName("CubeMesh"); |
| 244 | mPointAlloc = mCubeMesh.createVertexAllocation(vertexSlot); |
| 245 | mPointAlloc.setName("PointBuffer"); |
| 246 | |
| 247 | // Create the Allocation for the indices |
| 248 | mLineIdxAlloc = mCubeMesh.createIndexAllocation(); |
| 249 | |
| 250 | // Bind the allocations to the mesh |
| 251 | mCubeMesh.bindVertexAllocation(mPointAlloc, 0); |
| 252 | mCubeMesh.bindIndexAllocation(mLineIdxAlloc); |
| 253 | |
| 254 | /* |
| 255 | * put the vertex and index data in their respective buffers |
| 256 | */ |
| 257 | updateWave(); |
| 258 | for(int i = 0; i < mIndexData.length; i ++) { |
| 259 | mIndexData[i] = (short) i; |
| 260 | } |
| 261 | |
| 262 | /* |
| 263 | * upload the vertex and index data |
| 264 | */ |
| 265 | mPointAlloc.data(mPointData); |
| 266 | mPointAlloc.uploadToBufferObject(); |
| 267 | mLineIdxAlloc.data(mIndexData); |
| 268 | mLineIdxAlloc.uploadToBufferObject(); |
| 269 | |
| 270 | // Time to create the script |
| 271 | ScriptC.Builder sb = new ScriptC.Builder(mRS); |
| 272 | // Specify the name by which to refer to the WorldState object in the |
| 273 | // renderscript. |
| 274 | sb.setType(mStateType, "State", RSID_STATE); |
| 275 | sb.setScript(mResources, R.raw.many); |
| 276 | sb.setRoot(true); |
| 277 | |
| 278 | ScriptC script = sb.create(); |
| 279 | script.setClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| 280 | script.setTimeZone(TimeZone.getDefault().getID()); |
| 281 | |
| 282 | script.bindAllocation(mState, RSID_STATE); |
| 283 | script.bindAllocation(mPointAlloc, RSID_POINTS); |
| 284 | script.bindAllocation(mLineIdxAlloc, RSID_LINES); |
| 285 | script.bindAllocation(mPVAlloc.mAlloc, RSID_PROGRAMVERTEX); |
| 286 | |
| 287 | return script; |
| 288 | } |
| 289 | |
| 290 | @Override |
| 291 | public void start() { |
| 292 | super.start(); |
| 293 | mVisible = true; |
| 294 | updateWave(); |
| 295 | } |
| 296 | |
| 297 | @Override |
| 298 | public void stop() { |
| 299 | super.stop(); |
| 300 | mVisible = false; |
| 301 | } |
| 302 | |
| 303 | void updateWave() { |
| 304 | mHandler.removeCallbacks(mDrawCube); |
| 305 | if (mVisible) { |
| 306 | mHandler.postDelayed(mDrawCube, 20); |
| 307 | } |
| 308 | |
| 309 | int len = MediaPlayer.snoop(mVizData, 0); |
| 310 | |
| 311 | // Simulate running the signal through a rectifier by |
| 312 | // taking the average of the absolute sample values. |
| 313 | int volt = 0; |
| 314 | if (len > 0) { |
| 315 | for (int i = 0; i < len; i++) { |
| 316 | int val = mVizData[i]; |
| 317 | if (val < 0) { |
| 318 | val = -val; |
| 319 | } |
| 320 | volt += val; |
| 321 | } |
| 322 | volt = volt * 4 / len; // arbitrary scalar to get better range |
| 323 | } |
| 324 | |
| 325 | // There are several forces working on the needle: a force applied by the |
| 326 | // electromagnet, a force applied by the spring, and friction. |
| 327 | // The force from the magnet is proportional to the current flowing |
| 328 | // through its coil. We have to take in to account that the coil is an |
| 329 | // inductive load, which means that an immediate change in applied voltage |
| 330 | // will result in a gradual change in current, but also that current will |
| 331 | // be induced by the movement of the needle. |
| 332 | // The force from the spring is proportional to the position of the needle. |
| 333 | // The friction force is a function of the speed of the needle, but so is |
| 334 | // the current induced by the movement of the needle, so we can combine |
| 335 | // them. |
| 336 | |
| 337 | |
| 338 | // Add up the various forces, with some multipliers to make the movement |
| 339 | // of the needle more realistic |
| 340 | // 'volt' is for the applied voltage, which causes a current to flow through the coil |
| 341 | // mNeedleSpeed * 3 is for the movement of the needle, which induces an opposite current |
| 342 | // in the coil, and is also proportional to the friction |
| 343 | // mNeedlePos + mSpringForceAtOrigin is for the force of the spring pushing the needle back |
| 344 | int netforce = volt - mNeedleSpeed * 3 - (mNeedlePos + mSpringForceAtOrigin) ; |
| 345 | int acceleration = netforce / mNeedleMass; |
| 346 | mNeedleSpeed += acceleration; |
| 347 | mNeedlePos += mNeedleSpeed; |
| 348 | if (mNeedlePos < 0) { |
| 349 | mNeedlePos = 0; |
| 350 | mNeedleSpeed = 0; |
| 351 | } else if (mNeedlePos > 32767) { |
| 352 | if (mNeedlePos > 33333) { |
| 353 | mWorldState.mPeak = 10; |
| 354 | } |
| 355 | mNeedlePos = 32767; |
| 356 | mNeedleSpeed = 0; |
| 357 | } |
| 358 | if (mWorldState.mPeak > 0) { |
| 359 | mWorldState.mPeak--; |
| 360 | } |
| 361 | |
| 362 | mWorldState.mAngle = 131f - (mNeedlePos / 410f); // ~80 degree range |
| 363 | |
| 364 | // downsample 1024 samples in to 256 |
| 365 | |
| 366 | if (len == 0) { |
| 367 | if (mWorldState.mIdle == 0) { |
| 368 | mWorldState.mIdle = 1; |
| 369 | } |
| 370 | } else { |
| 371 | if (mWorldState.mIdle != 0) { |
| 372 | mWorldState.mIdle = 0; |
| 373 | } |
| 374 | // TODO: might be more efficient to push this in to renderscript |
| 375 | int outlen = mPointData.length / 8; |
| 376 | len /= 4; |
| 377 | if (len > outlen) len = outlen; |
| 378 | for(int i = 0; i < len; i++) { |
| 379 | int amp = (mVizData[i*4] + mVizData[i*4+1] + mVizData[i*4+2] + mVizData[i*4+3]); |
| 380 | mPointData[i*8+1] = amp; |
| 381 | mPointData[i*8+5] = -amp; |
| 382 | } |
| 383 | mPointAlloc.data(mPointData); |
| 384 | mWorldState.mWaveCounter++; |
| 385 | } |
| 386 | |
| 387 | mState.data(mWorldState); |
| 388 | } |
| 389 | |
| 390 | } |