1 /* 2 * Copyright (C) 2023 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.google.android.wallpaper.weathereffects.graphics.snow 18 19 import android.content.res.AssetManager 20 import android.graphics.Bitmap 21 import android.graphics.RuntimeShader 22 import androidx.annotation.FloatRange 23 import com.google.android.wallpaper.weathereffects.graphics.utils.GraphicsUtils 24 25 /** Configuration for a snow effect. */ 26 data class SnowEffectConfig( 27 /** The main shader of the effect. */ 28 val shader: RuntimeShader, 29 /** The shader of accumulated snow effect. */ 30 val accumulatedSnowShader: RuntimeShader, 31 /** The color grading shader. */ 32 val colorGradingShader: RuntimeShader, 33 /** 34 * The noise texture, which will be used to add fluffiness to the snow flakes. The texture is 35 * expected to be tileable, and at least 16-bit per channel for render quality. 36 */ 37 val noiseTexture: Bitmap, 38 /** The main lut (color grading) for the effect. */ 39 val lut: Bitmap?, 40 /** Pixel density of the display. Used for dithering. */ 41 val pixelDensity: Float, 42 /** The intensity of the color grading. 0: no color grading, 1: color grading in full effect. */ 43 @FloatRange(from = 0.0, to = 1.0) val colorGradingIntensity: Float, 44 /** Max thickness for the accumulated snow. */ 45 val maxAccumulatedSnowThickness: Float, 46 ) { 47 /** 48 * Constructor for [SnowEffectConfig]. 49 * 50 * @param assets asset manager, 51 * @param pixelDensity pixel density of the display. Expected range is [0, 1]. You can always 52 * change the intensity dynamically. Defaults to 1. 53 */ 54 constructor( 55 assets: AssetManager, 56 pixelDensity: Float, 57 ) : this( 58 shader = GraphicsUtils.loadShader(assets, SHADER_PATH), 59 accumulatedSnowShader = GraphicsUtils.loadShader(assets, ACCUMULATED_SNOW_SHADER_PATH), 60 colorGradingShader = GraphicsUtils.loadShader(assets, COLOR_GRADING_SHADER_PATH), 61 noiseTexture = 62 GraphicsUtils.loadTexture(assets, NOISE_TEXTURE_PATH) 63 ?: throw RuntimeException("Noise texture is missing."), 64 lut = GraphicsUtils.loadTexture(assets, LOOKUP_TABLE_TEXTURE_PATH), 65 pixelDensity, 66 COLOR_GRADING_INTENSITY, 67 MAX_SNOW_THICKNESS 68 ) 69 70 private companion object { 71 private const val SHADER_PATH = "shaders/snow_effect.agsl" 72 private const val ACCUMULATED_SNOW_SHADER_PATH = "shaders/snow_accumulation.agsl" 73 private const val COLOR_GRADING_SHADER_PATH = "shaders/color_grading_lut.agsl" 74 private const val NOISE_TEXTURE_PATH = "textures/clouds.png" 75 private const val LOOKUP_TABLE_TEXTURE_PATH = "textures/snow_lut.png" 76 private const val COLOR_GRADING_INTENSITY = 0.25f 77 private const val MAX_SNOW_THICKNESS = 10f 78 } 79 } 80