xref: /aosp_15_r20/frameworks/base/libs/hwui/effects/StretchEffect.cpp (revision d57664e9bc4670b3ecf6748a746a57c557b6bc9e)
1*d57664e9SAndroid Build Coastguard Worker /*
2*d57664e9SAndroid Build Coastguard Worker  * Copyright (C) 2021 The Android Open Source Project
3*d57664e9SAndroid Build Coastguard Worker  *
4*d57664e9SAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*d57664e9SAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*d57664e9SAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*d57664e9SAndroid Build Coastguard Worker  *
8*d57664e9SAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*d57664e9SAndroid Build Coastguard Worker  *
10*d57664e9SAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*d57664e9SAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*d57664e9SAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*d57664e9SAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*d57664e9SAndroid Build Coastguard Worker  * limitations under the License.
15*d57664e9SAndroid Build Coastguard Worker  */
16*d57664e9SAndroid Build Coastguard Worker 
17*d57664e9SAndroid Build Coastguard Worker #include "StretchEffect.h"
18*d57664e9SAndroid Build Coastguard Worker #include <SkImageFilter.h>
19*d57664e9SAndroid Build Coastguard Worker #include <SkRefCnt.h>
20*d57664e9SAndroid Build Coastguard Worker #include <SkRuntimeEffect.h>
21*d57664e9SAndroid Build Coastguard Worker #include <SkString.h>
22*d57664e9SAndroid Build Coastguard Worker #include <SkSurface.h>
23*d57664e9SAndroid Build Coastguard Worker #include <include/effects/SkImageFilters.h>
24*d57664e9SAndroid Build Coastguard Worker 
25*d57664e9SAndroid Build Coastguard Worker #include <memory>
26*d57664e9SAndroid Build Coastguard Worker 
27*d57664e9SAndroid Build Coastguard Worker namespace android::uirenderer {
28*d57664e9SAndroid Build Coastguard Worker 
29*d57664e9SAndroid Build Coastguard Worker static const SkString stretchShader = SkString(R"(
30*d57664e9SAndroid Build Coastguard Worker     uniform shader uContentTexture;
31*d57664e9SAndroid Build Coastguard Worker 
32*d57664e9SAndroid Build Coastguard Worker     // multiplier to apply to scale effect
33*d57664e9SAndroid Build Coastguard Worker     uniform float uMaxStretchIntensity;
34*d57664e9SAndroid Build Coastguard Worker 
35*d57664e9SAndroid Build Coastguard Worker     // Maximum percentage to stretch beyond bounds  of target
36*d57664e9SAndroid Build Coastguard Worker     uniform float uStretchAffectedDistX;
37*d57664e9SAndroid Build Coastguard Worker     uniform float uStretchAffectedDistY;
38*d57664e9SAndroid Build Coastguard Worker 
39*d57664e9SAndroid Build Coastguard Worker     // Distance stretched as a function of the normalized overscroll times
40*d57664e9SAndroid Build Coastguard Worker     // scale intensity
41*d57664e9SAndroid Build Coastguard Worker     uniform float uDistanceStretchedX;
42*d57664e9SAndroid Build Coastguard Worker     uniform float uDistanceStretchedY;
43*d57664e9SAndroid Build Coastguard Worker     uniform float uInverseDistanceStretchedX;
44*d57664e9SAndroid Build Coastguard Worker     uniform float uInverseDistanceStretchedY;
45*d57664e9SAndroid Build Coastguard Worker     uniform float uDistDiffX;
46*d57664e9SAndroid Build Coastguard Worker 
47*d57664e9SAndroid Build Coastguard Worker     // Difference between the peak stretch amount and overscroll amount normalized
48*d57664e9SAndroid Build Coastguard Worker     uniform float uDistDiffY;
49*d57664e9SAndroid Build Coastguard Worker 
50*d57664e9SAndroid Build Coastguard Worker     // Horizontal offset represented as a ratio of pixels divided by the target width
51*d57664e9SAndroid Build Coastguard Worker     uniform float uScrollX;
52*d57664e9SAndroid Build Coastguard Worker     // Vertical offset represented as a ratio of pixels divided by the target height
53*d57664e9SAndroid Build Coastguard Worker     uniform float uScrollY;
54*d57664e9SAndroid Build Coastguard Worker 
55*d57664e9SAndroid Build Coastguard Worker     // Normalized overscroll amount in the horizontal direction
56*d57664e9SAndroid Build Coastguard Worker     uniform float uOverscrollX;
57*d57664e9SAndroid Build Coastguard Worker 
58*d57664e9SAndroid Build Coastguard Worker     // Normalized overscroll amount in the vertical direction
59*d57664e9SAndroid Build Coastguard Worker     uniform float uOverscrollY;
60*d57664e9SAndroid Build Coastguard Worker     uniform float viewportWidth; // target height in pixels
61*d57664e9SAndroid Build Coastguard Worker     uniform float viewportHeight; // target width in pixels
62*d57664e9SAndroid Build Coastguard Worker 
63*d57664e9SAndroid Build Coastguard Worker     // uInterpolationStrength is the intensity of the interpolation.
64*d57664e9SAndroid Build Coastguard Worker     // if uInterpolationStrength is 0, then the stretch is constant for all the
65*d57664e9SAndroid Build Coastguard Worker     // uStretchAffectedDist. if uInterpolationStrength is 1, then stretch intensity
66*d57664e9SAndroid Build Coastguard Worker     // is interpolated based on the pixel position in the uStretchAffectedDist area;
67*d57664e9SAndroid Build Coastguard Worker     // The closer we are from the scroll anchor point, the more it stretches,
68*d57664e9SAndroid Build Coastguard Worker     // and the other way around.
69*d57664e9SAndroid Build Coastguard Worker     uniform float uInterpolationStrength;
70*d57664e9SAndroid Build Coastguard Worker 
71*d57664e9SAndroid Build Coastguard Worker     float easeIn(float t, float d) {
72*d57664e9SAndroid Build Coastguard Worker         return t * d;
73*d57664e9SAndroid Build Coastguard Worker     }
74*d57664e9SAndroid Build Coastguard Worker 
75*d57664e9SAndroid Build Coastguard Worker     float computeOverscrollStart(
76*d57664e9SAndroid Build Coastguard Worker         float inPos,
77*d57664e9SAndroid Build Coastguard Worker         float overscroll,
78*d57664e9SAndroid Build Coastguard Worker         float uStretchAffectedDist,
79*d57664e9SAndroid Build Coastguard Worker         float uInverseStretchAffectedDist,
80*d57664e9SAndroid Build Coastguard Worker         float distanceStretched,
81*d57664e9SAndroid Build Coastguard Worker         float interpolationStrength
82*d57664e9SAndroid Build Coastguard Worker     ) {
83*d57664e9SAndroid Build Coastguard Worker         float offsetPos = uStretchAffectedDist - inPos;
84*d57664e9SAndroid Build Coastguard Worker         float posBasedVariation = mix(
85*d57664e9SAndroid Build Coastguard Worker                 1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength);
86*d57664e9SAndroid Build Coastguard Worker         float stretchIntensity = overscroll * posBasedVariation;
87*d57664e9SAndroid Build Coastguard Worker         return distanceStretched - (offsetPos / (1. + stretchIntensity));
88*d57664e9SAndroid Build Coastguard Worker     }
89*d57664e9SAndroid Build Coastguard Worker 
90*d57664e9SAndroid Build Coastguard Worker     float computeOverscrollEnd(
91*d57664e9SAndroid Build Coastguard Worker         float inPos,
92*d57664e9SAndroid Build Coastguard Worker         float overscroll,
93*d57664e9SAndroid Build Coastguard Worker         float reverseStretchDist,
94*d57664e9SAndroid Build Coastguard Worker         float uStretchAffectedDist,
95*d57664e9SAndroid Build Coastguard Worker         float uInverseStretchAffectedDist,
96*d57664e9SAndroid Build Coastguard Worker         float distanceStretched,
97*d57664e9SAndroid Build Coastguard Worker         float interpolationStrength,
98*d57664e9SAndroid Build Coastguard Worker         float viewportDimension
99*d57664e9SAndroid Build Coastguard Worker     ) {
100*d57664e9SAndroid Build Coastguard Worker         float offsetPos = inPos - reverseStretchDist;
101*d57664e9SAndroid Build Coastguard Worker         float posBasedVariation = mix(
102*d57664e9SAndroid Build Coastguard Worker                 1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength);
103*d57664e9SAndroid Build Coastguard Worker         float stretchIntensity = (-overscroll) * posBasedVariation;
104*d57664e9SAndroid Build Coastguard Worker         return viewportDimension - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
105*d57664e9SAndroid Build Coastguard Worker     }
106*d57664e9SAndroid Build Coastguard Worker 
107*d57664e9SAndroid Build Coastguard Worker     // Prefer usage of return values over out parameters as it enables
108*d57664e9SAndroid Build Coastguard Worker     // SKSL to properly inline method calls and works around potential GPU
109*d57664e9SAndroid Build Coastguard Worker     // driver issues on Wembly. See b/182566543 for details
110*d57664e9SAndroid Build Coastguard Worker     float computeOverscroll(
111*d57664e9SAndroid Build Coastguard Worker         float inPos,
112*d57664e9SAndroid Build Coastguard Worker         float overscroll,
113*d57664e9SAndroid Build Coastguard Worker         float uStretchAffectedDist,
114*d57664e9SAndroid Build Coastguard Worker         float uInverseStretchAffectedDist,
115*d57664e9SAndroid Build Coastguard Worker         float distanceStretched,
116*d57664e9SAndroid Build Coastguard Worker         float distanceDiff,
117*d57664e9SAndroid Build Coastguard Worker         float interpolationStrength,
118*d57664e9SAndroid Build Coastguard Worker         float viewportDimension
119*d57664e9SAndroid Build Coastguard Worker     ) {
120*d57664e9SAndroid Build Coastguard Worker       if (overscroll > 0) {
121*d57664e9SAndroid Build Coastguard Worker         if (inPos <= uStretchAffectedDist) {
122*d57664e9SAndroid Build Coastguard Worker             return computeOverscrollStart(
123*d57664e9SAndroid Build Coastguard Worker               inPos,
124*d57664e9SAndroid Build Coastguard Worker               overscroll,
125*d57664e9SAndroid Build Coastguard Worker               uStretchAffectedDist,
126*d57664e9SAndroid Build Coastguard Worker               uInverseStretchAffectedDist,
127*d57664e9SAndroid Build Coastguard Worker               distanceStretched,
128*d57664e9SAndroid Build Coastguard Worker               interpolationStrength
129*d57664e9SAndroid Build Coastguard Worker             );
130*d57664e9SAndroid Build Coastguard Worker         } else {
131*d57664e9SAndroid Build Coastguard Worker             return distanceDiff + inPos;
132*d57664e9SAndroid Build Coastguard Worker         }
133*d57664e9SAndroid Build Coastguard Worker       } else if (overscroll < 0) {
134*d57664e9SAndroid Build Coastguard Worker         float stretchAffectedDist = viewportDimension - uStretchAffectedDist;
135*d57664e9SAndroid Build Coastguard Worker         if (inPos >= stretchAffectedDist) {
136*d57664e9SAndroid Build Coastguard Worker             return computeOverscrollEnd(
137*d57664e9SAndroid Build Coastguard Worker               inPos,
138*d57664e9SAndroid Build Coastguard Worker               overscroll,
139*d57664e9SAndroid Build Coastguard Worker               stretchAffectedDist,
140*d57664e9SAndroid Build Coastguard Worker               uStretchAffectedDist,
141*d57664e9SAndroid Build Coastguard Worker               uInverseStretchAffectedDist,
142*d57664e9SAndroid Build Coastguard Worker               distanceStretched,
143*d57664e9SAndroid Build Coastguard Worker               interpolationStrength,
144*d57664e9SAndroid Build Coastguard Worker               viewportDimension
145*d57664e9SAndroid Build Coastguard Worker             );
146*d57664e9SAndroid Build Coastguard Worker         } else {
147*d57664e9SAndroid Build Coastguard Worker             return -distanceDiff + inPos;
148*d57664e9SAndroid Build Coastguard Worker         }
149*d57664e9SAndroid Build Coastguard Worker       } else {
150*d57664e9SAndroid Build Coastguard Worker         return inPos;
151*d57664e9SAndroid Build Coastguard Worker       }
152*d57664e9SAndroid Build Coastguard Worker     }
153*d57664e9SAndroid Build Coastguard Worker 
154*d57664e9SAndroid Build Coastguard Worker     vec4 main(vec2 coord) {
155*d57664e9SAndroid Build Coastguard Worker         float inU = coord.x;
156*d57664e9SAndroid Build Coastguard Worker         float inV = coord.y;
157*d57664e9SAndroid Build Coastguard Worker         float outU;
158*d57664e9SAndroid Build Coastguard Worker         float outV;
159*d57664e9SAndroid Build Coastguard Worker 
160*d57664e9SAndroid Build Coastguard Worker         inU += uScrollX;
161*d57664e9SAndroid Build Coastguard Worker         inV += uScrollY;
162*d57664e9SAndroid Build Coastguard Worker         outU = computeOverscroll(
163*d57664e9SAndroid Build Coastguard Worker             inU,
164*d57664e9SAndroid Build Coastguard Worker             uOverscrollX,
165*d57664e9SAndroid Build Coastguard Worker             uStretchAffectedDistX,
166*d57664e9SAndroid Build Coastguard Worker             uInverseDistanceStretchedX,
167*d57664e9SAndroid Build Coastguard Worker             uDistanceStretchedX,
168*d57664e9SAndroid Build Coastguard Worker             uDistDiffX,
169*d57664e9SAndroid Build Coastguard Worker             uInterpolationStrength,
170*d57664e9SAndroid Build Coastguard Worker             viewportWidth
171*d57664e9SAndroid Build Coastguard Worker         );
172*d57664e9SAndroid Build Coastguard Worker         outV = computeOverscroll(
173*d57664e9SAndroid Build Coastguard Worker             inV,
174*d57664e9SAndroid Build Coastguard Worker             uOverscrollY,
175*d57664e9SAndroid Build Coastguard Worker             uStretchAffectedDistY,
176*d57664e9SAndroid Build Coastguard Worker             uInverseDistanceStretchedY,
177*d57664e9SAndroid Build Coastguard Worker             uDistanceStretchedY,
178*d57664e9SAndroid Build Coastguard Worker             uDistDiffY,
179*d57664e9SAndroid Build Coastguard Worker             uInterpolationStrength,
180*d57664e9SAndroid Build Coastguard Worker             viewportHeight
181*d57664e9SAndroid Build Coastguard Worker         );
182*d57664e9SAndroid Build Coastguard Worker         coord.x = outU;
183*d57664e9SAndroid Build Coastguard Worker         coord.y = outV;
184*d57664e9SAndroid Build Coastguard Worker         return uContentTexture.eval(coord);
185*d57664e9SAndroid Build Coastguard Worker     })");
186*d57664e9SAndroid Build Coastguard Worker 
187*d57664e9SAndroid Build Coastguard Worker static const float ZERO = 0.f;
188*d57664e9SAndroid Build Coastguard Worker static const float INTERPOLATION_STRENGTH_VALUE = 0.7f;
189*d57664e9SAndroid Build Coastguard Worker static const char CONTENT_TEXTURE[] = "uContentTexture";
190*d57664e9SAndroid Build Coastguard Worker 
getShader(float width,float height,const sk_sp<SkImage> & snapshotImage,const SkMatrix * matrix) const191*d57664e9SAndroid Build Coastguard Worker sk_sp<SkShader> StretchEffect::getShader(float width, float height,
192*d57664e9SAndroid Build Coastguard Worker                                          const sk_sp<SkImage>& snapshotImage,
193*d57664e9SAndroid Build Coastguard Worker                                          const SkMatrix* matrix) const {
194*d57664e9SAndroid Build Coastguard Worker     if (isEmpty()) {
195*d57664e9SAndroid Build Coastguard Worker         return nullptr;
196*d57664e9SAndroid Build Coastguard Worker     }
197*d57664e9SAndroid Build Coastguard Worker 
198*d57664e9SAndroid Build Coastguard Worker     float normOverScrollDistX = mStretchDirection.x();
199*d57664e9SAndroid Build Coastguard Worker     float normOverScrollDistY = mStretchDirection.y();
200*d57664e9SAndroid Build Coastguard Worker     float distanceStretchedX = width / (1 + abs(normOverScrollDistX));
201*d57664e9SAndroid Build Coastguard Worker     float distanceStretchedY = height / (1 + abs(normOverScrollDistY));
202*d57664e9SAndroid Build Coastguard Worker     float inverseDistanceStretchedX = 1.f / width;
203*d57664e9SAndroid Build Coastguard Worker     float inverseDistanceStretchedY = 1.f / height;
204*d57664e9SAndroid Build Coastguard Worker     float diffX = distanceStretchedX - width;
205*d57664e9SAndroid Build Coastguard Worker     float diffY = distanceStretchedY - height;
206*d57664e9SAndroid Build Coastguard Worker 
207*d57664e9SAndroid Build Coastguard Worker     if (mBuilder == nullptr) {
208*d57664e9SAndroid Build Coastguard Worker         mBuilder = std::make_unique<SkRuntimeShaderBuilder>(getStretchEffect());
209*d57664e9SAndroid Build Coastguard Worker     }
210*d57664e9SAndroid Build Coastguard Worker 
211*d57664e9SAndroid Build Coastguard Worker     mBuilder->child(CONTENT_TEXTURE) =
212*d57664e9SAndroid Build Coastguard Worker             snapshotImage->makeShader(SkTileMode::kClamp, SkTileMode::kClamp,
213*d57664e9SAndroid Build Coastguard Worker                                       SkSamplingOptions(SkFilterMode::kLinear), matrix);
214*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1);
215*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uStretchAffectedDistX").set(&width, 1);
216*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uStretchAffectedDistY").set(&height, 1);
217*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1);
218*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1);
219*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1);
220*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uInverseDistanceStretchedY").set(&inverseDistanceStretchedY, 1);
221*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uDistDiffX").set(&diffX, 1);
222*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uDistDiffY").set(&diffY, 1);
223*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uOverscrollX").set(&normOverScrollDistX, 1);
224*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uOverscrollY").set(&normOverScrollDistY, 1);
225*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uScrollX").set(&ZERO, 1);
226*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("uScrollY").set(&ZERO, 1);
227*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("viewportWidth").set(&width, 1);
228*d57664e9SAndroid Build Coastguard Worker     mBuilder->uniform("viewportHeight").set(&height, 1);
229*d57664e9SAndroid Build Coastguard Worker 
230*d57664e9SAndroid Build Coastguard Worker     auto result = mBuilder->makeShader();
231*d57664e9SAndroid Build Coastguard Worker     mBuilder->child(CONTENT_TEXTURE) = nullptr;
232*d57664e9SAndroid Build Coastguard Worker     return result;
233*d57664e9SAndroid Build Coastguard Worker }
234*d57664e9SAndroid Build Coastguard Worker 
getStretchEffect()235*d57664e9SAndroid Build Coastguard Worker sk_sp<SkRuntimeEffect> StretchEffect::getStretchEffect() {
236*d57664e9SAndroid Build Coastguard Worker     const static SkRuntimeEffect::Result instance = SkRuntimeEffect::MakeForShader(stretchShader);
237*d57664e9SAndroid Build Coastguard Worker     return instance.effect;
238*d57664e9SAndroid Build Coastguard Worker }
239*d57664e9SAndroid Build Coastguard Worker 
240*d57664e9SAndroid Build Coastguard Worker /**
241*d57664e9SAndroid Build Coastguard Worker  * Helper method that maps the input texture position to the stretch position
242*d57664e9SAndroid Build Coastguard Worker  * based on the given overscroll value that represents an overscroll from
243*d57664e9SAndroid Build Coastguard Worker  * either the top or left
244*d57664e9SAndroid Build Coastguard Worker  * @param overscroll current overscroll value
245*d57664e9SAndroid Build Coastguard Worker  * @param input normalized input position (can be x or y) on the input texture
246*d57664e9SAndroid Build Coastguard Worker  * @return stretched position of the input normalized from 0 to 1
247*d57664e9SAndroid Build Coastguard Worker  */
reverseMapStart(float overscroll,float input)248*d57664e9SAndroid Build Coastguard Worker float reverseMapStart(float overscroll, float input) {
249*d57664e9SAndroid Build Coastguard Worker     float numerator = (-input * overscroll * overscroll) -
250*d57664e9SAndroid Build Coastguard Worker         (2 * input * overscroll) - input;
251*d57664e9SAndroid Build Coastguard Worker     float denominator = 1.f + (.3f * overscroll) +
252*d57664e9SAndroid Build Coastguard Worker         (.7f * input * overscroll * overscroll) + (.7f * input * overscroll);
253*d57664e9SAndroid Build Coastguard Worker     return -(numerator / denominator);
254*d57664e9SAndroid Build Coastguard Worker }
255*d57664e9SAndroid Build Coastguard Worker 
256*d57664e9SAndroid Build Coastguard Worker /**
257*d57664e9SAndroid Build Coastguard Worker  * Helper method that maps the input texture position to the stretch position
258*d57664e9SAndroid Build Coastguard Worker  * based on the given overscroll value that represents an overscroll from
259*d57664e9SAndroid Build Coastguard Worker  * either the bottom or right
260*d57664e9SAndroid Build Coastguard Worker  * @param overscroll current overscroll value
261*d57664e9SAndroid Build Coastguard Worker  * @param input normalized input position (can be x or y) on the input texture
262*d57664e9SAndroid Build Coastguard Worker  * @return stretched position of the input normalized from 0 to 1
263*d57664e9SAndroid Build Coastguard Worker  */
reverseMapEnd(float overscroll,float input)264*d57664e9SAndroid Build Coastguard Worker float reverseMapEnd(float overscroll, float input) {
265*d57664e9SAndroid Build Coastguard Worker     float numerator = (.3f * overscroll * overscroll) -
266*d57664e9SAndroid Build Coastguard Worker         (.3f * input * overscroll * overscroll) +
267*d57664e9SAndroid Build Coastguard Worker         (1.3f * input * overscroll) - overscroll - input;
268*d57664e9SAndroid Build Coastguard Worker     float denominator = (.7f * input * overscroll * overscroll) -
269*d57664e9SAndroid Build Coastguard Worker         (.7f * input * overscroll) - (.7f * overscroll * overscroll) +
270*d57664e9SAndroid Build Coastguard Worker         overscroll - 1.f;
271*d57664e9SAndroid Build Coastguard Worker     return numerator / denominator;
272*d57664e9SAndroid Build Coastguard Worker }
273*d57664e9SAndroid Build Coastguard Worker 
274*d57664e9SAndroid Build Coastguard Worker /**
275*d57664e9SAndroid Build Coastguard Worker   * Calculates the normalized stretch position given the normalized input
276*d57664e9SAndroid Build Coastguard Worker   * position. This handles calculating the overscroll from either the
277*d57664e9SAndroid Build Coastguard Worker   * top or left vs bottom or right depending on the sign of the given overscroll
278*d57664e9SAndroid Build Coastguard Worker   * value
279*d57664e9SAndroid Build Coastguard Worker   *
280*d57664e9SAndroid Build Coastguard Worker   * @param overscroll unit vector of overscroll from -1 to 1 indicating overscroll
281*d57664e9SAndroid Build Coastguard Worker   * from the bottom or right vs top or left respectively
282*d57664e9SAndroid Build Coastguard Worker   * @param normalizedInput the
283*d57664e9SAndroid Build Coastguard Worker   * @return
284*d57664e9SAndroid Build Coastguard Worker   */
computeReverseOverscroll(float overscroll,float normalizedInput)285*d57664e9SAndroid Build Coastguard Worker float computeReverseOverscroll(float overscroll, float normalizedInput) {
286*d57664e9SAndroid Build Coastguard Worker     float distanceStretched = 1.f / (1.f + abs(overscroll));
287*d57664e9SAndroid Build Coastguard Worker     float distanceDiff = distanceStretched - 1.f;
288*d57664e9SAndroid Build Coastguard Worker     if (overscroll > 0) {
289*d57664e9SAndroid Build Coastguard Worker         float output = reverseMapStart(overscroll, normalizedInput);
290*d57664e9SAndroid Build Coastguard Worker         if (output <= 1.0f) {
291*d57664e9SAndroid Build Coastguard Worker             return output;
292*d57664e9SAndroid Build Coastguard Worker         } else if (output >= distanceStretched){
293*d57664e9SAndroid Build Coastguard Worker             return output - distanceDiff;
294*d57664e9SAndroid Build Coastguard Worker         }
295*d57664e9SAndroid Build Coastguard Worker     }
296*d57664e9SAndroid Build Coastguard Worker 
297*d57664e9SAndroid Build Coastguard Worker     if (overscroll < 0) {
298*d57664e9SAndroid Build Coastguard Worker         float output = reverseMapEnd(overscroll, normalizedInput);
299*d57664e9SAndroid Build Coastguard Worker         if (output >= 0.f) {
300*d57664e9SAndroid Build Coastguard Worker             return output;
301*d57664e9SAndroid Build Coastguard Worker         } else if (output < 0.f){
302*d57664e9SAndroid Build Coastguard Worker             return output + distanceDiff;
303*d57664e9SAndroid Build Coastguard Worker         }
304*d57664e9SAndroid Build Coastguard Worker     }
305*d57664e9SAndroid Build Coastguard Worker     return normalizedInput;
306*d57664e9SAndroid Build Coastguard Worker }
307*d57664e9SAndroid Build Coastguard Worker 
computeStretchedPositionX(float normalizedX) const308*d57664e9SAndroid Build Coastguard Worker float StretchEffect::computeStretchedPositionX(float normalizedX) const {
309*d57664e9SAndroid Build Coastguard Worker   return computeReverseOverscroll(mStretchDirection.x(), normalizedX);
310*d57664e9SAndroid Build Coastguard Worker }
311*d57664e9SAndroid Build Coastguard Worker 
computeStretchedPositionY(float normalizedY) const312*d57664e9SAndroid Build Coastguard Worker float StretchEffect::computeStretchedPositionY(float normalizedY) const {
313*d57664e9SAndroid Build Coastguard Worker   return computeReverseOverscroll(mStretchDirection.y(), normalizedY);
314*d57664e9SAndroid Build Coastguard Worker }
315*d57664e9SAndroid Build Coastguard Worker 
316*d57664e9SAndroid Build Coastguard Worker } // namespace android::uirenderer