2023-11-17 21:48:46 +04:00

472 lines
16 KiB
Swift

import Foundation
import Metal
import MetalKit
import ComponentFlow
import Display
import MetalImageView
private final class PropertyAnimation<T: Interpolatable> {
let from: T
let to: T
let animation: Transition.Animation
let startTimestamp: Double
private let interpolator: (Interpolatable, Interpolatable, CGFloat) -> Interpolatable
init(fromValue: T, toValue: T, animation: Transition.Animation, startTimestamp: Double) {
self.from = fromValue
self.to = toValue
self.animation = animation
self.startTimestamp = startTimestamp
self.interpolator = T.interpolator()
}
func valueAt(_ t: CGFloat) -> Interpolatable {
if t <= 0.0 {
return self.from
} else if t >= 1.0 {
return self.to
} else {
return self.interpolator(self.from, self.to, t)
}
}
}
private final class AnimatableProperty<T: Interpolatable> {
var presentationValue: T
var value: T
private var animation: PropertyAnimation<T>?
init(value: T) {
self.value = value
self.presentationValue = value
}
func update(value: T, transition: Transition = .immediate) {
let currentTimestamp = CACurrentMediaTime()
if case .none = transition.animation {
if let animation = self.animation, case let .curve(duration, curve) = animation.animation {
self.value = value
let elapsed = duration - (currentTimestamp - animation.startTimestamp)
if let presentationValue = self.presentationValue as? CGFloat, let newValue = value as? CGFloat, abs(presentationValue - newValue) > 0.56 {
self.animation = PropertyAnimation(fromValue: self.presentationValue, toValue: value, animation: .curve(duration: elapsed * 0.8, curve: curve), startTimestamp: currentTimestamp)
} else {
self.animation = PropertyAnimation(fromValue: self.presentationValue, toValue: value, animation: .curve(duration: elapsed, curve: curve), startTimestamp: currentTimestamp)
}
} else {
self.value = value
self.presentationValue = value
self.animation = nil
}
} else {
self.value = value
self.animation = PropertyAnimation(fromValue: self.presentationValue, toValue: value, animation: transition.animation, startTimestamp: currentTimestamp)
}
}
func tick(timestamp: Double) -> Bool {
guard let animation = self.animation, case let .curve(duration, curve) = animation.animation else {
return false
}
let timeFromStart = timestamp - animation.startTimestamp
var t = max(0.0, timeFromStart / duration)
switch curve {
case .easeInOut:
t = listViewAnimationCurveEaseInOut(t)
case .spring:
t = lookupSpringValue(t)
case let .custom(x1, y1, x2, y2):
t = bezierPoint(CGFloat(x1), CGFloat(y1), CGFloat(x2), CGFloat(y2), t)
}
self.presentationValue = animation.valueAt(t) as! T
if timeFromStart <= duration {
return true
}
self.animation = nil
return false
}
}
private func lookupSpringValue(_ t: CGFloat) -> CGFloat {
let table: [(CGFloat, CGFloat)] = [
(0.0, 0.0),
(0.0625, 0.1123005598783493),
(0.125, 0.31598418951034546),
(0.1875, 0.5103585720062256),
(0.25, 0.6650152802467346),
(0.3125, 0.777747631072998),
(0.375, 0.8557760119438171),
(0.4375, 0.9079672694206238),
(0.5, 0.942038357257843),
(0.5625, 0.9638798832893372),
(0.625, 0.9776856303215027),
(0.6875, 0.9863143563270569),
(0.75, 0.991658091545105),
(0.8125, 0.9949421286582947),
(0.875, 0.9969474077224731),
(0.9375, 0.9981651306152344),
(1.0, 1.0)
]
for i in 0 ..< table.count - 2 {
let lhs = table[i]
let rhs = table[i + 1]
if t >= lhs.0 && t <= rhs.0 {
let fraction = (t - lhs.0) / (rhs.0 - lhs.0)
let value = lhs.1 + fraction * (rhs.1 - lhs.1)
return value
}
}
return 1.0
}
private class ShutterBlobLayer: MetalImageLayer {
override public init() {
super.init()
self.renderer.imageUpdated = { [weak self] image in
self?.contents = image
}
}
override public init(layer: Any) {
super.init()
if let layer = layer as? ShutterBlobLayer {
self.contents = layer.contents
}
}
required public init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
final class ShutterBlobView: UIView {
enum BlobState {
case generic
case video
case transientToLock
case lock
case transientToFlip
case stopVideo
var primarySize: CGFloat {
switch self {
case .generic, .video, .transientToFlip:
return 0.63
case .transientToLock, .lock, .stopVideo:
return 0.275
}
}
func primaryRedness(tintColor: UIColor) -> CGFloat {
switch self {
case .generic:
if tintColor.rgb == 0x000000 {
return -1.0
} else {
return 0.0
}
default:
return 1.0
}
}
var primaryCornerRadius: CGFloat {
switch self {
case .generic, .video, .transientToFlip:
return 0.63
case .transientToLock, .lock, .stopVideo:
return 0.185
}
}
var secondarySize: CGFloat {
switch self {
case .generic, .video, .transientToFlip, .transientToLock:
return 0.335
case .lock:
return 0.5
case .stopVideo:
return 0.0
}
}
var secondaryRedness: CGFloat {
switch self {
case .generic, .lock, .transientToLock, .transientToFlip:
return 0.0
default:
return 1.0
}
}
}
private let commandQueue: MTLCommandQueue
private let drawPassthroughPipelineState: MTLRenderPipelineState
private var displayLink: SharedDisplayLinkDriver.Link?
private var primarySize = AnimatableProperty<CGFloat>(value: 0.63)
private var primaryOffsetX = AnimatableProperty<CGFloat>(value: 0.0)
private var primaryOffsetY = AnimatableProperty<CGFloat>(value: 0.0)
private var primaryRedness = AnimatableProperty<CGFloat>(value: 0.0)
private var primaryCornerRadius = AnimatableProperty<CGFloat>(value: 0.63)
private var secondarySize = AnimatableProperty<CGFloat>(value: 0.34)
private var secondaryOffsetX = AnimatableProperty<CGFloat>(value: 0.0)
private var secondaryOffsetY = AnimatableProperty<CGFloat>(value: 0.0)
private var secondaryRedness = AnimatableProperty<CGFloat>(value: 0.0)
private(set) var state: BlobState = .generic
static override var layerClass: AnyClass {
return ShutterBlobLayer.self
}
public init?(test: Bool) {
let mainBundle = Bundle(for: ShutterBlobView.self)
guard let path = mainBundle.path(forResource: "CameraScreenBundle", ofType: "bundle") else {
return nil
}
guard let bundle = Bundle(path: path) else {
return nil
}
guard let device = MTLCreateSystemDefaultDevice() else {
return nil
}
guard let defaultLibrary = try? device.makeDefaultLibrary(bundle: bundle) else {
return nil
}
guard let commandQueue = device.makeCommandQueue() else {
return nil
}
self.commandQueue = commandQueue
guard let loadedVertexProgram = defaultLibrary.makeFunction(name: "cameraBlobVertex") else {
return nil
}
guard let loadedFragmentProgram = defaultLibrary.makeFunction(name: "cameraBlobFragment") else {
return nil
}
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexFunction = loadedVertexProgram
pipelineStateDescriptor.fragmentFunction = loadedFragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineStateDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineStateDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineStateDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineStateDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
pipelineStateDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .sourceAlpha
pipelineStateDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineStateDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
self.drawPassthroughPipelineState = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
super.init(frame: CGRect())
(self.layer as! ShutterBlobLayer).renderer.device = device
self.isOpaque = false
self.backgroundColor = .clear
self.displayLink = SharedDisplayLinkDriver.shared.add { [weak self] _ in
self?.tick()
}
self.displayLink?.isPaused = true
}
required public init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
deinit {
self.displayLink?.invalidate()
}
func updateState(_ state: BlobState, tintColor: UIColor, transition: Transition = .immediate) {
guard self.state != state else {
return
}
self.state = state
self.primarySize.update(value: state.primarySize, transition: transition)
self.primaryRedness.update(value: state.primaryRedness(tintColor: tintColor), transition: transition)
self.primaryCornerRadius.update(value: state.primaryCornerRadius, transition: transition)
self.secondarySize.update(value: state.secondarySize, transition: transition)
self.secondaryRedness.update(value: state.secondaryRedness, transition: transition)
self.tick()
}
func updatePrimaryOffsetX(_ offset: CGFloat, transition: Transition = .immediate) {
guard self.frame.height > 0.0 else {
return
}
let mappedOffset = offset / self.frame.height * 2.0
self.primaryOffsetX.update(value: mappedOffset, transition: transition)
self.tick()
}
func updatePrimaryOffsetY(_ offset: CGFloat, transition: Transition = .immediate) {
guard self.frame.height > 0.0 else {
return
}
let mappedOffset = offset / self.frame.width * 2.0
self.primaryOffsetY.update(value: mappedOffset, transition: transition)
self.tick()
}
func updateSecondaryOffsetX(_ offset: CGFloat, transition: Transition = .immediate) {
guard self.frame.height > 0.0 else {
return
}
let mappedOffset = offset / self.frame.height * 2.0
self.secondaryOffsetX.update(value: mappedOffset, transition: transition)
self.tick()
}
func updateSecondaryOffsetY(_ offset: CGFloat, transition: Transition = .immediate) {
guard self.frame.height > 0.0 else {
return
}
let mappedOffset = offset / self.frame.width * 2.0
self.secondaryOffsetY.update(value: mappedOffset, transition: transition)
self.tick()
}
private func updateAnimations() {
let properties = [
self.primarySize,
self.primaryOffsetX,
self.primaryOffsetY,
self.primaryRedness,
self.primaryCornerRadius,
self.secondarySize,
self.secondaryOffsetX,
self.secondaryOffsetY,
self.secondaryRedness
]
let timestamp = CACurrentMediaTime()
var hasAnimations = false
for property in properties {
if property.tick(timestamp: timestamp) {
hasAnimations = true
}
}
self.displayLink?.isPaused = !hasAnimations
}
private func tick() {
self.updateAnimations()
self.draw()
}
override func layoutSubviews() {
super.layoutSubviews()
self.tick()
}
private func getNextDrawable(layer: MetalImageLayer, drawableSize: CGSize) -> MetalImageLayer.Drawable? {
layer.renderer.drawableSize = drawableSize
return layer.renderer.nextDrawable()
}
func draw() {
guard let layer = self.layer as? MetalImageLayer else {
return
}
self.updateAnimations()
let drawableSize = CGSize(width: self.bounds.width * UIScreen.main.scale, height: self.bounds.height * UIScreen.main.scale)
guard let drawable = self.getNextDrawable(layer: layer, drawableSize: drawableSize) else {
return
}
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
guard let commandBuffer = self.commandQueue.makeCommandBuffer() else {
return
}
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
renderEncoder.setViewport(MTLViewport(originX: 0.0, originY: 0.0, width: drawableSize.width, height: drawableSize.height, znear: -1.0, zfar: 1.0))
renderEncoder.setRenderPipelineState(self.drawPassthroughPipelineState)
var vertices: [Float] = [
1, -1,
-1, -1,
-1, 1,
1, -1,
-1, 1,
1, 1
]
renderEncoder.setVertexBytes(&vertices, length: 4 * vertices.count, index: 0)
var resolution = simd_uint2(UInt32(drawableSize.width), UInt32(drawableSize.height))
renderEncoder.setFragmentBytes(&resolution, length: MemoryLayout<simd_uint2>.size * 2, index: 0)
var primaryParameters = simd_float3(
Float(self.primarySize.presentationValue),
Float(self.primaryRedness.presentationValue),
Float(self.primaryCornerRadius.presentationValue)
)
renderEncoder.setFragmentBytes(&primaryParameters, length: MemoryLayout<simd_float3>.size, index: 1)
var primaryOffset = simd_float2(
Float(self.primaryOffsetX.presentationValue),
Float(self.primaryOffsetY.presentationValue)
)
renderEncoder.setFragmentBytes(&primaryOffset, length: MemoryLayout<simd_float2>.size, index: 2)
var secondaryParameters = simd_float2(
Float(self.secondarySize.presentationValue),
Float(self.secondaryRedness.presentationValue)
)
renderEncoder.setFragmentBytes(&secondaryParameters, length: MemoryLayout<simd_float4>.size, index: 3)
var secondaryOffset = simd_float2(
Float(self.secondaryOffsetX.presentationValue),
Float(self.secondaryOffsetY.presentationValue)
)
renderEncoder.setFragmentBytes(&secondaryOffset, length: MemoryLayout<simd_float2>.size, index: 4)
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6, instanceCount: 1)
renderEncoder.endEncoding()
var storedDrawable: MetalImageLayer.Drawable? = drawable
commandBuffer.addCompletedHandler { _ in
DispatchQueue.main.async {
autoreleasepool {
storedDrawable?.present(completion: {})
storedDrawable = nil
}
}
}
commandBuffer.commit()
}
}