slideshow/Package_opengl.mk | 1 slideshow/opengl/basicVertexShader.glsl | 45 ++ slideshow/opengl/glitterFragmentShader.glsl | 2 slideshow/opengl/glitterVertexShader.glsl | 65 +++- slideshow/opengl/reflectionVertexShader.glsl | 45 ++ slideshow/opengl/rippleFragmentShader.glsl | 44 ++ slideshow/opengl/vortexFragmentShader.glsl | 40 -- slideshow/opengl/vortexVertexShader.glsl | 153 +++++++--- slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx | 46 ++- vcl/source/opengl/OpenGLContext.cxx | 6 10 files changed, 333 insertions(+), 114 deletions(-)
New commits: commit a301da7cb6c562cd21983d9b3b34dc01235a82a5 Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Mon Dec 21 21:25:35 2015 +0000 slideshow: Define inverse() to bring back the GLSL version to 1.20 Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847 diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl index e9febff..730da36 100644 --- a/slideshow/opengl/basicVertexShader.glsl +++ b/slideshow/opengl/basicVertexShader.glsl @@ -26,7 +26,7 @@ * ************************************************************************/ -#version 140 +#version 120 attribute vec3 a_position; attribute vec3 a_normal; @@ -41,6 +41,49 @@ uniform mat4 u_operationsTransformMatrix; varying vec2 v_texturePosition; varying vec3 v_normal; +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + void main( void ) { mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; diff --git a/slideshow/opengl/glitterFragmentShader.glsl b/slideshow/opengl/glitterFragmentShader.glsl index 1bec201..7188174 100644 --- a/slideshow/opengl/glitterFragmentShader.glsl +++ b/slideshow/opengl/glitterFragmentShader.glsl @@ -7,7 +7,7 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ -#version 130 +#version 120 #define M_PI 3.1415926535897932384626433832795 diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl index 64bb6de..3704efd 100644 --- a/slideshow/opengl/glitterVertexShader.glsl +++ b/slideshow/opengl/glitterVertexShader.glsl @@ -7,7 +7,7 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ -#version 140 +#version 120 #define M_PI 3.1415926535897932384626433832795 @@ -29,6 +29,49 @@ uniform ivec2 numTiles; uniform sampler2D permTexture; varying float angle; +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + float snoise(vec2 p) { return texture2D(permTexture, p).r; diff --git a/slideshow/opengl/reflectionVertexShader.glsl b/slideshow/opengl/reflectionVertexShader.glsl index c7e6b58..a0bcc27 100644 --- a/slideshow/opengl/reflectionVertexShader.glsl +++ b/slideshow/opengl/reflectionVertexShader.glsl @@ -26,7 +26,7 @@ * ************************************************************************/ -#version 140 +#version 130 attribute vec3 a_position; attribute vec3 a_normal; @@ -42,6 +42,49 @@ varying vec2 v_texturePosition; varying vec3 v_normal; varying float v_isShadow; +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + void main( void ) { mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 226d6fd..e01b331 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -7,7 +7,7 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ -#version 140 +#version 120 #define M_PI 3.1415926535897932384626433832795 @@ -32,6 +32,49 @@ uniform float slide; varying vec4 debug; +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + float snoise(vec2 p) { return texture2D(permTexture, p).r; commit d886fef25c5978dd4b07fa0e3ce2402874a6c29a Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Mon Dec 21 21:25:34 2015 +0000 slideshow: Improve the Vortex transition to match PowerPoint better Change-Id: I60e0b71d41a726459baeb7e590745d6bfb58e884 diff --git a/slideshow/Package_opengl.mk b/slideshow/Package_opengl.mk index bed17d9..6b01831 100644 --- a/slideshow/Package_opengl.mk +++ b/slideshow/Package_opengl.mk @@ -23,7 +23,6 @@ $(eval $(call gb_Package_add_files,slideshow_opengl_shader,$(LIBO_ETC_FOLDER)/op reflectionVertexShader.glsl \ reflectionFragmentShader.glsl \ staticFragmentShader.glsl \ - vortexFragmentShader.glsl \ vortexVertexShader.glsl \ rippleFragmentShader.glsl \ )) diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl deleted file mode 100644 index 3e104b2..0000000 --- a/slideshow/opengl/vortexFragmentShader.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ -/* - * This file is part of the LibreOffice project. - * - * This Source Code Form is subject to the terms of the Mozilla Public - * License, v. 2.0. If a copy of the MPL was not distributed with this - * file, You can obtain one at http://mozilla.org/MPL/2.0/. - */ - -#version 120 - -uniform sampler2D leavingSlideTexture; -uniform sampler2D enteringSlideTexture; -uniform float time; -varying vec2 v_texturePosition; -varying float v_textureSelect; -varying vec3 v_normal; - -void main() -{ - vec3 lightVector = vec3(0.0, 0.0, 1.0); - float light = abs(dot(lightVector, v_normal)); - vec4 fragment; - - if (v_textureSelect == 0) - { - fragment = texture2D(leavingSlideTexture, v_texturePosition); - } - else - { - vec2 pos = v_texturePosition; - pos.x = 1 - pos.x; - fragment = texture2D(enteringSlideTexture, pos); - } - - vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); - gl_FragColor = mix(black, fragment, light); -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index f4a30a3..226d6fd 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -28,13 +28,30 @@ uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; attribute float tileInfo; -varying float v_textureSelect; +uniform float slide; + +varying vec4 debug; float snoise(vec2 p) { return texture2D(permTexture, p).r; } +mat4 identityMatrix(void) +{ + return mat4(1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +mat4 translationMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[3] = vec4(axis, 1.0); + return matrix; +} + mat4 rotationMatrix(vec3 axis, float angle) { axis = normalize(axis); @@ -53,13 +70,6 @@ void main( void ) vec4 v = vec4(a_position, 1.0); vec4 normal = vec4(a_normal, 1.0); - // Not sure it this is like what it should eventually be; just - // experimenting to get at least something. - - // Move the tile on a semicircular path so that it will end up at - // the correct place. All tiles move the same direction around the - // vertical centre axis. - // Each tile moves during only half of the transition. The letmost // tiles start moving at the start and arrive at their end // position around time=0.5, when the tiles there (the rightmost @@ -70,49 +80,69 @@ void main( void ) int tileXIndex = int(mod(int(tileInfo), 256)); int tileYIndex = int(mod(int(tileInfo) / 256, 256)); - int vertexIndexInTile = int(mod(int(tileInfo) / (256*256), 256)); - // A semi-random number 0..1, different for neighbouring tiles. - float fuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); + // A semi-random number 0..1, different for neighbouring tiles, to know when they should start moving. + float startTimeFuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); - // Semi-random rotation direction, identical for tiles that rotate into each other's location - // so that they don't pass through each others in flight, which looks ugly. - float direction = (snoise(vec2(floor(abs(float(numTiles.x-1)/2-tileXIndex))/(float(numTiles.x-1)/2), float(tileYIndex)/(numTiles.y-1))) < 0.5 ? -1 : 1); + // A semi-random number -1.5..1.5, different for neighbouring tiles, to specify their rotation center. + // The additional 0.5 on each side is because we want some tiles to rotate outside. + float rotationFuzz = snoise(vec2(float(numTiles.x + tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))) * 3.0 - 1.5; - float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5 + fuzz*0.2; - float endTime = min(startTime + 0.5, 1.0); + float startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; + float endTime = min(startTime + 0.7, 1.0); - const float ALMOST_ONE = 0.999; + bool isLeavingSlide = (slide < 0.5); + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); - if (time <= startTime) - { - // Still at start location, nothing needed - v_textureSelect = 0; - } - else if (time > startTime && time <= endTime) - { - // Moving - float rotation = direction * (time - startTime) / (endTime - startTime); + float nTime; - // Avoid z fighting - mat4 matrix = rotationMatrix(vec3(0, 1, 0), max(min(rotation, ALMOST_ONE), -ALMOST_ONE)*M_PI); - v = matrix * v; - normal = matrix * normal; - - v_textureSelect = float(rotation > 0.5 || rotation < -0.5); + // Donât display the tile before or after its rotation, depending on the slide. + if (!isLeavingSlide) + { + if (time < max(0.3, startTime)) + { + gl_Position = invalidPosition; + return; + } + nTime = 1.0 - time; } else { - // At end location. Tile is 180 degrees rotated - - // Avoid z fighting - mat4 matrix = rotationMatrix(vec3(0, 1, 0), direction*ALMOST_ONE*M_PI); - v = matrix * v; - normal = matrix * normal; + if (time > endTime) + { + gl_Position = invalidPosition; + return; + } + nTime = time; + } - v_textureSelect = 1; + mat4 transform = identityMatrix(); + if (nTime > startTime && nTime <= endTime) + { + // We are in the rotation part. + float rotation = -(nTime - startTime) / (endTime - startTime); + + // Translation vector to set the origin of the rotation. + vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); + + // Compute the actual rotation matrix. + transform = translationMatrix(translationVector) + * rotationMatrix(vec3(0, 1, 0), clamp(rotation, -1.0, 1.0) * M_PI) + * translationMatrix(-translationVector) + * transform; + + // Add a translation movement to the leaving slide so it doesnât exactly mirror the entering one. + if (isLeavingSlide && nTime > 0.3) + { + float movement = smoothstep(0.0, 1.0, (nTime - 0.3) * 2.0); + transform = translationMatrix(vec3(-movement, 0.0, -0.5 * movement)) * transform; + } } + // Apply our transform operations. + v = transform * v; + normal = transform * normal; + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); gl_Position = u_projectionMatrix * modelViewMatrix * v; diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx index cafc8ae..19c92b7 100644 --- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx +++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx @@ -1557,12 +1557,12 @@ public: private: virtual void prepare( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override; - virtual void finish( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override; - virtual GLuint makeShader() const override; virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override; + virtual void displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) override; + GLint mnTileInfoLocation; GLuint mnTileInfoBuffer; @@ -1573,8 +1573,6 @@ private: void VortexTransition::prepare( double, double, double, double, double ) { - glDisable(GL_CULL_FACE); - glBindBuffer(GL_ARRAY_BUFFER, mnTileInfoBuffer); CHECK_GL_ERROR(); glEnableVertexAttribArray(mnTileInfoLocation); @@ -1586,14 +1584,9 @@ void VortexTransition::prepare( double, double, double, double, double ) CHECK_GL_ERROR(); } -void VortexTransition::finish( double, double, double, double, double ) -{ - glEnable(GL_CULL_FACE); -} - GLuint VortexTransition::makeShader() const { - return OpenGLHelper::LoadShaders( "vortexVertexShader", "vortexFragmentShader" ); + return OpenGLHelper::LoadShaders( "vortexVertexShader", "basicFragmentShader" ); } void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) @@ -1643,6 +1636,26 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 CHECK_GL_ERROR(); } +void VortexTransition::displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) +{ + CHECK_GL_ERROR(); + applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); + + GLint location = glGetUniformLocation( m_nProgramObject, "time" ); + if( location != -1 ) + glUniform1f( location, nTime ); + + location = glGetUniformLocation( m_nProgramObject, "slide" ); + + if( location != -1 ) + glUniform1f( location, 0.0 ); + displaySlide( nTime, glLeavingSlideTex, getScene().getLeavingSlide(), SlideWidthScale, SlideHeightScale ); + if( location != -1 ) + glUniform1f( location, 1.0 ); + displaySlide( nTime, glEnteringSlideTex, getScene().getEnteringSlide(), SlideWidthScale, SlideHeightScale ); + CHECK_GL_ERROR(); +} + std::shared_ptr<OGLTransitionImpl> makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives, const Primitives_t& rEnteringSlidePrimitives, @@ -1659,7 +1672,7 @@ makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives, std::shared_ptr<OGLTransitionImpl> makeVortex() { - const int NX = 40, NY = 40; + const int NX = 64, NY = 64; Primitive Slide; for (int x = 0; x < NX; x++) commit 1d411cad5a7d78ead8cffb5da522f1e0fba31187 Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Mon Dec 21 21:25:33 2015 +0000 slideshow: Improve the Ripple transition to match PowerPoint better Change-Id: I0b8a78fc6bce5cb737cc7070b1b69184c5f6991c diff --git a/slideshow/opengl/rippleFragmentShader.glsl b/slideshow/opengl/rippleFragmentShader.glsl index ac6b8ac..ec641d6 100644 --- a/slideshow/opengl/rippleFragmentShader.glsl +++ b/slideshow/opengl/rippleFragmentShader.glsl @@ -15,21 +15,43 @@ uniform sampler2D leavingSlideTexture; uniform sampler2D enteringSlideTexture; uniform float time; uniform vec2 center; +uniform float slideRatio; + varying vec2 v_texturePosition; +// This function returns the distance between two points, taking into account the slide ratio. +float betterDistance(vec2 p1, vec2 p2) +{ + p1.x *= slideRatio; + p2.x *= slideRatio; + return distance(p1, p2); +} + void main() { - float d = length(v_texturePosition - center); - float w = 0; - w = max(w, length(center - vec2(0, 0))); - w = max(w, length(center - vec2(1, 0))); - w = max(w, length(center - vec2(1, 1))); - w = max(w, length(center - vec2(0, 1))); - float v = 0.2; - float smoothtime = smoothstep(0, 1, time); - float a = smoothstep(smoothtime*w-v, smoothtime*w+v, d); - a += (0.5 - abs(a-0.5))*sin(d*M_PI*30); - gl_FragColor = mix(texture2D(enteringSlideTexture, v_texturePosition), texture2D(leavingSlideTexture, v_texturePosition), a); + const float w = 0.5; + const float v = 0.1; + + // Distance from this fragment to the center, in slide coordinates. + float dist = betterDistance(center, v_texturePosition); + + // We want the ripple to span all of the slide at the end of the transition. + float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio)); + + // Interpolate the distance to the center in fonction of the time. + float mixed = smoothstep(t*w-v, t*w+v, dist); + + // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already. + vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0; + vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time); + + // Get the final position we will sample from. + vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed); + + // Sample from the textures and mix that together. + vec4 leaving = texture2D(leavingSlideTexture, pos); + vec4 entering = texture2D(enteringSlideTexture, pos); + gl_FragColor = mix(entering, leaving, mixed); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx index 7effc68..cafc8ae 100644 --- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx +++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx @@ -1696,8 +1696,10 @@ public: private: virtual GLuint makeShader() const override; virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override; + virtual void prepare( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override; glm::vec2 maCenter; + GLint maSlideRatioLocation = -1; }; GLuint RippleTransition::makeShader() const @@ -1712,6 +1714,15 @@ void RippleTransition::prepareTransition( sal_Int32, sal_Int32 ) glUniform2fv(nCenterLocation, 1, glm::value_ptr(maCenter)); CHECK_GL_ERROR(); + + maSlideRatioLocation = glGetUniformLocation(m_nProgramObject, "slideRatio"); + CHECK_GL_ERROR(); +} + +void RippleTransition::prepare( double /* nTime */, double SlideWidth, double SlideHeight, double /* DispWidth */, double /* DispHeight */ ) +{ + if( maSlideRatioLocation != -1 ) + glUniform1f( maSlideRatioLocation, SlideWidth / SlideHeight ); } std::shared_ptr<OGLTransitionImpl> commit 22480b20130d10f4691cdf0a658040be7f36e47b Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Mon Dec 21 21:25:32 2015 +0000 slideshow: Fix a few issues in the Glitter transition Remove an unused variable, add comments, reduce the time a tile stays black, and donât rely on implicit casts of integers into floats. Change-Id: Ifacf49fe99818a62ad0430d86dc15c3bf51cf326 diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl index 8a65a57..64bb6de 100644 --- a/slideshow/opengl/glitterVertexShader.glsl +++ b/slideshow/opengl/glitterVertexShader.glsl @@ -57,22 +57,28 @@ mat4 rotationMatrix(vec3 axis, float angle) void main( void ) { - // There are 18 vertices in an hexagon - int instanceID = gl_VertexID / 18; + vec2 pos = (center.xy + 1.0) / 2.0; - vec2 pos = (center.xy + 1) / 2; + // 0..1 pseudo-random value used to randomize the tileâs start time. float fuzz = snoise(pos); + float startTime = pos.x * 0.5 + fuzz * 0.25; float endTime = startTime + 0.25; - float actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1); - angle = actualTime * M_PI * 2; + + // Scale the transition time to minimize the time a tile will stay black. + float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0); + if (transitionTime < 0.5) + transitionTime = transitionTime * 0.3 / 0.5; + else + transitionTime = (transitionTime * 0.3 / 0.5) + 0.4; + angle = transitionTime * M_PI * 2.0; mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; - mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0, 1, 0), angle) * translationMatrix(-center); + mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center); mat3 normalMatrix = mat3(transpose(inverse(transformMatrix))); gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0); - v_texturePosition = vec2((a_position.x + 1) / 2, (1 - a_position.y) / 2); + v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0); v_normal = normalize(normalMatrix * a_normal); } commit 928fe134ff6ea85f732b36a1ab11336f1d829531 Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Mon Dec 21 21:25:31 2015 +0000 vcl: Ignore i965âs shader compiler debug Change-Id: I94c5759d47a17e93f0614bfd95b52d64f9d2d896 diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx index d4397a1..5226e34 100644 --- a/vcl/source/opengl/OpenGLContext.cxx +++ b/vcl/source/opengl/OpenGLContext.cxx @@ -1043,11 +1043,17 @@ void OpenGLContext::InitGLEWDebugging() { glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(&debug_callback, nullptr); + + // Ignore i965âs shader compiler notification flood. + glDebugMessageControlARB(GL_DEBUG_SOURCE_SHADER_COMPILER_ARB, GL_DEBUG_TYPE_OTHER_ARB, GL_DEBUG_SEVERITY_NOTIFICATION_ARB, 0, nullptr, true); } else if ( glDebugMessageCallback ) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(&debug_callback, nullptr); + + // Ignore i965âs shader compiler notification flood. + glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_OTHER, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, true); } }
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