slideshow: Change quads into cubes in the Vortex transition

This makes Vortex require OpenGL 3.2 instead of 2.1.

Change-Id: I9438a37c2cf75e58eafc807ad1abaa22acb231b1
This commit is contained in:
Emmanuel Gil Peyrot 2016-01-20 21:04:37 +00:00 committed by Tomaž Vajngerl
parent 24b9f873a6
commit 29bd6961a2
4 changed files with 107 additions and 73 deletions

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@ -24,6 +24,7 @@ $(eval $(call gb_Package_add_files,slideshow_opengl_shader,$(LIBO_ETC_FOLDER)/op
reflectionFragmentShader.glsl \ reflectionFragmentShader.glsl \
staticFragmentShader.glsl \ staticFragmentShader.glsl \
vortexVertexShader.glsl \ vortexVertexShader.glsl \
vortexGeometryShader.glsl \
rippleFragmentShader.glsl \ rippleFragmentShader.glsl \
)) ))

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@ -0,0 +1,76 @@
/* -*- 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 150
layout(triangles) in;
layout(triangle_strip, max_vertices=11) out;
in vec2 g_texturePosition[];
in vec3 g_normal[];
in mat4 modelViewMatrix[];
in mat4 transform[];
in float nTime[];
in float startTime[];
in float endTime[];
uniform mat4 u_projectionMatrix;
out vec2 v_texturePosition;
out vec3 v_normal;
void emitHexagonVertex(int index, vec3 translation, float fdsq)
{
mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
// Apply our transform operations.
pos = transform[index] * pos;
v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
v_normal.z *= fdsq;
gl_Position = u_projectionMatrix * modelViewMatrix[index] * pos;
v_texturePosition = g_texturePosition[index];
EmitVertex();
}
void main()
{
const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
const vec3 noTranslation = vec3(0.0, 0.0, 0.0);
if (gl_in[0].gl_Position == invalidPosition)
return;
// Draw “walls” to the hexagons.
if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
const vec3 translation = vec3(0.0, 0.0, -0.02);
emitHexagonVertex(2, noTranslation, 0.3);
emitHexagonVertex(2, translation, 0.3);
for (int i = 0; i < 3; ++i) {
emitHexagonVertex(i, noTranslation, 0.3);
emitHexagonVertex(i, translation, 0.3);
}
EndPrimitive();
}
// Draw the main quad part.
for (int i = 0; i < 3; ++i) {
emitHexagonVertex(i, noTranslation, 1.0);
}
EndPrimitive();
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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@ -7,73 +7,32 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/. * file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/ */
#version 120 #version 150
#define M_PI 3.1415926535897932384626433832795 #define M_PI 3.1415926535897932384626433832795
attribute vec3 a_position; in vec3 a_position;
attribute vec3 a_normal; in vec3 a_normal;
attribute vec2 a_texCoord; in vec2 a_texCoord;
in float tileInfo;
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix; uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix; uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix; uniform mat4 u_primitiveTransformMatrix;
uniform mat4 u_operationsTransformMatrix; uniform mat4 u_operationsTransformMatrix;
varying vec2 v_texturePosition;
varying vec3 v_normal;
uniform float time; uniform float time;
uniform ivec2 numTiles; uniform ivec2 numTiles;
uniform sampler2D permTexture; uniform sampler2D permTexture;
attribute float tileInfo;
uniform float slide; uniform float slide;
varying vec4 debug; out vec2 g_texturePosition;
out vec3 g_normal;
#if __VERSION__ < 140 out mat4 modelViewMatrix;
mat4 inverse(mat4 m) out mat4 transform;
{ out float nTime;
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; out float startTime;
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; out float endTime;
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) float snoise(vec2 p)
{ {
@ -110,9 +69,6 @@ mat4 rotationMatrix(vec3 axis, float angle)
void main( void ) void main( void )
{ {
vec4 v = vec4(a_position, 1.0);
vec4 normal = vec4(a_normal, 1.0);
// Each tile moves during only half of the transition. The leftmost // Each tile moves during only half of the transition. The leftmost
// tiles start moving at the start and arrive at their end // tiles start moving at the start and arrive at their end
// position around time=0.5, when the tiles there (the rightmost // position around time=0.5, when the tiles there (the rightmost
@ -131,14 +87,12 @@ void main( void )
// The additional 0.5 on each side is because we want some tiles to rotate outside. // 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 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) * 0.2 + startTimeFuzz * 0.2; startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2;
float endTime = min(startTime + 0.7, 1.0); endTime = min(startTime + 0.7, 1.0);
bool isLeavingSlide = (slide < 0.5); bool isLeavingSlide = (slide < 0.5);
const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
float nTime;
// Dont display the tile before or after its rotation, depending on the slide. // Dont display the tile before or after its rotation, depending on the slide.
if (!isLeavingSlide) if (!isLeavingSlide)
{ {
@ -159,18 +113,25 @@ void main( void )
nTime = time; nTime = time;
} }
mat4 transform = identityMatrix(); transform = identityMatrix();
if (nTime > startTime && nTime <= endTime) if (nTime > startTime && nTime <= endTime)
{ {
// We are in the rotation part. // We are in the rotation part.
float rotation = -(nTime - startTime) / (endTime - startTime); float rotation = (nTime - startTime) / (endTime - startTime);
if (isLeavingSlide)
rotation *= -1.0;
if (rotation < -0.5 || rotation > 0.5) {
gl_Position = invalidPosition;
return;
}
// Translation vector to set the origin of the rotation. // Translation vector to set the origin of the rotation.
vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0);
// Compute the actual rotation matrix. // Compute the actual rotation matrix.
transform = translationMatrix(translationVector) transform = translationMatrix(translationVector)
* rotationMatrix(vec3(0, 1, 0), clamp(rotation, -1.0, 1.0) * M_PI) * rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI)
* translationMatrix(-translationVector) * translationMatrix(-translationVector)
* transform; * transform;
@ -182,16 +143,11 @@ void main( void )
} }
} }
// Apply our transform operations. modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
v = transform * v; gl_Position = vec4(a_position, 1.0);
normal = transform * normal;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; g_texturePosition = a_texCoord;
mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); g_normal = a_normal;
gl_Position = u_projectionMatrix * modelViewMatrix * v;
v_texturePosition = a_texCoord;
v_normal = normalize(normalMatrix * vec3(normal));
} }
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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@ -1586,7 +1586,7 @@ void VortexTransition::prepare( double, double, double, double, double )
GLuint VortexTransition::makeShader() const GLuint VortexTransition::makeShader() const
{ {
return OpenGLHelper::LoadShaders( "vortexVertexShader", "basicFragmentShader" ); return OpenGLHelper::LoadShaders( "vortexVertexShader", "basicFragmentShader", "vortexGeometryShader" );
} }
void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex )
@ -1690,6 +1690,7 @@ std::shared_ptr<OGLTransitionImpl> makeVortex()
TransitionSettings aSettings; TransitionSettings aSettings;
aSettings.mbUseMipMapLeaving = aSettings.mbUseMipMapEntering = false; aSettings.mbUseMipMapLeaving = aSettings.mbUseMipMapEntering = false;
aSettings.mnRequiredGLVersion = 3.2f;
return makeVortexTransition(aLeavingSlide, aEnteringSlide, aSettings, NX, NY); return makeVortexTransition(aLeavingSlide, aEnteringSlide, aSettings, NX, NY);
} }