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authorTor Lillqvist <tml@collabora.com>2015-11-06 17:44:52 +0200
committerTor Lillqvist <tml@collabora.com>2015-11-06 20:49:55 +0200
commit24db02dc8d771b8aa722d0fa2a410635b5179e35 (patch)
treeb491c673e4e154e0207439a8b77ee135c8a14235
parent16331514fd10d444bec89f892a106cbbba9e16c0 (diff)
Make the Vortex transition a bit more interesting
Also some minor cleanups in the C++ code. Change-Id: I106657130dd6e32b458cb416717806caac5031ce
-rwxr-xr-xslideshow/opengl/vortexFragmentShader.glsl17
-rwxr-xr-xslideshow/opengl/vortexVertexShader.glsl72
-rw-r--r--slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx77
3 files changed, 113 insertions, 53 deletions
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
index d4ff8fb1b559..a8a976731034 100755
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -9,21 +9,22 @@
uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
-uniform sampler2D permTexture;
uniform float time;
varying vec2 v_texturePosition;
-
-float snoise(vec2 p)
-{
- return texture2D(permTexture, p).r;
-}
+varying float v_textureSelect;
void main()
{
- if (time <= 0.5)
+ if (v_textureSelect == 0)
+ {
gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition);
+ }
else
- gl_FragColor = texture2D(enteringSlideTexture, v_texturePosition);
+ {
+ vec2 pos = v_texturePosition;
+ pos.x = 1 - pos.x;
+ gl_FragColor = texture2D(enteringSlideTexture, pos);
+ }
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl
index 588eda532be7..532260d748a9 100755
--- a/slideshow/opengl/vortexVertexShader.glsl
+++ b/slideshow/opengl/vortexVertexShader.glsl
@@ -10,12 +10,14 @@
#define M_PI 3.1415926535897932384626433832795
uniform float time;
+uniform ivec2 numTiles;
uniform sampler2D permTexture;
-attribute vec2 center;
+attribute vec2 tileCenter;
attribute int tileXIndex;
attribute int tileYIndex;
attribute int vertexIndexInTile;
varying vec2 v_texturePosition;
+varying float v_textureSelect;
float snoise(vec2 p)
{
@@ -35,14 +37,6 @@ mat4 rotationMatrix(vec3 axis, float angle)
0.0, 0.0, 0.0, 1.0);
}
-mat4 translateMatrix(vec2 whereTo)
-{
- return mat4(1, 0, 0, whereTo.x,
- 0, 1, 0, whereTo.y,
- 0, 0, 1, 0,
- 0, 0, 0, 1);
-}
-
void main( void )
{
vec4 v = gl_Vertex;
@@ -50,16 +44,62 @@ void main( void )
// Of course this is nothing like what it will eventually be; just
// experimenting to get at least something.
- v -= vec4(center, 0, 0);
- if (time <= 0.5)
- v = rotationMatrix(vec3(0, 1, 0), time*M_PI) * v;
+ // Move the tile on a semicircular path so that it will end up at the correct place
+ // Move half the tiles one way, half the other.
+
+ // Each tile moves during only half of the transition. The letmost
+ // tiles start moving immediately and arrive at their end position
+ // at time=0.5, when the tiles there (the rightmost ones) start
+ // moving.
+
+ float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5;
+ float endTime = startTime + 0.5;
+
+ if (time <= startTime)
+ {
+ // Still at start location, nothing needed
+ v_textureSelect = 0;
+ }
+ else if (time > startTime && time <= endTime)
+ {
+ // Moving
+ float moveTime = (time - startTime) * 2;
+
+ // First: Rotate the tile around its Y axis,
+ // It rotates 180 degrees during the transition.
+ // Translate to origin, rotate.
+
+ v -= vec4(tileCenter, 0, 0);
+
+ // A semi-random number 0..1, different for neighbouring tiles
+ float fuzz = snoise(256*vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1)));
+
+ float rotation = moveTime;
+
+ // experiment: perturb rotation a bit randomly
+ // rotation = moveTime - fuzz*(0.5-abs(time - 0.5));
+
+ v = rotationMatrix(vec3(0, 1, 0), rotation*M_PI) * v;
+
+ v.x += tileCenter.x * cos(moveTime*M_PI);
+ v.y += tileCenter.y;
+ v.z += (fuzz < 0.5 ? -1 : 1) * tileCenter.x * sin(moveTime*M_PI);
+
+ // Perturb z a bit randomly
+ v.z += ((((tileXIndex << 3) ^ tileYIndex) % 10) - 5) * (1 - abs(time-0.5)*2);
+
+ v_textureSelect = float(rotation > 0.5);
+ }
else
- v = rotationMatrix(vec3(0, 1, 0), -(1-time)*M_PI) * v;
- v += vec4(center, 0, 0);
+ {
+ // At end location. Tile is 180 degrees rotated
- // v.z += 10 * (snoise(vec2(tileXIndex, tileYIndex))-0.5) * (1 - abs(time-0.5)*2);
+ v -= vec4(tileCenter, 0, 0);
+ v = rotationMatrix(vec3(0, 1, 0), M_PI) * v;
+ v += vec4(-tileCenter.x, tileCenter.y, 0, 0);
- v.z += ((((tileXIndex << 3) ^ tileYIndex) % 10) - 5) * (1 - abs(time-0.5)*2) + 0*vertexIndexInTile;
+ v_textureSelect = 1;
+ }
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v;
diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
index a3183c6b6fe8..fd3e73f1f9cd 100644
--- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
+++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
@@ -1511,25 +1511,32 @@ void ShaderTransition::impl_preparePermShader()
CHECK_GL_ERROR();
if( m_nProgramObject ) {
glUseProgram( m_nProgramObject );
+ CHECK_GL_ERROR();
GLint location = glGetUniformLocation( m_nProgramObject, "leavingSlideTexture" );
if( location != -1 ) {
glUniform1i( location, 0 ); // texture unit 0
+ CHECK_GL_ERROR();
}
glActiveTexture(GL_TEXTURE1);
+ CHECK_GL_ERROR();
if( !m_nHelperTexture )
initPermTexture( &m_nHelperTexture );
+
glActiveTexture(GL_TEXTURE0);
+ CHECK_GL_ERROR();
location = glGetUniformLocation( m_nProgramObject, "permTexture" );
if( location != -1 ) {
glUniform1i( location, 1 ); // texture unit 1
+ CHECK_GL_ERROR();
}
location = glGetUniformLocation( m_nProgramObject, "enteringSlideTexture" );
if( location != -1 ) {
glUniform1i( location, 2 ); // texture unit 2
+ CHECK_GL_ERROR();
}
}
CHECK_GL_ERROR();
@@ -1652,21 +1659,20 @@ class VortexTransition : public ShaderTransition
public:
VortexTransition(const TransitionScene& rScene, const TransitionSettings& rSettings, int nNX, int nNY)
: ShaderTransition(rScene, rSettings)
- , mnCenterLocation(0)
+ , mnTileCenterLocation(0)
, mnTileXIndexLocation(0)
, mnTileYIndexLocation(0)
, mnVertexIndexInTileLocation(0)
- , mnCenterBuffer(0)
+ , mnTileCenterBuffer(0)
, mnTileXIndexBuffer(0)
, mnTileYIndexBuffer(0)
, mnVertexIndexInTileBuffer(0)
- , mnNX(nNX)
- , mnNY(nNY)
+ , maNumTiles(nNX,nNY)
{
- mvCenters.resize(6*mnNX*mnNY);
- mvTileXIndexes.resize(6*mnNX*mnNY);
- mvTileYIndexes.resize(6*mnNX*mnNY);
- mvVertexIndexesInTiles.resize(6*mnNX*mnNY);
+ mvTileCenters.resize(6*maNumTiles.x*maNumTiles.y);
+ mvTileXIndexes.resize(6*maNumTiles.x*maNumTiles.y);
+ mvTileYIndexes.resize(6*maNumTiles.x*maNumTiles.y);
+ mvVertexIndexesInTiles.resize(6*maNumTiles.x*maNumTiles.y);
}
private:
@@ -1676,18 +1682,18 @@ private:
virtual GLuint makeShader() override;
- GLint mnCenterLocation;
+ GLint mnTileCenterLocation;
GLint mnTileXIndexLocation;
GLint mnTileYIndexLocation;
GLint mnVertexIndexInTileLocation;
- GLuint mnCenterBuffer;
+ GLuint mnTileCenterBuffer;
GLuint mnTileXIndexBuffer;
GLuint mnTileYIndexBuffer;
GLuint mnVertexIndexInTileBuffer;
- int mnNX, mnNY;
+ glm::ivec2 maNumTiles;
- std::vector<glm::vec2> mvCenters;
+ std::vector<glm::vec2> mvTileCenters;
std::vector<GLint> mvTileXIndexes;
std::vector<GLint> mvTileYIndexes;
std::vector<GLint> mvVertexIndexesInTiles;
@@ -1697,11 +1703,11 @@ void VortexTransition::prepare( double, double, double, double, double )
{
glDisable(GL_CULL_FACE);
- glBindBuffer(GL_ARRAY_BUFFER, mnCenterBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mnTileCenterBuffer);
CHECK_GL_ERROR();
- glEnableVertexAttribArray(mnCenterLocation);
+ glEnableVertexAttribArray(mnTileCenterLocation);
CHECK_GL_ERROR();
- glVertexAttribPointer(mnCenterLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
+ glVertexAttribPointer(mnTileCenterLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileXIndexBuffer);
@@ -1738,16 +1744,28 @@ GLuint VortexTransition::makeShader()
{
GLuint nProgram = OpenGLHelper::LoadShaders( "vortexVertexShader", "vortexFragmentShader" );
- mnCenterLocation = glGetAttribLocation(nProgram, "center");
- CHECK_GL_ERROR();
- mnTileXIndexLocation = glGetAttribLocation(nProgram, "tileXIndex");
- CHECK_GL_ERROR();
- mnTileYIndexLocation = glGetAttribLocation(nProgram, "tileYIndex");
- CHECK_GL_ERROR();
- mnVertexIndexInTileLocation = glGetAttribLocation(nProgram, "vertexIndexInTile");
- CHECK_GL_ERROR();
+ if (nProgram)
+ {
+ mnTileCenterLocation = glGetAttribLocation(nProgram, "tileCenter");
+ CHECK_GL_ERROR();
+ mnTileXIndexLocation = glGetAttribLocation(nProgram, "tileXIndex");
+ CHECK_GL_ERROR();
+ mnTileYIndexLocation = glGetAttribLocation(nProgram, "tileYIndex");
+ CHECK_GL_ERROR();
+ mnVertexIndexInTileLocation = glGetAttribLocation(nProgram, "vertexIndexInTile");
+ CHECK_GL_ERROR();
+
+ glUseProgram(nProgram);
+ CHECK_GL_ERROR();
- glGenBuffers(1, &mnCenterBuffer);
+ GLint nNumTilesLocation = glGetUniformLocation(nProgram, "numTiles");
+ CHECK_GL_ERROR();
+
+ glUniform2iv(nNumTilesLocation, 1, glm::value_ptr(maNumTiles));
+ CHECK_GL_ERROR();
+ }
+
+ glGenBuffers(1, &mnTileCenterBuffer);
CHECK_GL_ERROR();
glGenBuffers(1, &mnTileXIndexBuffer);
CHECK_GL_ERROR();
@@ -1759,9 +1777,9 @@ GLuint VortexTransition::makeShader()
// Two triangles, i.e. six vertices, per tile
{
int n = 0;
- for (int x = 0; x < mnNX; x++)
+ for (int x = 0; x < maNumTiles.x; x++)
{
- for (int y = 0; y < mnNY; y++)
+ for (int y = 0; y < maNumTiles.y; y++)
{
for (int v = 0; v < 6; v++)
{
@@ -1770,7 +1788,7 @@ GLuint VortexTransition::makeShader()
// coordinates. Why the code can't use those from the start I don't
// know... Confusing. Anyway, so here when we store the center of each rectangle
// that the vertices belong to, we need to use the actual coordinates.
- mvCenters[n] = glm::vec2(2*((x+0.5)/mnNX) - 1, -2*((y+0.5)/mnNY) + 1);
+ mvTileCenters[n] = glm::vec2(2*((x+0.5)/maNumTiles.x) - 1, -2*((y+0.5)/maNumTiles.y) + 1);
mvTileXIndexes[n] = x;
mvTileYIndexes[n] = y;
@@ -1781,9 +1799,9 @@ GLuint VortexTransition::makeShader()
}
}
- glBindBuffer(GL_ARRAY_BUFFER, mnCenterBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mnTileCenterBuffer);
CHECK_GL_ERROR();
- glBufferData(GL_ARRAY_BUFFER, mvCenters.size()*sizeof(glm::vec2), mvCenters.data(), GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, mvTileCenters.size()*sizeof(glm::vec2), mvTileCenters.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileXIndexBuffer);
@@ -1871,6 +1889,7 @@ GLuint RippleTransition::makeShader()
if (nProgram)
{
glUseProgram(nProgram);
+ CHECK_GL_ERROR();
GLint nCenterLocation = glGetUniformLocation(nProgram, "center");
CHECK_GL_ERROR();