diff options
author | Tor Lillqvist <tml@collabora.com> | 2015-11-06 17:44:52 +0200 |
---|---|---|
committer | Tor Lillqvist <tml@collabora.com> | 2015-11-06 20:49:55 +0200 |
commit | 24db02dc8d771b8aa722d0fa2a410635b5179e35 (patch) | |
tree | b491c673e4e154e0207439a8b77ee135c8a14235 /slideshow/opengl | |
parent | 16331514fd10d444bec89f892a106cbbba9e16c0 (diff) |
Make the Vortex transition a bit more interesting
Also some minor cleanups in the C++ code.
Change-Id: I106657130dd6e32b458cb416717806caac5031ce
Diffstat (limited to 'slideshow/opengl')
-rwxr-xr-x | slideshow/opengl/vortexFragmentShader.glsl | 17 | ||||
-rwxr-xr-x | slideshow/opengl/vortexVertexShader.glsl | 72 |
2 files changed, 65 insertions, 24 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; |