diff options
author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2015-12-09 21:39:35 +0000 |
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committer | Tomaž Vajngerl <tomaz.vajngerl@collabora.com> | 2015-12-11 15:29:01 +0100 |
commit | d9116f2235e1a79c86446fc67231684edac49d82 (patch) | |
tree | 24786bfc6fcc83b66cd786d12efc7647104fe750 /slideshow/opengl | |
parent | c0b8c035db9afd6271e0382c4f10ad44d3aa0dbb (diff) |
slideshow: Improve the performances of the Glitter transition
Change-Id: Iaf482b357577ff8a5511607844a69c90ea28d29f
Diffstat (limited to 'slideshow/opengl')
-rw-r--r-- | slideshow/opengl/glitterFragmentShader.glsl | 36 | ||||
-rw-r--r-- | slideshow/opengl/glitterVertexShader.glsl | 79 |
2 files changed, 115 insertions, 0 deletions
diff --git a/slideshow/opengl/glitterFragmentShader.glsl b/slideshow/opengl/glitterFragmentShader.glsl new file mode 100644 index 000000000000..1bec20102be6 --- /dev/null +++ b/slideshow/opengl/glitterFragmentShader.glsl @@ -0,0 +1,36 @@ +/* -*- 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 130 + +#define M_PI 3.1415926535897932384626433832795 + +uniform sampler2D leavingSlideTexture; +uniform sampler2D enteringSlideTexture; +varying vec2 v_texturePosition; +varying vec3 v_normal; + +uniform float time; +varying float angle; + +void main() { + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = dot(lightVector, v_normal); + + vec4 fragment; + if (angle < M_PI) + fragment = texture2D(leavingSlideTexture, v_texturePosition); + else + fragment = texture2D(enteringSlideTexture, v_texturePosition); + + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); + gl_FragColor = mix(black, fragment, max(light, 0.0)); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl new file mode 100644 index 000000000000..9fdaf2999a14 --- /dev/null +++ b/slideshow/opengl/glitterVertexShader.glsl @@ -0,0 +1,79 @@ +/* -*- 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 130 + +#define M_PI 3.1415926535897932384626433832795 + +attribute vec3 a_position; +attribute vec3 a_normal; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +varying vec2 v_texturePosition; +varying vec3 v_normal; + +attribute vec3 center; +uniform float time; +uniform ivec2 numTiles; +uniform sampler2D permTexture; +varying float angle; + +float snoise(vec2 p) +{ + return texture2D(permTexture, p).r; +} + +mat4 translationMatrix(vec3 axis) +{ + 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, + axis.x, axis.y, axis.z, 1.0); +} + +mat4 rotationMatrix(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, + oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, + oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +void main( void ) +{ + // There are 18 vertices in an hexagon + int instanceID = gl_VertexID / 18; + + vec2 pos = (center.xy + 1) / 2; + 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; + + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0, 1, 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_normal = normalize(normalMatrix * a_normal); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |