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Change-Id: I0635a5f4f02a1de222656133bca1ff2da8ce59f6
Reviewed-on: https://gerrit.libreoffice.org/54711
Reviewed-by: Julien Nabet <serval2412@yahoo.fr>
Tested-by: Christian Lohmaier <lohmaier+LibreOffice@googlemail.com>
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Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7
Reviewed-on: https://gerrit.libreoffice.org/22678
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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texture2D() is still available, but not in the geometry stage, so
better be consistent everywhere.
Change-Id: I86bf1921713bcbf32946190525401bfcc633a69f
Reviewed-on: https://gerrit.libreoffice.org/22468
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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When more than three multiplications are chained, Intel’s Windows
driver returns a mat4 containing only zeroes, likely due to a
misbehaving optimisation. This patch prevents it from doing any
optimisation by doing each multiplication in its own uniform block.
Change-Id: I0b435d3a5444afd47f78c379f0d2e442d2c2cfc0
Reviewed-on: https://gerrit.libreoffice.org/22470
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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Their Windows driver was failing due to too many varyings being used
between the vertex and the geometry stages.
Change-Id: Iec69a2ef29e6ed4ba5ce6e46c7a5eb7db5098d1b
Reviewed-on: https://gerrit.libreoffice.org/22469
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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Change-Id: I1f8f11f900f281792b417c1efead272fe3e8432e
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These are done using a shadow mapping technique, we render both slides
from the point of view of the light, and then do a second pass in which
we lower the light of the fragment if some other cube is above it.
Change-Id: I8aaa1428c4481661283bf69b5e56aa4d95fb80dd
Reviewed-on: https://gerrit.libreoffice.org/22232
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
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On Windows, the text is rendered with 0 of alpha, which is an issue in
this transition as it enables GL_BLEND.
Change-Id: I45fe32ccf77854e758eddc33f300791d4cdd6904
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This makes Vortex require OpenGL 3.2 instead of 2.1.
Change-Id: I9438a37c2cf75e58eafc807ad1abaa22acb231b1
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Change-Id: I921e52d8347f3b37030818711f979517eab690a8
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Change-Id: Ic0f62f36faccb65ab4fbc7bb5553d096a2658f96
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Change-Id: I5dd15f3d483caaedbf58a7ad12bf24798694524f
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Change-Id: I7c40d7eb90a5c2b5d9808683c83b664707c27cb1
Reviewed-on: https://gerrit.libreoffice.org/21128
Reviewed-by: Ashod Nakashian <ashnakash@gmail.com>
Tested-by: Ashod Nakashian <ashnakash@gmail.com>
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Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847
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Change-Id: I60e0b71d41a726459baeb7e590745d6bfb58e884
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Change-Id: I0b8a78fc6bce5cb737cc7070b1b69184c5f6991c
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Remove an unused variable, add comments, reduce the time a tile stays
black, and don’t rely on implicit casts of integers into floats.
Change-Id: Ifacf49fe99818a62ad0430d86dc15c3bf51cf326
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Change-Id: Ifa02bde8c84326c513df74d34077710f2e28c91e
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The Linux GLSL imlementation is very loose in its interpretation of
standards, it seems. (I am not surprised.) Not so on Windows, at least
with AMD drivers. The inverse() function (for float matririces) is
present only starting from GLSL 1.40. Bump the #version directive
accordingly. (See
https://www.opengl.org/sdk/docs/man/html/inverse.xhtml)
To get this to work again on OS X will be a further challenge. There a
'legacy' context only has GLSL 1.20. But the intent is to move this
code in the direction of using 'core' contexts anyway.
Change-Id: I572dc7cc30f90321b233fbfd857455dc01761a7c
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Change-Id: Iaf482b357577ff8a5511607844a69c90ea28d29f
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Change-Id: Iacddc7b84bf0be8bb112cba88cc7fd36f72e7ca0
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Change-Id: I870ef7885fe569c89bde63a70ef038c4133ffbfd
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Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b
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Change-Id: I9d6c3ad0d2cc2f691afb2c8622471286f8a5e1c7
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Change-Id: I2380fc7f8462514e6c032b18b44df51fbaaccb9f
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Change-Id: Iec854a8369a7a9f845f261233e46aea8097db109
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This removes the hack reflections were previously, where a black quad
was drawn on top of a mirror version of the first primitive only.
Change-Id: I8c0863ab30e85d0130a8d7e838f3514e9be93788
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Change-Id: I94187b9316a206578bb738411053afe070703f09
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Many transitions don’t like the simplistic default shader, especially
since it doesn’t handle lighting or reflections properly.
Those issues are addressed in the following commits. TODO: except
lighting.
Change-Id: Ia99308deb87c97d9bbe1da32aac64d0437061a84
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ftransform() is deprecated, and we shouldnât do an extraneous
multiplication to obtain the two matrices together.
Change-Id: Iaa16c106b8b702468f7be643a812107f0967acdd
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Let about half the tiles move around in one direction (in front of the
slide plane), and the rest the other direction (behind the slide
plane).
Make sure tiles that rotate into each other's location go the same way
around, so that they don't pass through each others, which looks ugly.
Avoid z-fighting by not letting the tile end up exactly on top of the
one it is replacing, in case that one has not started moving yet.
Change-Id: I232b0f815412d5d575b0dde4df2d337288e645bb
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Change-Id: I0602be9567961ca3bb5d41febd35ad65d8d7fb2a
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I was suffering from one basic misunderstanding: I did not get it that
samplers are indexed with normalized texture coordinates, i.e. 0..1.
(Note that multiplying a coordinate by any number does not break
anything horribly for this use case, looking up a pseudo-random
number, because textures by default repeat as a coordinate wraps.)
We multiply by 10 so that neighbouring pixels that map to close index
into the permTexture don't get clumped together with close sn values,
and thus same behaviour.
(Sure, the multiplication by 256 that I had changed it to worked, too,
but not the way my initial reasoning went... So let's use the original
10 to avoid somebody else thinking that we need to multiply by 256
because permTexture is built from a 256x256 array.)
(See 1877228ae8e7cc298cf4e45d061ee54774aa1d08)
Change-Id: I1d350446460fe2fdd3e55f00053a5ce01d2d117c
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Use #version 120 explicitly, and adapt the shader shader code
accordingly, to use strictly only GLSL 1.20 constructs. Also, use less
vertex attribute data in the Vortex vertex shader: We can pack the
per-vertex tile x and y index and in-tile vertex index information
into one float. Also, the shader can calculate the center of the tile
a vertex belongs to based on the knowledge of which tile it is.
Now the shader transitions work on OS X, too.
Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
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Also some minor cleanups in the C++ code.
Change-Id: I106657130dd6e32b458cb416717806caac5031ce
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Change-Id: I18efe35c299bc3a4a2a5e449021323fc1f53f378
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Change-Id: I4f76c7699333cd9236f5231984db5c6d02a31445
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The actual transition is not yet at all like the one in the competing
product. But some basic ideas are in place.
Change-Id: Ie17a4fe03ae93abe51a2f1f760f417ee4b193e2c
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We already have an if statement for (time < PART) right above.
Change-Id: I43b817dd6d0a11be4ed51a5bd378806447abf69c
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Change-Id: Ia32c98d8162f31a8ee0b0d0c1301ca204c9c3c87
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Change-Id: I5179ee1cd295f256526feebb192a8548c41276a7
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Change-Id: I8930aab2b4d3fd00916f12b86fa06b5e011542ac
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