From 24db02dc8d771b8aa722d0fa2a410635b5179e35 Mon Sep 17 00:00:00 2001 From: Tor Lillqvist Date: Fri, 6 Nov 2015 17:44:52 +0200 Subject: Make the Vortex transition a bit more interesting Also some minor cleanups in the C++ code. Change-Id: I106657130dd6e32b458cb416717806caac5031ce --- slideshow/opengl/vortexFragmentShader.glsl | 17 ++--- slideshow/opengl/vortexVertexShader.glsl | 72 +++++++++++++++----- .../OGLTrans/generic/OGLTrans_TransitionImpl.cxx | 77 ++++++++++++++-------- 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 mvCenters; + std::vector mvTileCenters; std::vector mvTileXIndexes; std::vector mvTileYIndexes; std::vector 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(); -- cgit