From 29bd6961a23dd44bcf315cacac1189282d87fc9f Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Wed, 20 Jan 2016 21:04:37 +0000 Subject: slideshow: Change quads into cubes in the Vortex transition MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This makes Vortex require OpenGL 3.2 instead of 2.1. Change-Id: I9438a37c2cf75e58eafc807ad1abaa22acb231b1 --- slideshow/opengl/vortexGeometryShader.glsl | 76 ++++++++++++++++++++++ slideshow/opengl/vortexVertexShader.glsl | 100 ++++++++--------------------- 2 files changed, 104 insertions(+), 72 deletions(-) create mode 100644 slideshow/opengl/vortexGeometryShader.glsl (limited to 'slideshow/opengl') diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl new file mode 100644 index 000000000000..46999efad55f --- /dev/null +++ b/slideshow/opengl/vortexGeometryShader.glsl @@ -0,0 +1,76 @@ +/* -*- 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 150 + +layout(triangles) in; +layout(triangle_strip, max_vertices=11) out; + +in vec2 g_texturePosition[]; +in vec3 g_normal[]; +in mat4 modelViewMatrix[]; +in mat4 transform[]; +in float nTime[]; +in float startTime[]; +in float endTime[]; + +uniform mat4 u_projectionMatrix; + +out vec2 v_texturePosition; +out vec3 v_normal; + +void emitHexagonVertex(int index, vec3 translation, float fdsq) +{ + mat4 normalMatrix = transpose(inverse(modelViewMatrix[index])); + + vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0); + + // Apply our transform operations. + pos = transform[index] * pos; + + v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0))); + v_normal.z *= fdsq; + + gl_Position = u_projectionMatrix * modelViewMatrix[index] * pos; + v_texturePosition = g_texturePosition[index]; + EmitVertex(); +} + +void main() +{ + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); + const vec3 noTranslation = vec3(0.0, 0.0, 0.0); + + if (gl_in[0].gl_Position == invalidPosition) + return; + + // Draw “walls” to the hexagons. + if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) { + const vec3 translation = vec3(0.0, 0.0, -0.02); + + emitHexagonVertex(2, noTranslation, 0.3); + emitHexagonVertex(2, translation, 0.3); + + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 0.3); + emitHexagonVertex(i, translation, 0.3); + } + + EndPrimitive(); + } + + // Draw the main quad part. + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 1.0); + } + + EndPrimitive(); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 33fdc9374e1b..603c62960f2a 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -7,73 +7,32 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ -#version 120 +#version 150 #define M_PI 3.1415926535897932384626433832795 -attribute vec3 a_position; -attribute vec3 a_normal; -attribute vec2 a_texCoord; +in vec3 a_position; +in vec3 a_normal; +in vec2 a_texCoord; +in float tileInfo; -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; - uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; -attribute float tileInfo; uniform float slide; -varying vec4 debug; - -#if __VERSION__ < 140 -mat4 inverse(mat4 m) -{ - float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; - float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; - float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; - float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; - - float b00 = a00 * a11 - a01 * a10; - float b01 = a00 * a12 - a02 * a10; - float b02 = a00 * a13 - a03 * a10; - float b03 = a01 * a12 - a02 * a11; - float b04 = a01 * a13 - a03 * a11; - float b05 = a02 * a13 - a03 * a12; - float b06 = a20 * a31 - a21 * a30; - float b07 = a20 * a32 - a22 * a30; - float b08 = a20 * a33 - a23 * a30; - float b09 = a21 * a32 - a22 * a31; - float b10 = a21 * a33 - a23 * a31; - float b11 = a22 * a33 - a23 * a32; - - float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - return mat4( - a11 * b11 - a12 * b10 + a13 * b09, - a02 * b10 - a01 * b11 - a03 * b09, - a31 * b05 - a32 * b04 + a33 * b03, - a22 * b04 - a21 * b05 - a23 * b03, - a12 * b08 - a10 * b11 - a13 * b07, - a00 * b11 - a02 * b08 + a03 * b07, - a32 * b02 - a30 * b05 - a33 * b01, - a20 * b05 - a22 * b02 + a23 * b01, - a10 * b10 - a11 * b08 + a13 * b06, - a01 * b08 - a00 * b10 - a03 * b06, - a30 * b04 - a31 * b02 + a33 * b00, - a21 * b02 - a20 * b04 - a23 * b00, - a11 * b07 - a10 * b09 - a12 * b06, - a00 * b09 - a01 * b07 + a02 * b06, - a31 * b01 - a30 * b03 - a32 * b00, - a20 * b03 - a21 * b01 + a22 * b00) / det; -} -#endif +out vec2 g_texturePosition; +out vec3 g_normal; +out mat4 modelViewMatrix; +out mat4 transform; +out float nTime; +out float startTime; +out float endTime; float snoise(vec2 p) { @@ -110,9 +69,6 @@ mat4 rotationMatrix(vec3 axis, float angle) void main( void ) { - vec4 v = vec4(a_position, 1.0); - vec4 normal = vec4(a_normal, 1.0); - // Each tile moves during only half of the transition. The leftmost // tiles start moving at the start and arrive at their end // position around time=0.5, when the tiles there (the rightmost @@ -131,14 +87,12 @@ void main( void ) // The additional 0.5 on each side is because we want some tiles to rotate outside. float rotationFuzz = snoise(vec2(float(numTiles.x + tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))) * 3.0 - 1.5; - float startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; - float endTime = min(startTime + 0.7, 1.0); + startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; + endTime = min(startTime + 0.7, 1.0); bool isLeavingSlide = (slide < 0.5); const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); - float nTime; - // Don’t display the tile before or after its rotation, depending on the slide. if (!isLeavingSlide) { @@ -159,18 +113,25 @@ void main( void ) nTime = time; } - mat4 transform = identityMatrix(); + transform = identityMatrix(); if (nTime > startTime && nTime <= endTime) { // We are in the rotation part. - float rotation = -(nTime - startTime) / (endTime - startTime); + float rotation = (nTime - startTime) / (endTime - startTime); + if (isLeavingSlide) + rotation *= -1.0; + + if (rotation < -0.5 || rotation > 0.5) { + gl_Position = invalidPosition; + return; + } // Translation vector to set the origin of the rotation. vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); // Compute the actual rotation matrix. transform = translationMatrix(translationVector) - * rotationMatrix(vec3(0, 1, 0), clamp(rotation, -1.0, 1.0) * M_PI) + * rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * translationMatrix(-translationVector) * transform; @@ -182,16 +143,11 @@ void main( void ) } } - // Apply our transform operations. - v = transform * v; - normal = transform * normal; - - mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; - mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); - gl_Position = u_projectionMatrix * modelViewMatrix * v; + modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + gl_Position = vec4(a_position, 1.0); - v_texturePosition = a_texCoord; - v_normal = normalize(normalMatrix * vec3(normal)); + g_texturePosition = a_texCoord; + g_normal = a_normal; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ -- cgit