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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:13 +0000
committerjan iversen <jani@documentfoundation.org>2016-03-15 19:50:40 +0000
commit7a3fb01f7ee00443eea719ce0c0a2c89e432c842 (patch)
treea5dae5de377734a6aad92401dfc5df2b4e109095
parentbd683e08cd614afdf3be1a8272200e39a38d9d0b (diff)
slideshow: Blur the shadows the further they are from the object
Reviewed-on: https://gerrit.libreoffice.org/22678 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com> Conflicts: slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx (cherry-picked from the commit 3ed1e68a79e8dcc623eb9165577e0571cebf4709) Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7 Reviewed-on: https://gerrit.libreoffice.org/22812 Tested-by: Jenkins <ci@libreoffice.org> Tested-by: jan iversen <jani@documentfoundation.org> Reviewed-by: jan iversen <jani@documentfoundation.org>
-rw-r--r--slideshow/opengl/honeycombFragmentShader.glsl30
-rw-r--r--slideshow/opengl/honeycombGeometryShader.glsl15
-rw-r--r--slideshow/opengl/vortexFragmentShader.glsl46
-rw-r--r--slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx12
4 files changed, 80 insertions, 23 deletions
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl
index c207203a1ce3..e4ce8e31f91e 100644
--- a/slideshow/opengl/honeycombFragmentShader.glsl
+++ b/slideshow/opengl/honeycombFragmentShader.glsl
@@ -29,6 +29,18 @@ bool isBorder(vec2 point)
void main()
{
+ const vec2 samplingPoints[9] = vec2[](
+ vec2(0, 0),
+ vec2(-1, -1),
+ vec2(-1, 0),
+ vec2(-1, 1),
+ vec2(0, 1),
+ vec2(1, 1),
+ vec2(1, 0),
+ vec2(1, -1),
+ vec2(0, -1)
+ );
+
vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, normal), 0.0);
@@ -73,13 +85,23 @@ void main()
fragment.rgb *= actualTime;
}
}
+
+ // Compute the shadow.
float visibility = 1.0;
const float epsilon = 0.0001;
- if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a);
+ if (selectedTexture < 0.5) {
+ float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ // Only the entering slide.
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (depthShadow < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05 * texture(colorShadowTexture, coordinate).a;
+ }
+ }
+ }
+
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
- if (fragment.a < 0.001)
- discard;
gl_FragColor = mix(black, fragment, visibility * light);
}
diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl
index 5afaa7b95aea..dedc0df97526 100644
--- a/slideshow/opengl/honeycombGeometryShader.glsl
+++ b/slideshow/opengl/honeycombGeometryShader.glsl
@@ -67,13 +67,14 @@ void emitHexagonVertex(vec3 center, vec2 translation)
void main()
{
- vec2 translateVectors[6];
- translateVectors[0] = vec2(-3, -2);
- translateVectors[1] = vec2(0, -4);
- translateVectors[2] = vec2(3, -2);
- translateVectors[3] = vec2(3, 2);
- translateVectors[4] = vec2(0, 4);
- translateVectors[5] = vec2(-3, 2);
+ const vec2 translateVectors[6] = vec2[](
+ vec2(-3, -2),
+ vec2(0, -4),
+ vec2(3, -2),
+ vec2(3, 2),
+ vec2(0, 4),
+ vec2(-3, 2)
+ );
vec3 center = gl_in[0].gl_Position.xyz;
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
index a3f8191eeb78..6bcdfc5dab22 100644
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -18,15 +18,49 @@ in vec3 v_normal;
in vec4 shadowCoordinate;
void main() {
+ const vec2 samplingPoints[9] = vec2[](
+ vec2(0, 0),
+ vec2(-1, -1),
+ vec2(-1, 0),
+ vec2(-1, 1),
+ vec2(0, 1),
+ vec2(1, 1),
+ vec2(1, 0),
+ vec2(1, -1),
+ vec2(0, -1)
+ );
+
+ // Compute the shadow...
+ float visibility = 1.0;
+ const float epsilon = 0.0001;
+
+ // for the leaving slide,
+ {
+ float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
+ // and for entering slide.
+ {
+ float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, v_normal), 0.0);
vec4 fragment = texture(slideTexture, v_texturePosition);
- float visibility = 1.0;
- const float epsilon = 0.0001;
- if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7;
- if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7;
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
gl_FragColor = mix(black, fragment, visibility * light);
}
diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
index a70c6c55e696..556bded8ee80 100644
--- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
+++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
@@ -1697,8 +1697,8 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32
for (int i : {0, 1}) {
glBindTexture(GL_TEXTURE_2D, mnDepthTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -2094,16 +2094,16 @@ void HoneycombTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_In
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, mnDepthTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2048, 2048, 0, GL_RGBA, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mnDepthTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);