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authorTor Lillqvist <tml@collabora.com>2015-11-06 17:44:52 +0200
committerTor Lillqvist <tml@collabora.com>2015-11-06 20:49:55 +0200
commit24db02dc8d771b8aa722d0fa2a410635b5179e35 (patch)
treeb491c673e4e154e0207439a8b77ee135c8a14235 /slideshow/opengl
parent16331514fd10d444bec89f892a106cbbba9e16c0 (diff)
Make the Vortex transition a bit more interesting
Also some minor cleanups in the C++ code. Change-Id: I106657130dd6e32b458cb416717806caac5031ce
Diffstat (limited to 'slideshow/opengl')
-rwxr-xr-xslideshow/opengl/vortexFragmentShader.glsl17
-rwxr-xr-xslideshow/opengl/vortexVertexShader.glsl72
2 files changed, 65 insertions, 24 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;