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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-01-20 21:04:37 +0000
committerTomaž Vajngerl <tomaz.vajngerl@collabora.com>2016-01-20 22:45:04 +0100
commit29bd6961a23dd44bcf315cacac1189282d87fc9f (patch)
tree19b39ff1574f001d0d62a5aef06e90066e656fc8 /slideshow/opengl
parent24b9f873a691f4cfe4b3fa2c2a48f79a41a12417 (diff)
slideshow: Change quads into cubes in the Vortex transition
This makes Vortex require OpenGL 3.2 instead of 2.1. Change-Id: I9438a37c2cf75e58eafc807ad1abaa22acb231b1
Diffstat (limited to 'slideshow/opengl')
-rw-r--r--slideshow/opengl/vortexGeometryShader.glsl76
-rw-r--r--slideshow/opengl/vortexVertexShader.glsl100
2 files changed, 104 insertions, 72 deletions
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: */