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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-01-05 15:19:11 +0100
committerTor Lillqvist <tml@collabora.com>2016-01-07 08:40:35 +0000
commit97e2cc532644a1a7cbbae049f37bc3ac098e94ac (patch)
tree316fee7b40db60728ba24d58dbea2d28172ada3a /slideshow
parent0ce849354352e353561c9ba9c5b8d76d47d9d120 (diff)
OpenGL transitions: squashed 5 commits into this one
vcl: Ignore i965’s shader compiler debug (cherry picked from commit 928fe134ff6ea85f732b36a1ab11336f1d829531) slideshow: Fix a few issues in the Glitter transition Remove an unused variable, add comments, reduce the time a tile stays black, and don’t rely on implicit casts of integers into floats. (cherry picked from commit 22480b20130d10f4691cdf0a658040be7f36e47b) slideshow: Improve the Ripple transition to match PowerPoint better (cherry picked from commit 1d411cad5a7d78ead8cffb5da522f1e0fba31187) slideshow: Improve the Vortex transition to match PowerPoint better (cherry picked from commit d886fef25c5978dd4b07fa0e3ce2402874a6c29a) slideshow: Define inverse() to bring back the GLSL version to 1.20 (cherry picked from commit a301da7cb6c562cd21983d9b3b34dc01235a82a5) Change-Id: Ifd33ae982b762af3ea8d88b2b2de259aabeebc9a Reviewed-on: https://gerrit.libreoffice.org/21116 Reviewed-by: Tor Lillqvist <tml@collabora.com> Tested-by: Tor Lillqvist <tml@collabora.com>
Diffstat (limited to 'slideshow')
-rw-r--r--slideshow/Package_opengl.mk1
-rw-r--r--slideshow/opengl/basicVertexShader.glsl43
-rw-r--r--slideshow/opengl/glitterFragmentShader.glsl2
-rw-r--r--slideshow/opengl/glitterVertexShader.glsl65
-rw-r--r--slideshow/opengl/reflectionVertexShader.glsl43
-rw-r--r--slideshow/opengl/rippleFragmentShader.glsl44
-rwxr-xr-xslideshow/opengl/vortexFragmentShader.glsl40
-rwxr-xr-xslideshow/opengl/vortexVertexShader.glsl151
-rw-r--r--slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx46
9 files changed, 324 insertions, 111 deletions
diff --git a/slideshow/Package_opengl.mk b/slideshow/Package_opengl.mk
index bed17d9e6b3d..6b018311d927 100644
--- a/slideshow/Package_opengl.mk
+++ b/slideshow/Package_opengl.mk
@@ -23,7 +23,6 @@ $(eval $(call gb_Package_add_files,slideshow_opengl_shader,$(LIBO_ETC_FOLDER)/op
reflectionVertexShader.glsl \
reflectionFragmentShader.glsl \
staticFragmentShader.glsl \
- vortexFragmentShader.glsl \
vortexVertexShader.glsl \
rippleFragmentShader.glsl \
))
diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl
index cd68b16a161c..730da36fd67b 100644
--- a/slideshow/opengl/basicVertexShader.glsl
+++ b/slideshow/opengl/basicVertexShader.glsl
@@ -41,6 +41,49 @@ uniform mat4 u_operationsTransformMatrix;
varying vec2 v_texturePosition;
varying vec3 v_normal;
+#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
+
void main( void )
{
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
diff --git a/slideshow/opengl/glitterFragmentShader.glsl b/slideshow/opengl/glitterFragmentShader.glsl
index 1bec20102be6..71881742c7ea 100644
--- a/slideshow/opengl/glitterFragmentShader.glsl
+++ b/slideshow/opengl/glitterFragmentShader.glsl
@@ -7,7 +7,7 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
-#version 130
+#version 120
#define M_PI 3.1415926535897932384626433832795
diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl
index 9fdaf2999a14..3704efdab90e 100644
--- a/slideshow/opengl/glitterVertexShader.glsl
+++ b/slideshow/opengl/glitterVertexShader.glsl
@@ -7,7 +7,7 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
-#version 130
+#version 120
#define M_PI 3.1415926535897932384626433832795
@@ -29,6 +29,49 @@ uniform ivec2 numTiles;
uniform sampler2D permTexture;
varying float angle;
+#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
+
float snoise(vec2 p)
{
return texture2D(permTexture, p).r;
@@ -57,22 +100,28 @@ mat4 rotationMatrix(vec3 axis, float angle)
void main( void )
{
- // There are 18 vertices in an hexagon
- int instanceID = gl_VertexID / 18;
+ vec2 pos = (center.xy + 1.0) / 2.0;
- vec2 pos = (center.xy + 1) / 2;
+ // 0..1 pseudo-random value used to randomize the tile’s start time.
float fuzz = snoise(pos);
+
float startTime = pos.x * 0.5 + fuzz * 0.25;
float endTime = startTime + 0.25;
- float actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
- angle = actualTime * M_PI * 2;
+
+ // Scale the transition time to minimize the time a tile will stay black.
+ float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
+ if (transitionTime < 0.5)
+ transitionTime = transitionTime * 0.3 / 0.5;
+ else
+ transitionTime = (transitionTime * 0.3 / 0.5) + 0.4;
+ angle = transitionTime * M_PI * 2.0;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
- mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0, 1, 0), angle) * translationMatrix(-center);
+ mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);
mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
- v_texturePosition = vec2((a_position.x + 1) / 2, (1 - a_position.y) / 2);
+ v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
v_normal = normalize(normalMatrix * a_normal);
}
diff --git a/slideshow/opengl/reflectionVertexShader.glsl b/slideshow/opengl/reflectionVertexShader.glsl
index 96748887c308..a0bcc27eb5aa 100644
--- a/slideshow/opengl/reflectionVertexShader.glsl
+++ b/slideshow/opengl/reflectionVertexShader.glsl
@@ -42,6 +42,49 @@ varying vec2 v_texturePosition;
varying vec3 v_normal;
varying float v_isShadow;
+#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
+
void main( void )
{
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
diff --git a/slideshow/opengl/rippleFragmentShader.glsl b/slideshow/opengl/rippleFragmentShader.glsl
index ac6b8ac37099..ec641d67a571 100644
--- a/slideshow/opengl/rippleFragmentShader.glsl
+++ b/slideshow/opengl/rippleFragmentShader.glsl
@@ -15,21 +15,43 @@ uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
uniform float time;
uniform vec2 center;
+uniform float slideRatio;
+
varying vec2 v_texturePosition;
+// This function returns the distance between two points, taking into account the slide ratio.
+float betterDistance(vec2 p1, vec2 p2)
+{
+ p1.x *= slideRatio;
+ p2.x *= slideRatio;
+ return distance(p1, p2);
+}
+
void main()
{
- float d = length(v_texturePosition - center);
- float w = 0;
- w = max(w, length(center - vec2(0, 0)));
- w = max(w, length(center - vec2(1, 0)));
- w = max(w, length(center - vec2(1, 1)));
- w = max(w, length(center - vec2(0, 1)));
- float v = 0.2;
- float smoothtime = smoothstep(0, 1, time);
- float a = smoothstep(smoothtime*w-v, smoothtime*w+v, d);
- a += (0.5 - abs(a-0.5))*sin(d*M_PI*30);
- gl_FragColor = mix(texture2D(enteringSlideTexture, v_texturePosition), texture2D(leavingSlideTexture, v_texturePosition), a);
+ const float w = 0.5;
+ const float v = 0.1;
+
+ // Distance from this fragment to the center, in slide coordinates.
+ float dist = betterDistance(center, v_texturePosition);
+
+ // We want the ripple to span all of the slide at the end of the transition.
+ float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio));
+
+ // Interpolate the distance to the center in fonction of the time.
+ float mixed = smoothstep(t*w-v, t*w+v, dist);
+
+ // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already.
+ vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0;
+ vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time);
+
+ // Get the final position we will sample from.
+ vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed);
+
+ // Sample from the textures and mix that together.
+ vec4 leaving = texture2D(leavingSlideTexture, pos);
+ vec4 entering = texture2D(enteringSlideTexture, pos);
+ gl_FragColor = mix(entering, leaving, mixed);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
deleted file mode 100755
index 3e104b2da545..000000000000
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ /dev/null
@@ -1,40 +0,0 @@
-/* -*- 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 120
-
-uniform sampler2D leavingSlideTexture;
-uniform sampler2D enteringSlideTexture;
-uniform float time;
-varying vec2 v_texturePosition;
-varying float v_textureSelect;
-varying vec3 v_normal;
-
-void main()
-{
- vec3 lightVector = vec3(0.0, 0.0, 1.0);
- float light = abs(dot(lightVector, v_normal));
- vec4 fragment;
-
- if (v_textureSelect == 0)
- {
- fragment = texture2D(leavingSlideTexture, v_texturePosition);
- }
- else
- {
- vec2 pos = v_texturePosition;
- pos.x = 1 - pos.x;
- fragment = texture2D(enteringSlideTexture, pos);
- }
-
- vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
- gl_FragColor = mix(black, fragment, light);
-}
-
-/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl
index b2f94c58bc57..e01b3316e598 100755
--- a/slideshow/opengl/vortexVertexShader.glsl
+++ b/slideshow/opengl/vortexVertexShader.glsl
@@ -28,13 +28,73 @@ uniform float time;
uniform ivec2 numTiles;
uniform sampler2D permTexture;
attribute float tileInfo;
-varying float v_textureSelect;
+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
float snoise(vec2 p)
{
return texture2D(permTexture, p).r;
}
+mat4 identityMatrix(void)
+{
+ return mat4(1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+}
+
+mat4 translationMatrix(vec3 axis)
+{
+ mat4 matrix = identityMatrix();
+ matrix[3] = vec4(axis, 1.0);
+ return matrix;
+}
+
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
@@ -53,13 +113,6 @@ void main( void )
vec4 v = vec4(a_position, 1.0);
vec4 normal = vec4(a_normal, 1.0);
- // Not sure it this is like what it should eventually be; just
- // experimenting to get at least something.
-
- // Move the tile on a semicircular path so that it will end up at
- // the correct place. All tiles move the same direction around the
- // vertical centre axis.
-
// Each tile moves during only half of the transition. The letmost
// tiles start moving at the start and arrive at their end
// position around time=0.5, when the tiles there (the rightmost
@@ -70,49 +123,69 @@ void main( void )
int tileXIndex = int(mod(int(tileInfo), 256));
int tileYIndex = int(mod(int(tileInfo) / 256, 256));
- int vertexIndexInTile = int(mod(int(tileInfo) / (256*256), 256));
-
- // A semi-random number 0..1, different for neighbouring tiles.
- float fuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1)));
- // Semi-random rotation direction, identical for tiles that rotate into each other's location
- // so that they don't pass through each others in flight, which looks ugly.
- float direction = (snoise(vec2(floor(abs(float(numTiles.x-1)/2-tileXIndex))/(float(numTiles.x-1)/2), float(tileYIndex)/(numTiles.y-1))) < 0.5 ? -1 : 1);
+ // A semi-random number 0..1, different for neighbouring tiles, to know when they should start moving.
+ float startTimeFuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1)));
- float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5 + fuzz*0.2;
- float endTime = min(startTime + 0.5, 1.0);
+ // A semi-random number -1.5..1.5, different for neighbouring tiles, to specify their rotation center.
+ // 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;
- const float ALMOST_ONE = 0.999;
+ float startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2;
+ float endTime = min(startTime + 0.7, 1.0);
- if (time <= startTime)
- {
- // Still at start location, nothing needed
- v_textureSelect = 0;
- }
- else if (time > startTime && time <= endTime)
- {
- // Moving
- float rotation = direction * (time - startTime) / (endTime - startTime);
+ bool isLeavingSlide = (slide < 0.5);
+ const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
- // Avoid z fighting
- mat4 matrix = rotationMatrix(vec3(0, 1, 0), max(min(rotation, ALMOST_ONE), -ALMOST_ONE)*M_PI);
- v = matrix * v;
- normal = matrix * normal;
+ float nTime;
- v_textureSelect = float(rotation > 0.5 || rotation < -0.5);
+ // Don’t display the tile before or after its rotation, depending on the slide.
+ if (!isLeavingSlide)
+ {
+ if (time < max(0.3, startTime))
+ {
+ gl_Position = invalidPosition;
+ return;
+ }
+ nTime = 1.0 - time;
}
else
{
- // At end location. Tile is 180 degrees rotated
-
- // Avoid z fighting
- mat4 matrix = rotationMatrix(vec3(0, 1, 0), direction*ALMOST_ONE*M_PI);
- v = matrix * v;
- normal = matrix * normal;
+ if (time > endTime)
+ {
+ gl_Position = invalidPosition;
+ return;
+ }
+ nTime = time;
+ }
- v_textureSelect = 1;
+ mat4 transform = identityMatrix();
+ if (nTime > startTime && nTime <= endTime)
+ {
+ // We are in the rotation part.
+ float rotation = -(nTime - startTime) / (endTime - startTime);
+
+ // 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)
+ * translationMatrix(-translationVector)
+ * transform;
+
+ // Add a translation movement to the leaving slide so it doesn’t exactly mirror the entering one.
+ if (isLeavingSlide && nTime > 0.3)
+ {
+ float movement = smoothstep(0.0, 1.0, (nTime - 0.3) * 2.0);
+ transform = translationMatrix(vec3(-movement, 0.0, -0.5 * movement)) * transform;
+ }
}
+ // 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;
diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
index ac7cf3bf3da8..73f25a9ce3c3 100644
--- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
+++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
@@ -1557,12 +1557,12 @@ public:
private:
virtual void prepare( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override;
- virtual void finish( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override;
-
virtual GLuint makeShader() const override;
virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override;
+ virtual void displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) override;
+
GLint mnTileInfoLocation;
GLuint mnTileInfoBuffer;
@@ -1573,8 +1573,6 @@ private:
void VortexTransition::prepare( double, double, double, double, double )
{
- glDisable(GL_CULL_FACE);
-
glBindBuffer(GL_ARRAY_BUFFER, mnTileInfoBuffer);
CHECK_GL_ERROR();
glEnableVertexAttribArray(mnTileInfoLocation);
@@ -1586,14 +1584,9 @@ void VortexTransition::prepare( double, double, double, double, double )
CHECK_GL_ERROR();
}
-void VortexTransition::finish( double, double, double, double, double )
-{
- glEnable(GL_CULL_FACE);
-}
-
GLuint VortexTransition::makeShader() const
{
- return OpenGLHelper::LoadShaders( "vortexVertexShader", "vortexFragmentShader" );
+ return OpenGLHelper::LoadShaders( "vortexVertexShader", "basicFragmentShader" );
}
void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex )
@@ -1643,6 +1636,26 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32
CHECK_GL_ERROR();
}
+void VortexTransition::displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale )
+{
+ CHECK_GL_ERROR();
+ applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale );
+
+ GLint location = glGetUniformLocation( m_nProgramObject, "time" );
+ if( location != -1 )
+ glUniform1f( location, nTime );
+
+ location = glGetUniformLocation( m_nProgramObject, "slide" );
+
+ if( location != -1 )
+ glUniform1f( location, 0.0 );
+ displaySlide( nTime, glLeavingSlideTex, getScene().getLeavingSlide(), SlideWidthScale, SlideHeightScale );
+ if( location != -1 )
+ glUniform1f( location, 1.0 );
+ displaySlide( nTime, glEnteringSlideTex, getScene().getEnteringSlide(), SlideWidthScale, SlideHeightScale );
+ CHECK_GL_ERROR();
+}
+
std::shared_ptr<OGLTransitionImpl>
makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives,
const Primitives_t& rEnteringSlidePrimitives,
@@ -1659,7 +1672,7 @@ makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives,
std::shared_ptr<OGLTransitionImpl> makeVortex()
{
- const int NX = 40, NY = 40;
+ const int NX = 64, NY = 64;
Primitive Slide;
for (int x = 0; x < NX; x++)
@@ -1696,8 +1709,10 @@ public:
private:
virtual GLuint makeShader() const override;
virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override;
+ virtual void prepare( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override;
glm::vec2 maCenter;
+ GLint maSlideRatioLocation = -1;
};
GLuint RippleTransition::makeShader() const
@@ -1712,6 +1727,15 @@ void RippleTransition::prepareTransition( sal_Int32, sal_Int32 )
glUniform2fv(nCenterLocation, 1, glm::value_ptr(maCenter));
CHECK_GL_ERROR();
+
+ maSlideRatioLocation = glGetUniformLocation(m_nProgramObject, "slideRatio");
+ CHECK_GL_ERROR();
+}
+
+void RippleTransition::prepare( double /* nTime */, double SlideWidth, double SlideHeight, double /* DispWidth */, double /* DispHeight */ )
+{
+ if( maSlideRatioLocation != -1 )
+ glUniform1f( maSlideRatioLocation, SlideWidth / SlideHeight );
}
std::shared_ptr<OGLTransitionImpl>