From d886fef25c5978dd4b07fa0e3ce2402874a6c29a Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Mon, 21 Dec 2015 21:25:34 +0000 Subject: slideshow: Improve the Vortex transition to match PowerPoint better Change-Id: I60e0b71d41a726459baeb7e590745d6bfb58e884 --- slideshow/Package_opengl.mk | 1 - slideshow/opengl/vortexFragmentShader.glsl | 40 -------- slideshow/opengl/vortexVertexShader.glsl | 108 +++++++++++++-------- .../OGLTrans/generic/OGLTrans_TransitionImpl.cxx | 35 ++++--- 4 files changed, 93 insertions(+), 91 deletions(-) delete mode 100644 slideshow/opengl/vortexFragmentShader.glsl (limited to 'slideshow') 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/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl deleted file mode 100644 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 f4a30a3093b6..226d6fd36f9e 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -28,13 +28,30 @@ uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; attribute float tileInfo; -varying float v_textureSelect; +uniform float slide; + +varying vec4 debug; 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 +70,6 @@ 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 +80,69 @@ 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))); + // 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))); - // 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 -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; - float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5 + fuzz*0.2; - float endTime = min(startTime + 0.5, 1.0); + float startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; + float endTime = min(startTime + 0.7, 1.0); - const float ALMOST_ONE = 0.999; + bool isLeavingSlide = (slide < 0.5); + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); - 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); + float nTime; - // 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; - - 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 cafc8aeb2bfd..19c92b705f05 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 makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives, const Primitives_t& rEnteringSlidePrimitives, @@ -1659,7 +1672,7 @@ makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives, std::shared_ptr makeVortex() { - const int NX = 40, NY = 40; + const int NX = 64, NY = 64; Primitive Slide; for (int x = 0; x < NX; x++) -- cgit v1.2.3