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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2015-12-21 21:25:34 +0000
committerTomaž Vajngerl <tomaz.vajngerl@collabora.com>2016-01-05 15:05:48 +0100
commitd886fef25c5978dd4b07fa0e3ce2402874a6c29a (patch)
treeaf65588ed568051a113b5610891ff993c8405c13 /slideshow/opengl
parentslideshow: Improve the Ripple transition to match PowerPoint better (diff)
downloadcore-d886fef25c5978dd4b07fa0e3ce2402874a6c29a.tar.gz
core-d886fef25c5978dd4b07fa0e3ce2402874a6c29a.zip
slideshow: Improve the Vortex transition to match PowerPoint better
Change-Id: I60e0b71d41a726459baeb7e590745d6bfb58e884
Diffstat (limited to 'slideshow/opengl')
-rw-r--r--slideshow/opengl/vortexFragmentShader.glsl40
-rw-r--r--slideshow/opengl/vortexVertexShader.glsl108
2 files changed, 69 insertions, 79 deletions
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;