Kaydet (Commit) a7f3c73f authored tarafından Markus Mohrhard's avatar Markus Mohrhard

extract shaders to own file and use shared shader loading

Change-Id: I1af7e03a3e46f3cb49162be9351ce22f54d08c52
üst 56d45b72
...@@ -20,6 +20,7 @@ $(eval $(call gb_Library_use_libraries,oglcanvas,\ ...@@ -20,6 +20,7 @@ $(eval $(call gb_Library_use_libraries,oglcanvas,\
cppuhelper \ cppuhelper \
comphelper \ comphelper \
vcl \ vcl \
vclopengl \
tk \ tk \
tl \ tl \
i18nlangtag \ i18nlangtag \
......
...@@ -24,6 +24,7 @@ $(eval $(call gb_Module_add_targets,canvas,\ ...@@ -24,6 +24,7 @@ $(eval $(call gb_Module_add_targets,canvas,\
Library_canvastools \ Library_canvastools \
Library_simplecanvas \ Library_simplecanvas \
Library_vclcanvas \ Library_vclcanvas \
Package_opengl \
)) ))
ifeq ($(ENABLE_CAIRO_CANVAS),TRUE) ifeq ($(ENABLE_CAIRO_CANVAS),TRUE)
......
# -*- Mode: makefile-gmake; tab-width: 4; indent-tabs-mode: t -*-
#
# 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/.
#
$(eval $(call gb_Package_Package,canvas_opengl_shader,$(SRCDIR)/canvas/opengl))
$(eval $(call gb_Package_add_files,canvas_opengl_shader,$(LIBO_BIN_FOLDER)/opengl,\
dummyVertexShader.glsl \
linearMultiColorGradientFragmentShader.glsl \
linearTwoColorGradientFragmentShader.glsl \
radialMultiColorGradientFragmentShader.glsl \
radialTwoColorGradientFragmentShader.glsl \
rectangularMultiColorGradientFragmentShader.glsl \
rectangularTwoColorGradientFragmentShader.glsl \
))
# vim: set noet sw=4 ts=4:
/* -*- 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/.
*/
varying vec2 v_textureCoords2d;
void main(void)
{
gl_Position = ftransform();
v_textureCoords2d = gl_MultiTexCoord0.st;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 int i_nColors;
uniform sampler1D t_colorArray4d;
uniform sampler1D t_stopArray1d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
int findBucket(float t)
{
int nMinBucket=0;
while( nMinBucket < i_nColors &&
texture1D(t_stopArray1d, nMinBucket).s < t )
++nMinBucket;
return max(nMinBucket-1,0);
}
void main(void)
{
const float fAlpha =
clamp( (m_transform * vec3(v_textureCoords2d,1)).s,
0.0, 1.0 );
const int nMinBucket=findBucket( fAlpha );
const float fLerp =
(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
(texture1D(t_stopArray1d, nMinBucket+1).s -
texture1D(t_stopArray1d, nMinBucket).s);
gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket),
texture1D(t_colorArray4d, nMinBucket+1),
fLerp);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 vec4 v_startColor4d;
uniform vec4 v_endColor4d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
void main(void)
{
gl_FragColor = mix(v_startColor4d,
v_endColor4d,
clamp(
(m_transform * vec3(v_textureCoords2d,1)).s,
0.0, 1.0));
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 int i_nColors;
uniform sampler1D t_colorArray4d;
uniform sampler1D t_stopArray1d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
const vec2 v_center2d = vec2(0,0);
int findBucket(float t)
{
int nMinBucket=0;
while( nMinBucket < i_nColors &&
texture1D(t_stopArray1d, nMinBucket).s < t )
++nMinBucket;
return max(nMinBucket-1,0);
}
void main(void)
{
const float fAlpha =
clamp( 1.0 - distance(
vec2( m_transform * vec3(v_textureCoords2d,1)),
v_center2d),
0.0, 1.0 );
const int nMinBucket=findBucket( fAlpha );
const float fLerp =
(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
(texture1D(t_stopArray1d, nMinBucket+1).s -
texture1D(t_stopArray1d, nMinBucket).s);
gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket),
texture1D(t_colorArray4d, nMinBucket+1),
fLerp);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 vec4 v_startColor4d;
uniform vec4 v_endColor4d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
const vec2 v_center2d = vec2(0,0);
void main(void)
{
gl_FragColor = mix(v_startColor4d,
v_endColor4d,
1.0 - distance(
vec2(
m_transform * vec3(v_textureCoords2d,1)),
v_center2d));
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 int i_nColors;
uniform sampler1D t_colorArray4d;
uniform sampler1D t_stopArray1d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
int findBucket(float t)
{
int nMinBucket=0;
while( nMinBucket < i_nColors &&
texture1D(t_stopArray1d, nMinBucket).s < t )
++nMinBucket;
return max(nMinBucket-1,0);
}
void main(void)
{
const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
const float fAlpha = 1 - max(v.x, v.y);
const int nMinBucket=findBucket( fAlpha );
const float fLerp =
(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
(texture1D(t_stopArray1d, nMinBucket+1).s -
texture1D(t_stopArray1d, nMinBucket).s);
gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket),
texture1D(t_colorArray4d, nMinBucket+1),
fLerp);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
/* -*- 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 vec4 v_startColor4d;
uniform vec4 v_endColor4d;
uniform mat3x2 m_transform;
varying vec2 v_textureCoords2d;
void main(void)
{
const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
const float t = max(v.x, v.y);
gl_FragColor = mix(v_startColor4d,
v_endColor4d,
1.0-t);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
...@@ -53,197 +53,6 @@ static int lcl_XErrorHandler( unx::Display*, unx::XErrorEvent* ) ...@@ -53,197 +53,6 @@ static int lcl_XErrorHandler( unx::Display*, unx::XErrorEvent* )
return 0; return 0;
} }
/** Dummy vertex processing. Simply uses default pipeline for vertex
transformation, and forwards texture coodinates to fragment shader
*/
static const char dummyVertexShader[] =
{
"varying vec2 v_textureCoords2d; "
"void main(void) "
"{ "
" gl_Position = ftransform(); "
" v_textureCoords2d = gl_MultiTexCoord0.st; "
"} "
};
/** Two-color linear gradient
*/
static const char linearTwoColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform vec4 v_startColor4d; "
"uniform vec4 v_endColor4d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
"void main(void) "
"{ "
" gl_FragColor = mix(v_startColor4d, "
" v_endColor4d, "
" clamp( "
" (m_transform * vec3(v_textureCoords2d,1)).s, "
" 0.0, 1.0)); "
"} "
};
/** N-color linear gradient
*/
static const char linearMultiColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform int i_nColors; "
"uniform sampler1D t_colorArray4d; "
"uniform sampler1D t_stopArray1d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
" "
"int findBucket(float t) "
"{ "
" int nMinBucket=0; "
" while( nMinBucket < i_nColors && "
" texture1D(t_stopArray1d, nMinBucket).s < t ) "
" ++nMinBucket; "
" return max(nMinBucket-1,0); "
"} "
" "
"void main(void) "
"{ "
" const float fAlpha = "
" clamp( (m_transform * vec3(v_textureCoords2d,1)).s, "
" 0.0, 1.0 ); "
" "
" const int nMinBucket=findBucket( fAlpha ); "
" "
" const float fLerp = "
" (fAlpha-texture1D(t_stopArray1d, nMinBucket).s) / "
" (texture1D(t_stopArray1d, nMinBucket+1).s - "
" texture1D(t_stopArray1d, nMinBucket).s); "
" "
" gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket), "
" texture1D(t_colorArray4d, nMinBucket+1), "
" fLerp); "
"} "
};
/** Two-color radial gradient
*/
static const char radialTwoColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform vec4 v_startColor4d; "
"uniform vec4 v_endColor4d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
"const vec2 v_center2d = vec2(0,0); "
"void main(void) "
"{ "
" gl_FragColor = mix(v_startColor4d, "
" v_endColor4d, "
" 1.0 - distance( "
" vec2( "
" m_transform * vec3(v_textureCoords2d,1)), "
" v_center2d)); "
"} "
};
/** Multi-color radial gradient
*/
static const char radialMultiColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform int i_nColors; "
"uniform sampler1D t_colorArray4d; "
"uniform sampler1D t_stopArray1d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
"const vec2 v_center2d = vec2(0,0); "
" "
"int findBucket(float t) "
"{ "
" int nMinBucket=0; "
" while( nMinBucket < i_nColors && "
" texture1D(t_stopArray1d, nMinBucket).s < t ) "
" ++nMinBucket; "
" return max(nMinBucket-1,0); "
"} "
" "
"void main(void) "
"{ "
" const float fAlpha = "
" clamp( 1.0 - distance( "
" vec2( m_transform * vec3(v_textureCoords2d,1)), "
" v_center2d), "
" 0.0, 1.0 ); "
" "
" const int nMinBucket=findBucket( fAlpha ); "
" "
" const float fLerp = "
" (fAlpha-texture1D(t_stopArray1d, nMinBucket).s) / "
" (texture1D(t_stopArray1d, nMinBucket+1).s - "
" texture1D(t_stopArray1d, nMinBucket).s); "
" "
" gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket), "
" texture1D(t_colorArray4d, nMinBucket+1), "
" fLerp); "
"} "
};
/** Two-color rectangular gradient
*/
static const char rectangularTwoColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform vec4 v_startColor4d; "
"uniform vec4 v_endColor4d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
"void main(void) "
"{ "
" const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) ); "
" const float t = max(v.x, v.y); "
" gl_FragColor = mix(v_startColor4d, "
" v_endColor4d, "
" 1.0-t); "
"} "
};
/** Multi-color rectangular gradient
*/
static const char rectangularMultiColorGradientFragmentShader[] =
{
"#version 120 \n"
"uniform int i_nColors; "
"uniform sampler1D t_colorArray4d; "
"uniform sampler1D t_stopArray1d; "
"uniform mat3x2 m_transform; "
"varying vec2 v_textureCoords2d; "
" "
"int findBucket(float t) "
"{ "
" int nMinBucket=0; "
" while( nMinBucket < i_nColors && "
" texture1D(t_stopArray1d, nMinBucket).s < t ) "
" ++nMinBucket; "
" return max(nMinBucket-1,0); "
"} "
" "
"void main(void) "
"{ "
" const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) ); "
" const float fAlpha = 1 - max(v.x, v.y); "
" "
" const int nMinBucket=findBucket( fAlpha ); "
" "
" const float fLerp = "
" (fAlpha-texture1D(t_stopArray1d, nMinBucket).s) / "
" (texture1D(t_stopArray1d, nMinBucket+1).s - "
" texture1D(t_stopArray1d, nMinBucket).s); "
" "
" gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket), "
" texture1D(t_colorArray4d, nMinBucket+1), "
" fLerp); "
"} "
};
static void initContext() static void initContext()
{ {
// need the backside for mirror effects // need the backside for mirror effects
...@@ -529,13 +338,6 @@ namespace oglcanvas ...@@ -529,13 +338,6 @@ namespace oglcanvas
mpGLPBufContext(NULL), mpGLPBufContext(NULL),
mpFBConfig(NULL), mpFBConfig(NULL),
mpTextureCache(new TextureCache()), mpTextureCache(new TextureCache()),
mnDummyVertexProgram(0),
mnLinearTwoColorGradientFragmentProgram(0),
mnLinearMultiColorGradientFragmentProgram(0),
mnRadialTwoColorGradientFragmentProgram(0),
mnRadialMultiColorGradientFragmentProgram(0),
mnRectangularTwoColorGradientFragmentProgram(0),
mnRectangularMultiColorGradientFragmentProgram(0),
mnLinearTwoColorGradientProgram(0), mnLinearTwoColorGradientProgram(0),
mnLinearMultiColorGradientProgram(0), mnLinearMultiColorGradientProgram(0),
mnRadialTwoColorGradientProgram(0), mnRadialTwoColorGradientProgram(0),
...@@ -648,46 +450,23 @@ namespace oglcanvas ...@@ -648,46 +450,23 @@ namespace oglcanvas
// init window context // init window context
initContext(); initContext();
// compile & link shaders - code courtesy rodo mnLinearMultiColorGradientProgram =
compileShader(mnDummyVertexProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "linearMultiColorGradientFragmentShader.glsl");
GL_VERTEX_SHADER,
dummyVertexShader); mnLinearTwoColorGradientProgram =
compileShader(mnLinearTwoColorGradientFragmentProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "linearTwoColorGradientFragmentShader.glsl");
GL_FRAGMENT_SHADER,
linearTwoColorGradientFragmentShader); mnRadialMultiColorGradientProgram =
compileShader(mnLinearMultiColorGradientFragmentProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "radialMultiColorGradientFragmentShader.glsl");
GL_FRAGMENT_SHADER,
linearMultiColorGradientFragmentShader); mnRadialTwoColorGradientProgram =
compileShader(mnRadialTwoColorGradientFragmentProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "radialTwoColorGradientFragmentShader.glsl");
GL_FRAGMENT_SHADER,
radialTwoColorGradientFragmentShader); mnRectangularMultiColorGradientProgram =
compileShader(mnRadialMultiColorGradientFragmentProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "rectangularMultiColorGradientFragmentShader.glsl");
GL_FRAGMENT_SHADER,
radialMultiColorGradientFragmentShader); mnRectangularTwoColorGradientProgram =
compileShader(mnRectangularTwoColorGradientFragmentProgram, OpenGLHelper::LoadShaders("dummyVertexShader.glsl", "rectangularTwoColorGradientFragmentShader.glsl");
GL_FRAGMENT_SHADER,
rectangularTwoColorGradientFragmentShader);
compileShader(mnRectangularMultiColorGradientFragmentProgram,
GL_FRAGMENT_SHADER,
rectangularMultiColorGradientFragmentShader);
linkShaders(mnLinearTwoColorGradientProgram,
mnDummyVertexProgram,
mnLinearTwoColorGradientFragmentProgram);
linkShaders(mnLinearMultiColorGradientProgram,
mnDummyVertexProgram,
mnLinearMultiColorGradientFragmentProgram);
linkShaders(mnRadialTwoColorGradientProgram,
mnDummyVertexProgram,
mnRadialTwoColorGradientFragmentProgram);
linkShaders(mnRadialMultiColorGradientProgram,
mnDummyVertexProgram,
mnRadialMultiColorGradientFragmentProgram);
linkShaders(mnRectangularTwoColorGradientProgram,
mnDummyVertexProgram,
mnRectangularTwoColorGradientFragmentProgram);
linkShaders(mnRectangularMultiColorGradientProgram,
mnDummyVertexProgram,
mnRectangularMultiColorGradientFragmentProgram);
glXMakeCurrent(pDisplay, None, NULL); glXMakeCurrent(pDisplay, None, NULL);
} }
...@@ -716,13 +495,6 @@ namespace oglcanvas ...@@ -716,13 +495,6 @@ namespace oglcanvas
glDeleteProgram( mnRadialMultiColorGradientProgram ); glDeleteProgram( mnRadialMultiColorGradientProgram );
glDeleteProgram( mnLinearTwoColorGradientProgram ); glDeleteProgram( mnLinearTwoColorGradientProgram );
glDeleteProgram( mnLinearMultiColorGradientProgram ); glDeleteProgram( mnLinearMultiColorGradientProgram );
glDeleteShader( mnRectangularTwoColorGradientFragmentProgram );
glDeleteShader( mnRectangularMultiColorGradientFragmentProgram );
glDeleteShader( mnRadialTwoColorGradientFragmentProgram );
glDeleteShader( mnRadialMultiColorGradientFragmentProgram );
glDeleteShader( mnLinearTwoColorGradientFragmentProgram );
glDeleteShader( mnLinearMultiColorGradientFragmentProgram );
glDeleteShader( mnDummyVertexProgram );
glXDestroyContext(reinterpret_cast<unx::Display*>(mpDisplay), glXDestroyContext(reinterpret_cast<unx::Display*>(mpDisplay),
reinterpret_cast<unx::GLXContext>(mpGLContext)); reinterpret_cast<unx::GLXContext>(mpGLContext));
......
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