Kaydet (Commit) d9116f22 authored tarafından Emmanuel Gil Peyrot's avatar Emmanuel Gil Peyrot Kaydeden (comit) Tomaž Vajngerl

slideshow: Improve the performances of the Glitter transition

Change-Id: Iaf482b357577ff8a5511607844a69c90ea28d29f
üst c0b8c035
......@@ -15,6 +15,8 @@ $(eval $(call gb_Package_add_files,slideshow_opengl_shader,$(LIBO_ETC_FOLDER)/op
dissolveFragmentShader.glsl \
fadeBlackFragmentShader.glsl \
fadeFragmentShader.glsl \
glitterVertexShader.glsl \
glitterFragmentShader.glsl \
honeycombVertexShader.glsl \
honeycombGeometryShader.glsl \
honeycombFragmentShader.glsl \
......
/* -*- 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 130
#define M_PI 3.1415926535897932384626433832795
uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
varying vec2 v_texturePosition;
varying vec3 v_normal;
uniform float time;
varying float angle;
void main() {
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = dot(lightVector, v_normal);
vec4 fragment;
if (angle < M_PI)
fragment = texture2D(leavingSlideTexture, v_texturePosition);
else
fragment = texture2D(enteringSlideTexture, v_texturePosition);
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
gl_FragColor = mix(black, fragment, max(light, 0.0));
}
/* 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 130
#define M_PI 3.1415926535897932384626433832795
attribute vec3 a_position;
attribute vec3 a_normal;
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;
attribute vec3 center;
uniform float time;
uniform ivec2 numTiles;
uniform sampler2D permTexture;
varying float angle;
float snoise(vec2 p)
{
return texture2D(permTexture, p).r;
}
mat4 translationMatrix(vec3 axis)
{
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,
axis.x, axis.y, axis.z, 1.0);
}
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
void main( void )
{
// There are 18 vertices in an hexagon
int instanceID = gl_VertexID / 18;
vec2 pos = (center.xy + 1) / 2;
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;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0, 1, 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_normal = normalize(normalMatrix * a_normal);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
......@@ -1768,40 +1768,105 @@ void createHexagon(Primitive& aHexagon, const int x, const int y, const int NX,
}
}
std::shared_ptr<OGLTransitionImpl> makeGlitter()
namespace
{
const int NX = 80;
const int NY = NX * 4 / 3;
Primitives_t aLeavingSlide;
Primitives_t aEnteringSlide;
for (int y = 0; y < NY+2; y+=2)
class GlitterTransition : public PermTextureTransition
{
public:
GlitterTransition(const TransitionScene& rScene, const TransitionSettings& rSettings)
: PermTextureTransition(rScene, rSettings)
{
for (int x = 0; x < NX+2; x+=2)
{
Primitive aHexagon;
createHexagon(aHexagon, x, y, NX, NY);
}
glm::vec3 aCenter = aHexagon.getVertex(2);
private:
virtual GLuint makeShader() const override;
virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override;
virtual void finish( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override;
float fRandom = comphelper::rng::uniform_real_distribution(-0.25, std::nextafter(0.2, DBL_MAX));
GLuint maBuffer = 0;
};
double fDelta = 0.6 + fRandom;
double fHorizontal = fdiv(x, NX + 2) * fDelta;
GLuint GlitterTransition::makeShader() const
{
return OpenGLHelper::LoadShaders( "glitterVertexShader", "glitterFragmentShader" );
}
double fStart = fHorizontal;
double fEnd = fHorizontal + (1.0 - fDelta);
struct ThreeFloats
{
GLfloat x, y, z;
};
aHexagon.Operations.push_back(makeSRotate(glm::vec3(0, 1, 0), aCenter, 180 , true, fStart, fEnd));
aLeavingSlide.push_back(aHexagon);
void GlitterTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex )
{
CHECK_GL_ERROR();
PermTextureTransition::prepareTransition( glLeavingSlideTex, glEnteringSlideTex );
CHECK_GL_ERROR();
aHexagon.Operations.push_back(makeSRotate(glm::vec3(0, 1, 0), aCenter, 180 , false, fStart, fEnd));
aEnteringSlide.push_back(aHexagon);
}
GLint nNumTilesLocation = glGetUniformLocation(m_nProgramObject, "numTiles");
if (nNumTilesLocation != -1) {
glUniform2iv(nNumTilesLocation, 1, glm::value_ptr(glm::ivec2(41, 41 * 4 / 3)));
CHECK_GL_ERROR();
}
return makeSimpleTransition(aLeavingSlide, aEnteringSlide);
glGenBuffers(1, &maBuffer);
glBindBuffer(GL_ARRAY_BUFFER, maBuffer);
// Upload the center of each hexagon.
const Primitive& primitive = getScene().getLeavingSlide()[0];
int nbVertices = primitive.getVerticesSize() / sizeof(Vertex);
std::vector<ThreeFloats> vertices;
for (int i = 2; i < nbVertices; i += 18) {
const glm::vec3& center = primitive.getVertex(i);
for (int j = 0; j < 18; ++j)
vertices.push_back({center.x, center.y, center.z});
}
glBufferData(GL_ARRAY_BUFFER, vertices.size() * 3 * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
GLint location = glGetAttribLocation(m_nProgramObject, "center");
if (location != -1) {
glEnableVertexAttribArray(location);
glVertexAttribPointer( location, 3, GL_FLOAT, false, 0, NULL );
CHECK_GL_ERROR();
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GlitterTransition::finish( double, double, double, double, double )
{
CHECK_GL_ERROR();
glDeleteBuffers(1, &maBuffer);
CHECK_GL_ERROR();
}
std::shared_ptr<OGLTransitionImpl>
makeGlitterTransition(const Primitives_t& rLeavingSlidePrimitives,
const Primitives_t& rEnteringSlidePrimitives,
const TransitionSettings& rSettings = TransitionSettings())
{
return std::make_shared<GlitterTransition>(TransitionScene(rLeavingSlidePrimitives, rEnteringSlidePrimitives),
rSettings);
}
}
std::shared_ptr<OGLTransitionImpl> makeGlitter()
{
const int NX = 80;
const int NY = NX * 4 / 3;
Primitives_t aSlide;
Primitives_t aEmptySlide;
Primitive aHexagon;
for (int y = 0; y < NY+2; y+=2)
for (int x = 0; x < NX+2; x+=2)
createHexagon(aHexagon, x, y, NX, NY);
aSlide.push_back(aHexagon);
return makeGlitterTransition(aSlide, aEmptySlide);
}
namespace
......
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