Kaydet (Commit) ef04c666 authored tarafından Tor Lillqvist's avatar Tor Lillqvist

Improve transition shader portability

Use #version 120 explicitly, and adapt the shader shader code
accordingly, to use strictly only GLSL 1.20 constructs. Also, use less
vertex attribute data in the Vortex vertex shader: We can pack the
per-vertex tile x and y index and in-tile vertex index information
into one float. Also, the shader can calculate the center of the tile
a vertex belongs to based on the knowledge of which tile it is.

Now the shader transitions work on OS X, too.

Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
üst d1c91627
......@@ -26,6 +26,8 @@
*
************************************************************************/
#version 120
varying vec2 v_texturePosition;
void main( void )
......
......@@ -26,6 +26,8 @@
*
************************************************************************/
#version 120
uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
uniform sampler2D permTexture;
......
......@@ -7,6 +7,8 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 120
#define M_PI 3.1415926535897932384626433832795
uniform sampler2D leavingSlideTexture;
......
......@@ -26,6 +26,8 @@
*
************************************************************************/
#version 120
uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
uniform sampler2D permTexture;
......
......@@ -7,6 +7,8 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 120
uniform sampler2D leavingSlideTexture;
uniform sampler2D enteringSlideTexture;
uniform float time;
......
......@@ -7,15 +7,14 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 120
#define M_PI 3.1415926535897932384626433832795
uniform float time;
uniform ivec2 numTiles;
uniform sampler2D permTexture;
attribute vec2 tileCenter;
attribute int tileXIndex;
attribute int tileYIndex;
attribute int vertexIndexInTile;
attribute float tileInfo;
varying vec2 v_texturePosition;
varying float v_textureSelect;
......@@ -52,9 +51,17 @@ void main( void )
// at time=0.5, when the tiles there (the rightmost ones) start
// moving.
// In GLSL 1.20 we don't have any bitwise operators, sigh
int tileXIndex = int(mod(int(tileInfo), 256));
int tileYIndex = int(mod(int(tileInfo) / 256, 256));
int vertexIndexInTile = int(mod(int(tileInfo) / (256*256), 256));
float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5;
float endTime = startTime + 0.5;
vec2 tileCenter = vec2(-1 + 1.5 * tileXIndex * (2.0/numTiles.x), -1 + 1.5 * tileYIndex * (2.0/numTiles.y));
if (time <= startTime)
{
// Still at start location, nothing needed
......@@ -86,7 +93,7 @@ void main( void )
v.z += (fuzz < 0.5 ? -1 : 1) * tileCenter.x * sin(moveTime*M_PI);
// Perturb z a bit randomly
v.z += ((((tileXIndex << 3) ^ tileYIndex) % 10) - 5) * (1 - abs(time-0.5)*2);
v.z += (fuzz - 0.5) * 5 * (1 - abs(time-0.5)*2);
v_textureSelect = float(rotation > 0.5);
}
......
......@@ -1659,20 +1659,11 @@ class VortexTransition : public ShaderTransition
public:
VortexTransition(const TransitionScene& rScene, const TransitionSettings& rSettings, int nNX, int nNY)
: ShaderTransition(rScene, rSettings)
, mnTileCenterLocation(0)
, mnTileXIndexLocation(0)
, mnTileYIndexLocation(0)
, mnVertexIndexInTileLocation(0)
, mnTileCenterBuffer(0)
, mnTileXIndexBuffer(0)
, mnTileYIndexBuffer(0)
, mnVertexIndexInTileBuffer(0)
, mnTileInfoLocation(0)
, mnTileInfoBuffer(0)
, maNumTiles(nNX,nNY)
{
mvTileCenters.resize(6*maNumTiles.x*maNumTiles.y);
mvTileXIndexes.resize(6*maNumTiles.x*maNumTiles.y);
mvTileYIndexes.resize(6*maNumTiles.x*maNumTiles.y);
mvVertexIndexesInTiles.resize(6*maNumTiles.x*maNumTiles.y);
mvTileInfo.resize(6*maNumTiles.x*maNumTiles.y);
}
private:
......@@ -1682,53 +1673,23 @@ private:
virtual GLuint makeShader() override;
GLint mnTileCenterLocation;
GLint mnTileXIndexLocation;
GLint mnTileYIndexLocation;
GLint mnVertexIndexInTileLocation;
GLuint mnTileCenterBuffer;
GLuint mnTileXIndexBuffer;
GLuint mnTileYIndexBuffer;
GLuint mnVertexIndexInTileBuffer;
GLint mnTileInfoLocation;
GLuint mnTileInfoBuffer;
glm::ivec2 maNumTiles;
std::vector<glm::vec2> mvTileCenters;
std::vector<GLint> mvTileXIndexes;
std::vector<GLint> mvTileYIndexes;
std::vector<GLint> mvVertexIndexesInTiles;
std::vector<GLfloat> mvTileInfo;
};
void VortexTransition::prepare( double, double, double, double, double )
{
glDisable(GL_CULL_FACE);
glBindBuffer(GL_ARRAY_BUFFER, mnTileCenterBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mnTileInfoBuffer);
CHECK_GL_ERROR();
glEnableVertexAttribArray(mnTileCenterLocation);
glEnableVertexAttribArray(mnTileInfoLocation);
CHECK_GL_ERROR();
glVertexAttribPointer(mnTileCenterLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileXIndexBuffer);
CHECK_GL_ERROR();
glEnableVertexAttribArray(mnTileXIndexLocation);
CHECK_GL_ERROR();
glVertexAttribIPointer(mnTileXIndexLocation, 1, GL_INT, 0, 0);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileYIndexBuffer);
CHECK_GL_ERROR();
glEnableVertexAttribArray(mnTileYIndexLocation);
CHECK_GL_ERROR();
glVertexAttribIPointer(mnTileYIndexLocation, 1, GL_INT, 0, 0);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnVertexIndexInTileBuffer);
CHECK_GL_ERROR();
glEnableVertexAttribArray(mnVertexIndexInTileLocation);
CHECK_GL_ERROR();
glVertexAttribIPointer(mnVertexIndexInTileLocation, 1, GL_INT, 0, 0);
glVertexAttribPointer(mnTileInfoLocation, 1, GL_FLOAT, GL_FALSE, 0, 0);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, 0);
......@@ -1746,13 +1707,7 @@ GLuint VortexTransition::makeShader()
if (nProgram)
{
mnTileCenterLocation = glGetAttribLocation(nProgram, "tileCenter");
CHECK_GL_ERROR();
mnTileXIndexLocation = glGetAttribLocation(nProgram, "tileXIndex");
CHECK_GL_ERROR();
mnTileYIndexLocation = glGetAttribLocation(nProgram, "tileYIndex");
CHECK_GL_ERROR();
mnVertexIndexInTileLocation = glGetAttribLocation(nProgram, "vertexIndexInTile");
mnTileInfoLocation = glGetAttribLocation(nProgram, "tileInfo");
CHECK_GL_ERROR();
glUseProgram(nProgram);
......@@ -1765,15 +1720,13 @@ GLuint VortexTransition::makeShader()
CHECK_GL_ERROR();
}
glGenBuffers(1, &mnTileCenterBuffer);
CHECK_GL_ERROR();
glGenBuffers(1, &mnTileXIndexBuffer);
CHECK_GL_ERROR();
glGenBuffers(1, &mnTileYIndexBuffer);
CHECK_GL_ERROR();
glGenBuffers(1, &mnVertexIndexInTileBuffer);
glGenBuffers(1, &mnTileInfoBuffer);
CHECK_GL_ERROR();
// We store the (x,y) indexes of the tile each vertex belongs to in a float, so they must fit.
assert(maNumTiles.x < 256);
assert(maNumTiles.y < 256);
// Two triangles, i.e. six vertices, per tile
{
int n = 0;
......@@ -1783,40 +1736,16 @@ GLuint VortexTransition::makeShader()
{
for (int v = 0; v < 6; v++)
{
// Note that Primitive::pushTriangle() has mapped the coordinates from the 0..1
// passed to it (by makeVortex() in this case) to -1..1, and also reflected the Y
// coordinates. Why the code can't use those from the start I don't
// know... Confusing. Anyway, so here when we store the center of each rectangle
// that the vertices belong to, we need to use the actual coordinates.
mvTileCenters[n] = glm::vec2(2*((x+0.5)/maNumTiles.x) - 1, -2*((y+0.5)/maNumTiles.y) + 1);
mvTileXIndexes[n] = x;
mvTileYIndexes[n] = y;
mvVertexIndexesInTiles[n] = v;
mvTileInfo[n] = x + (y << 8) + (v << 16);
n++;
}
}
}
}
glBindBuffer(GL_ARRAY_BUFFER, mnTileCenterBuffer);
CHECK_GL_ERROR();
glBufferData(GL_ARRAY_BUFFER, mvTileCenters.size()*sizeof(glm::vec2), mvTileCenters.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileXIndexBuffer);
CHECK_GL_ERROR();
glBufferData(GL_ARRAY_BUFFER, mvTileXIndexes.size()*sizeof(GLint), mvTileXIndexes.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnTileYIndexBuffer);
CHECK_GL_ERROR();
glBufferData(GL_ARRAY_BUFFER, mvTileYIndexes.size()*sizeof(GLint), mvTileYIndexes.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mnVertexIndexInTileBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mnTileInfoBuffer);
CHECK_GL_ERROR();
glBufferData(GL_ARRAY_BUFFER, mvVertexIndexesInTiles.size()*sizeof(GLint), mvVertexIndexesInTiles.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mvTileInfo.size()*sizeof(GLfloat), mvTileInfo.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, 0);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment