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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /slideshow/opengl | |
parent | Initial commit. (diff) | |
download | libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.tar.xz libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'slideshow/opengl')
-rw-r--r-- | slideshow/opengl/basicFragmentShader.glsl | 24 | ||||
-rw-r--r-- | slideshow/opengl/basicVertexShader.glsl | 96 | ||||
-rw-r--r-- | slideshow/opengl/dissolveFragmentShader.glsl | 50 | ||||
-rw-r--r-- | slideshow/opengl/fadeBlackFragmentShader.glsl | 35 | ||||
-rw-r--r-- | slideshow/opengl/fadeFragmentShader.glsl | 23 | ||||
-rw-r--r-- | slideshow/opengl/glitterFragmentShader.glsl | 36 | ||||
-rw-r--r-- | slideshow/opengl/glitterVertexShader.glsl | 128 | ||||
-rw-r--r-- | slideshow/opengl/honeycombFragmentShader.glsl | 108 | ||||
-rw-r--r-- | slideshow/opengl/honeycombGeometryShader.glsl | 111 | ||||
-rw-r--r-- | slideshow/opengl/honeycombVertexShader.glsl | 118 | ||||
-rw-r--r-- | slideshow/opengl/reflectionFragmentShader.glsl | 34 | ||||
-rw-r--r-- | slideshow/opengl/reflectionVertexShader.glsl | 79 | ||||
-rw-r--r-- | slideshow/opengl/rippleFragmentShader.glsl | 57 | ||||
-rw-r--r-- | slideshow/opengl/staticFragmentShader.glsl | 64 | ||||
-rw-r--r-- | slideshow/opengl/vortexFragmentShader.glsl | 68 | ||||
-rw-r--r-- | slideshow/opengl/vortexGeometryShader.glsl | 116 | ||||
-rw-r--r-- | slideshow/opengl/vortexVertexShader.glsl | 153 |
17 files changed, 1300 insertions, 0 deletions
diff --git a/slideshow/opengl/basicFragmentShader.glsl b/slideshow/opengl/basicFragmentShader.glsl new file mode 100644 index 000000000..fe27071a9 --- /dev/null +++ b/slideshow/opengl/basicFragmentShader.glsl @@ -0,0 +1,24 @@ +/* -*- 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 slideTexture; +varying vec2 v_texturePosition; +varying vec3 v_normal; + +void main() { + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = max(dot(lightVector, v_normal), 0.0); + vec4 fragment = texture2D(slideTexture, v_texturePosition); + 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/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl new file mode 100644 index 000000000..730da36fd --- /dev/null +++ b/slideshow/opengl/basicVertexShader.glsl @@ -0,0 +1,96 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/************************************************************************* + * + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * Copyright 2008 by Sun Microsystems, Inc. + * + * OpenOffice.org - a multi-platform office productivity suite + * + * This file is part of OpenOffice.org. + * + * OpenOffice.org is free software: you can redistribute it and/or modify + * it under the terms of the GNU Lesser General Public License version 3 + * only, as published by the Free Software Foundation. + * + * OpenOffice.org is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License version 3 for more details + * (a copy is included in the LICENSE file that accompanied this code). + * + * You should have received a copy of the GNU Lesser General Public License + * version 3 along with OpenOffice.org. If not, see + * <http://www.openoffice.org/license.html> + * for a copy of the LGPLv3 License. + * + ************************************************************************/ + +#version 120 + +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + +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; + +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + +void main( void ) +{ + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); + gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0); + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * a_normal); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/dissolveFragmentShader.glsl b/slideshow/opengl/dissolveFragmentShader.glsl new file mode 100644 index 000000000..c0fdbf441 --- /dev/null +++ b/slideshow/opengl/dissolveFragmentShader.glsl @@ -0,0 +1,50 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/************************************************************************* + * + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * Copyright 2008 by Sun Microsystems, Inc. + * + * OpenOffice.org - a multi-platform office productivity suite + * + * This file is part of OpenOffice.org. + * + * OpenOffice.org is free software: you can redistribute it and/or modify + * it under the terms of the GNU Lesser General Public License version 3 + * only, as published by the Free Software Foundation. + * + * OpenOffice.org is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License version 3 for more details + * (a copy is included in the LICENSE file that accompanied this code). + * + * You should have received a copy of the GNU Lesser General Public License + * version 3 along with OpenOffice.org. If not, see + * <http://www.openoffice.org/license.html> + * for a copy of the LGPLv3 License. + * + ************************************************************************/ + +#version 120 + +uniform sampler2D leavingSlideTexture; +uniform sampler2D enteringSlideTexture; +uniform sampler2D permTexture; +uniform float time; +varying vec2 v_texturePosition; + +float snoise(vec2 P) { + + return texture2D(permTexture, P).r; +} + +void main() { + float sn = snoise(10.0*v_texturePosition); + if( sn < time) + gl_FragColor = texture2D(enteringSlideTexture, v_texturePosition); + else + gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/fadeBlackFragmentShader.glsl b/slideshow/opengl/fadeBlackFragmentShader.glsl new file mode 100644 index 000000000..3d618a3b4 --- /dev/null +++ b/slideshow/opengl/fadeBlackFragmentShader.glsl @@ -0,0 +1,35 @@ +/* -*- 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; + +void main() { +#ifdef use_white + vec4 color = vec4(1.0, 1.0, 1.0, 1.0); +#else + vec4 color = vec4(0.0, 0.0, 0.0, 1.0); +#endif + vec4 texel; + float amount; + if (time < 0.5) { + texel = texture2D(leavingSlideTexture, v_texturePosition); + amount = time * 2; + } else { + texel = texture2D(enteringSlideTexture, v_texturePosition); + amount = (1.0 - time) * 2; + } + gl_FragColor = mix(texel, color, amount); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/fadeFragmentShader.glsl b/slideshow/opengl/fadeFragmentShader.glsl new file mode 100644 index 000000000..0751b6ecd --- /dev/null +++ b/slideshow/opengl/fadeFragmentShader.glsl @@ -0,0 +1,23 @@ +/* -*- 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; + +void main() { + vec4 leavingFragment = texture2D(leavingSlideTexture, v_texturePosition); + vec4 enteringFragment = texture2D(enteringSlideTexture, v_texturePosition); + gl_FragColor = mix(leavingFragment, enteringFragment, time); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/glitterFragmentShader.glsl b/slideshow/opengl/glitterFragmentShader.glsl new file mode 100644 index 000000000..71881742c --- /dev/null +++ b/slideshow/opengl/glitterFragmentShader.glsl @@ -0,0 +1,36 @@ +/* -*- 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 + +#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: */ diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl new file mode 100644 index 000000000..00ae568ac --- /dev/null +++ b/slideshow/opengl/glitterVertexShader.glsl @@ -0,0 +1,128 @@ +/* -*- 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 + +#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; + +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + +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 ) +{ + vec2 pos = (center.xy + 1.0) / 2.0; + + // 0..1 pseudo-random value used to randomize the tile’s start time. + float fuzz = snoise(pos); + + float startTime = pos.x * 0.5 + fuzz * 0.25; + float endTime = startTime + 0.25; + + // Scale the transition time to minimize the time a tile will stay black. + float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0); + if (transitionTime < 0.5) + transitionTime = transitionTime / 2.0; + else + transitionTime = (transitionTime / 2.0) + 0.5; + angle = transitionTime * M_PI * 2.0; + + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), 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 + 1.0) / 2.0, (1.0 - a_position.y) / 2.0); + v_normal = normalize(normalMatrix * a_normal); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl new file mode 100644 index 000000000..e4ce8e31f --- /dev/null +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -0,0 +1,108 @@ +/* -*- 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 150 + +in vec2 texturePosition; +in float fuzz; +in vec2 v_center; +in vec3 normal; +in vec4 shadowCoordinate; + +uniform sampler2D slideTexture; +uniform sampler2D colorShadowTexture; +uniform sampler2D depthShadowTexture; +uniform float selectedTexture; +uniform float time; +uniform float hexagonSize; + +bool isBorder(vec2 point) +{ + return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98; +} + +void main() +{ + const vec2 samplingPoints[9] = vec2[]( + vec2(0, 0), + vec2(-1, -1), + vec2(-1, 0), + vec2(-1, 1), + vec2(0, 1), + vec2(1, 1), + vec2(1, 0), + vec2(1, -1), + vec2(0, -1) + ); + + vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0); + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = max(dot(lightVector, normal), 0.0); + if (hexagonSize > 1.0) { + // The space in-between hexagons. + if (selectedTexture > 0.5) + fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.; + else + fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.; + } else { + // The hexagons themselves. + + float startTime; + float actualTime; + if (selectedTexture > 0.5) { + // Leaving slide. + if (isBorder(v_center)) + // If the center is “outside” of the canvas, clear it first. + startTime = 0.15; + else + startTime = 0.15 + fuzz * 0.4; + float endTime = startTime + 0.05; + actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1); + } else { + // Entering slide. + if (isBorder(v_center)) + // If the center is “outside” of the canvas, clear it first. + startTime = 0.85; + else + startTime = 0.3 + fuzz * 0.4; + float endTime = startTime + 0.05; + actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1); + if (time < 0.8) + actualTime *= time / 0.8; + } + + if (selectedTexture > 0.5) { + // Leaving texture needs to be transparent to see-through. + fragment.a = actualTime; + } else { + // Entering one though, would look weird with transparency. + fragment.rgb *= actualTime; + } + } + + // Compute the shadow. + float visibility = 1.0; + const float epsilon = 0.0001; + if (selectedTexture < 0.5) { + float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z; + float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; + // Only the entering slide. + for (int i = 0; i < 9; ++i) { + vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; + if (depthShadow < shadowCoordinate.z - epsilon) { + visibility -= 0.05 * texture(colorShadowTexture, coordinate).a; + } + } + } + + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); + gl_FragColor = mix(black, fragment, visibility * light); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl new file mode 100644 index 000000000..dedc0df97 --- /dev/null +++ b/slideshow/opengl/honeycombGeometryShader.glsl @@ -0,0 +1,111 @@ +/* -*- 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 150 + +layout(triangles) in; +layout(triangle_strip, max_vertices=27) out; + +in mat4 projectionMatrix[]; +in mat4 modelViewMatrix[]; +in mat4 shadowMatrix[]; + +uniform float hexagonSize; +uniform sampler2D permTexture; + +out vec2 texturePosition; +out float fuzz; +out vec2 v_center; +out vec3 normal; +out vec4 shadowCoordinate; + +const float expandFactor = 0.0318; + +float snoise(vec2 p) +{ + return texture(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 scaleMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[0][0] = axis.x; + matrix[1][1] = axis.y; + matrix[2][2] = axis.z; + return matrix; +} + +mat4 translationMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[3] = vec4(axis, 1.0); + return matrix; +} + +void emitHexagonVertex(vec3 center, vec2 translation) +{ + vec4 pos = vec4(center + hexagonSize * expandFactor * vec3(translation, 0.0), 1.0); + gl_Position = projectionMatrix[0] * modelViewMatrix[0] * pos; + shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[0] * modelViewMatrix[0] * pos; + texturePosition = vec2((pos.x + 1), (1 - pos.y)) / 2; + EmitVertex(); +} + +void main() +{ + const vec2 translateVectors[6] = vec2[]( + vec2(-3, -2), + vec2(0, -4), + vec2(3, -2), + vec2(3, 2), + vec2(0, 4), + vec2(-3, 2) + ); + + vec3 center = gl_in[0].gl_Position.xyz; + + v_center = (1 + center.xy) / 2; + fuzz = snoise(center.xy); + + // Draw “walls” to the hexagons. + if (hexagonSize < 1.0) { + vec3 rearCenter = vec3(center.xy, -0.3); + normal = vec3(0.0, 0.0, 0.3); + emitHexagonVertex(center, translateVectors[5]); + emitHexagonVertex(rearCenter, translateVectors[5]); + + for (int i = 0; i < 6; ++i) { + emitHexagonVertex(center, translateVectors[i]); + emitHexagonVertex(rearCenter, translateVectors[i]); + } + + EndPrimitive(); + } + + // Draw the main hexagon part. + normal = vec3(0.0, 0.0, 1.0); + emitHexagonVertex(center, translateVectors[5]); + + for (int i = 0; i < 6; ++i) { + emitHexagonVertex(center, translateVectors[i]); + emitHexagonVertex(center, vec2(0.0, 0.0)); + } + + EndPrimitive(); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl new file mode 100644 index 000000000..c3484d39a --- /dev/null +++ b/slideshow/opengl/honeycombVertexShader.glsl @@ -0,0 +1,118 @@ +/* -*- 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 150 + +#define M_PI 3.1415926535897932384626433832795 + +in vec3 a_position; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +uniform float time; +uniform float selectedTexture; +uniform float shadow; +uniform mat4 orthoProjectionMatrix; +uniform mat4 orthoViewMatrix; + +// Workaround for Intel's Windows driver, to prevent optimisation breakage. +uniform float zero; + +out mat4 projectionMatrix; +out mat4 modelViewMatrix; +out mat4 shadowMatrix; + +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) +{ + 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 scaleMatrix(vec3 axis) +{ + return mat4(axis.x, 0.0, 0.0, 0.0, + 0.0, axis.y, 0.0, 0.0, + 0.0, 0.0, axis.z, 0.0, + 0.0, 0.0, 0.0, 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 ) +{ + mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat4 transformMatrix = identityMatrix(); + + // TODO: use the aspect ratio of the slide instead. + mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1)); + mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1)); + + // These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug. + if (selectedTexture > 0.5) { + // Leaving texture + if (zero < 1.0) + transformMatrix = invertSlideScaleMatrix * transformMatrix; + if (zero < 2.0) + transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix; + if (zero < 3.0) + transformMatrix = slideScaleMatrix * transformMatrix; + if (zero < 4.0) + transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix; + if (zero < 5.0) + transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix; + } else { + // Entering texture + if (zero < 1.0) + transformMatrix = invertSlideScaleMatrix * transformMatrix; + if (zero < 2.0) + transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix; + if (zero < 3.0) + transformMatrix = slideScaleMatrix * transformMatrix; + if (zero < 4.0) + transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix; + } + + if (shadow < 0.5) { + projectionMatrix = u_projectionMatrix; + shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; + } else { + projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; + shadowMatrix = mat4(0.0); + } + + modelViewMatrix = nmodelViewMatrix * transformMatrix; + gl_Position = vec4(a_position, 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/reflectionFragmentShader.glsl b/slideshow/opengl/reflectionFragmentShader.glsl new file mode 100644 index 000000000..c50b6a9d2 --- /dev/null +++ b/slideshow/opengl/reflectionFragmentShader.glsl @@ -0,0 +1,34 @@ +/* -*- 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 + +uniform sampler2D slideTexture; +varying float v_isShadow; +varying vec2 v_texturePosition; +varying vec3 v_normal; + +void main() { + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = max(dot(lightVector, v_normal), 0.0); + vec4 fragment = texture2D(slideTexture, v_texturePosition); + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); + fragment = mix(black, fragment, light); + + if (v_isShadow > 0.5) { + if (v_texturePosition.y > 1.0 - 0.3) + gl_FragColor = mix(fragment, vec4(0.0, 0.0, 0.0, 0.0), (1.0 - v_texturePosition.y) / 0.3); + else + discard; + } else { + gl_FragColor = fragment; + } +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/reflectionVertexShader.glsl b/slideshow/opengl/reflectionVertexShader.glsl new file mode 100644 index 000000000..6c0c41c75 --- /dev/null +++ b/slideshow/opengl/reflectionVertexShader.glsl @@ -0,0 +1,79 @@ +/* -*- 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 + +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + +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; +varying float v_isShadow; + +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + +void main( void ) +{ + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); + gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0); + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * a_normal); + v_isShadow = float(gl_VertexID >= 6); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/rippleFragmentShader.glsl b/slideshow/opengl/rippleFragmentShader.glsl new file mode 100644 index 000000000..df4bd5927 --- /dev/null +++ b/slideshow/opengl/rippleFragmentShader.glsl @@ -0,0 +1,57 @@ +/* -*- 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 + +#define M_PI 3.1415926535897932384626433832795 + +uniform sampler2D leavingSlideTexture; +uniform sampler2D enteringSlideTexture; +uniform float time; +uniform vec2 center; +uniform float slideRatio; + +varying vec2 v_texturePosition; + +// This function returns the distance between two points, taking into account the slide ratio. +float betterDistance(vec2 p1, vec2 p2) +{ + p1.x *= slideRatio; + p2.x *= slideRatio; + return distance(p1, p2); +} + +void main() +{ + const float w = 0.5; + const float v = 0.1; + + // Distance from this fragment to the center, in slide coordinates. + float dist = betterDistance(center, v_texturePosition); + + // We want the ripple to span all of the slide at the end of the transition. + float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio)); + + // Interpolate the distance to the center in function of the time. + float mixed = smoothstep(t*w-v, t*w+v, dist); + + // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already. + vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0; + vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time); + + // Get the final position we will sample from. + vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed); + + // Sample from the textures and mix that together. + vec4 leaving = texture2D(leavingSlideTexture, pos); + vec4 entering = texture2D(enteringSlideTexture, pos); + gl_FragColor = mix(entering, leaving, mixed); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/staticFragmentShader.glsl b/slideshow/opengl/staticFragmentShader.glsl new file mode 100644 index 000000000..ab4913de7 --- /dev/null +++ b/slideshow/opengl/staticFragmentShader.glsl @@ -0,0 +1,64 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/************************************************************************* + * + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * Copyright 2008 by Sun Microsystems, Inc. + * + * OpenOffice.org - a multi-platform office productivity suite + * + * This file is part of OpenOffice.org. + * + * OpenOffice.org is free software: you can redistribute it and/or modify + * it under the terms of the GNU Lesser General Public License version 3 + * only, as published by the Free Software Foundation. + * + * OpenOffice.org is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License version 3 for more details + * (a copy is included in the LICENSE file that accompanied this code). + * + * You should have received a copy of the GNU Lesser General Public License + * version 3 along with OpenOffice.org. If not, see + * <http://www.openoffice.org/license.html> + * for a copy of the LGPLv3 License. + * + ************************************************************************/ + +#version 120 + +uniform sampler2D leavingSlideTexture; +uniform sampler2D enteringSlideTexture; +uniform sampler2D permTexture; +uniform float time; +varying vec2 v_texturePosition; + +float snoise(vec2 P) { + + return texture2D(permTexture, P).r; +} + + +#define PART 0.5 +#define START 0.4 +#define END 0.9 + +void main() { + float sn = snoise(10.0*v_texturePosition+time*0.07); + if( time < PART ) { + float sn1 = snoise(vec2(time*15.0, 20.0*v_texturePosition.y)); + float sn2 = snoise(v_texturePosition); + if (sn1 > 1.0 - time*time && sn2 < 2.0*time+0.1) + gl_FragColor = vec4(sn, sn, sn, 1.0); + else if (time > START ) + gl_FragColor = ((time-START)/(PART - START))*vec4(sn, sn, sn, 1.0) + (1.0 - (time - START)/(PART - START))*texture2D(leavingSlideTexture, v_texturePosition); + else + gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition); + } else if ( time > END ) { + gl_FragColor = ((1.0 - time)/(1.0 - END))*vec4(sn, sn, sn, 1.0) + ((time - END)/(1.0 - END))*texture2D(enteringSlideTexture, v_texturePosition); + } else + gl_FragColor = vec4(sn, sn, sn, 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl new file mode 100644 index 000000000..6bcdfc5da --- /dev/null +++ b/slideshow/opengl/vortexFragmentShader.glsl @@ -0,0 +1,68 @@ +/* -*- 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 150 + +uniform sampler2D slideTexture; +uniform sampler2D leavingShadowTexture; +uniform sampler2D enteringShadowTexture; + +in vec2 v_texturePosition; +in vec3 v_normal; +in vec4 shadowCoordinate; + +void main() { + const vec2 samplingPoints[9] = vec2[]( + vec2(0, 0), + vec2(-1, -1), + vec2(-1, 0), + vec2(-1, 1), + vec2(0, 1), + vec2(1, 1), + vec2(1, 0), + vec2(1, -1), + vec2(0, -1) + ); + + // Compute the shadow... + float visibility = 1.0; + const float epsilon = 0.0001; + + // for the leaving slide, + { + float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r; + float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; + for (int i = 0; i < 9; ++i) { + vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; + if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { + visibility -= 0.05; + } + } + } + + // and for entering slide. + { + float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r; + float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; + for (int i = 0; i < 9; ++i) { + vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; + if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { + visibility -= 0.05; + } + } + } + + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = max(dot(lightVector, v_normal), 0.0); + vec4 fragment = texture(slideTexture, v_texturePosition); + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); + gl_FragColor = mix(black, fragment, visibility * light); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl new file mode 100644 index 000000000..5d64a1249 --- /dev/null +++ b/slideshow/opengl/vortexGeometryShader.glsl @@ -0,0 +1,116 @@ +/* -*- 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 150 + +layout(triangles) in; +layout(triangle_strip, max_vertices=11) out; + +uniform float shadow; +uniform mat4 u_projectionMatrix; +uniform mat4 orthoProjectionMatrix; +uniform mat4 orthoViewMatrix; + +in vec2 g_texturePosition[]; +in vec3 g_normal[]; +in mat4 modelViewMatrix[]; +in mat4 transform[]; +in float nTime[]; +in float startTime[]; +in float endTime[]; + +out vec2 v_texturePosition; +out vec3 v_normal; +out vec4 shadowCoordinate; + +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 scaleMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[0][0] = axis.x; + matrix[1][1] = axis.y; + matrix[2][2] = axis.z; + return matrix; +} + +mat4 translationMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[3] = vec4(axis, 1.0); + return matrix; +} + +void emitHexagonVertex(int index, vec3 translation, float fdsq) +{ + mat4 projectionMatrix; + mat4 shadowMatrix; + + if (shadow < 0.5) { + projectionMatrix = u_projectionMatrix; + shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; + } else { + projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; + shadowMatrix = mat4(0.0); + } + + mat4 normalMatrix = transpose(inverse(modelViewMatrix[index])); + + vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0); + + // Apply our transform operations. + pos = transform[index] * pos; + + v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0))); + v_normal.z *= fdsq; + + gl_Position = projectionMatrix * modelViewMatrix[index] * pos; + shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos; + v_texturePosition = g_texturePosition[index]; + EmitVertex(); +} + +void main() +{ + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); + const vec3 noTranslation = vec3(0.0, 0.0, 0.0); + + if (gl_in[0].gl_Position == invalidPosition) + return; + + // Draw “walls” to the hexagons. + if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) { + const vec3 translation = vec3(0.0, 0.0, -0.02); + + emitHexagonVertex(2, noTranslation, 0.3); + emitHexagonVertex(2, translation, 0.3); + + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 0.3); + emitHexagonVertex(i, translation, 0.3); + } + + EndPrimitive(); + } + + // Draw the main quad part. + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 1.0); + } + + EndPrimitive(); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl new file mode 100644 index 000000000..8d1a67d3d --- /dev/null +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -0,0 +1,153 @@ +/* -*- 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 150 + +#define M_PI 3.1415926535897932384626433832795 + +in vec3 a_position; +in vec3 a_normal; +in vec2 a_texCoord; +in float tileInfo; + +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +uniform float time; +uniform ivec2 numTiles; +uniform sampler2D permTexture; +uniform float slide; + +// Workaround for Intel's Windows driver, to prevent optimisation breakage. +uniform float zero; + +out vec2 g_texturePosition; +out vec3 g_normal; +out mat4 modelViewMatrix; +out mat4 transform; +out float nTime; +out float startTime; +out float endTime; + +float snoise(vec2 p) +{ + return texture(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); + 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 ) +{ + // Each tile moves during only half of the transition. The leftmost + // tiles start moving at the start and arrive at their end + // position around time=0.5, when the tiles there (the rightmost + // ones) start moving. (The exact time each tile is moving is + // fuzzed a bit to make a more random appearance.) + + // 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)); + + // 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))); + + // 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; + + startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; + endTime = min(startTime + 0.7, 1.0); + + bool isLeavingSlide = (slide < 0.5); + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); + + // 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 + { + if (time > endTime) + { + gl_Position = invalidPosition; + return; + } + nTime = time; + } + + transform = identityMatrix(); + if (nTime > startTime && nTime <= endTime) + { + // We are in the rotation part. + float rotation = (nTime - startTime) / (endTime - startTime); + if (isLeavingSlide) + rotation *= -1.0; + + if (rotation < -0.5 || rotation > 0.5) { + gl_Position = invalidPosition; + return; + } + + // Translation vector to set the origin of the rotation. + vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); + + // Compute the actual rotation matrix. + + // Intel's Windows driver gives a wrong matrix when all operations are done at once. + if (zero < 1.0) + transform = translationMatrix(translationVector) * transform; + if (zero < 2.0) + transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform; + if (zero < 3.0) + transform = translationMatrix(-translationVector) * transform; + } + + modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + gl_Position = vec4(a_position, 1.0); + + g_texturePosition = a_texCoord; + g_normal = a_normal; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |