/* -*- 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 * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef INCLUDED_OGLTRANS_TRANSITIONIMPL_HXX_ #define INCLUDED_OGLTRANS_TRANSITIONIMPL_HXX_ #include #include #include #include #include #include #include #include class Primitive; class OpenGLContext; class Operation; class SceneObject; class TransitionData; struct TransitionSettings { TransitionSettings() : mbUseMipMapLeaving( true ), mbUseMipMapEntering( true ), mnRequiredGLVersion( 3.0f ) { } /** Whether to use mipmapping for slides textures */ bool mbUseMipMapLeaving; bool mbUseMipMapEntering; /** which GL version does the transition require */ float mnRequiredGLVersion; }; typedef std::vector Primitives_t; typedef std::vector > SceneObjects_t; typedef std::vector > Operations_t; class TransitionScene { public: inline TransitionScene( Primitives_t&& rLeavingSlidePrimitives, Primitives_t&& rEnteringSlidePrimitives, Operations_t&& rOverallOperations = Operations_t(), SceneObjects_t&& rSceneObjects = SceneObjects_t() ); inline ~TransitionScene(); TransitionScene(TransitionScene const& rOther); TransitionScene& operator=(const TransitionScene& rOther); void swap(TransitionScene& rOther); const Primitives_t& getLeavingSlide() const { return maLeavingSlidePrimitives; } const Primitives_t& getEnteringSlide() const { return maEnteringSlidePrimitives; } const Operations_t& getOperations() const { return maOverallOperations; } const SceneObjects_t& getSceneObjects() const { return maSceneObjects; } private: /** All the primitives that use the leaving slide texture */ Primitives_t maLeavingSlidePrimitives; /** All the primitives that use the leaving slide texture */ Primitives_t maEnteringSlidePrimitives; /** All the operations that should be applied to both leaving and entering slide primitives. These operations will be called in the order they were pushed back in. In OpenGL this effectively uses the operations in the opposite order they were pushed back. */ Operations_t maOverallOperations; /** All the surrounding scene objects */ SceneObjects_t maSceneObjects; }; /** OpenGL 3D Transition class. It implicitly is constructed from XOGLTransition It holds Primitives and Operations on those primitives. */ class OGLTransitionImpl { public: virtual ~OGLTransitionImpl(); OGLTransitionImpl(const OGLTransitionImpl&) = delete; OGLTransitionImpl& operator=(const OGLTransitionImpl&) = delete; /** Prepare transition. */ bool prepare( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, OpenGLContext *pContext ); /** Display a step of the transition. */ void display( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight, OpenGLContext *pContext ); /** Clean up after transition. */ void finish(); TransitionSettings const& getSettings() const { return maSettings; } protected: OGLTransitionImpl(const TransitionScene& rScene, const TransitionSettings& rSettings) : maScene(rScene) , maSettings(rSettings) {} TransitionScene const& getScene() const { return maScene; } void displaySlide( double nTime, sal_Int32 glSlideTex, const Primitives_t& primitives, double SlideWidthScale, double SlideHeightScale ); void displayUnbufferedSlide( double nTime, sal_Int32 glSlideTex, const Primitives_t& primitives, double SlideWidthScale, double SlideHeightScale ); void displayScene( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight); void applyOverallOperations( double nTime, double SlideWidthScale, double SlideHeightScale ); private: /** This function is called in display method to prepare the slides, scene, etc. * * Default implementation does nothing. */ virtual void prepare( double SlideWidth, double SlideHeight ); /** This function is called in display method to prepare the slides, scene, etc. * * Default implementation does nothing. */ virtual void cleanup(); /** This function is called after glx context is ready to let the transition prepare GL related things, like GLSL program. * * Default implementation does nothing. */ virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, OpenGLContext *pContext ); /** This function is called when the transition needs to clear after itself, like delete own textures etc. * * Default implementation does nothing. */ virtual void finishTransition(); /** This function is called in display method to display the slides. * * Default implementation applies overall operations and then * displays both slides. */ virtual void displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale, OpenGLContext *pContext ); /** This function is called in prepare method to create the GL program. * * It is a pure virtual to make sure no class will use a default one. */ virtual GLuint makeShader() const = 0; private: const TransitionScene maScene; const TransitionSettings maSettings; /** Calculates the projection and model/view matrices, and upload them. */ void uploadModelViewProjectionMatrices(); /** Uniform locations for transform matrices */ GLint m_nPrimitiveTransformLocation = -1; GLint m_nSceneTransformLocation = -1; GLint m_nOperationsTransformLocation = -1; /** Per-vertex attribute locations */ GLint m_nPositionLocation = -1; GLint m_nNormalLocation = -1; GLint m_nTexCoordLocation = -1; GLuint m_nVertexArrayObject = 0u; std::vector m_nFirstIndices; protected: /** GLSL program object */ GLuint m_nProgramObject = 0u; /** VBO in which to put primitive data */ GLuint m_nVertexBufferObject = 0u; /** Location of the "time" uniform */ GLint m_nTimeLocation = -1; }; // "Constructors" of available transitions std::shared_ptr makeOutsideCubeFaceToLeft(); std::shared_ptr makeInsideCubeFaceToLeft(); std::shared_ptr makeNByMTileFlip( sal_uInt16 n, sal_uInt16 m ); std::shared_ptr makeRevolvingCircles( sal_uInt16 nCircles , sal_uInt16 nPointsOnCircles ); std::shared_ptr makeHelix( sal_uInt16 nRows ); std::shared_ptr makeFallLeaving(); std::shared_ptr makeTurnAround(); std::shared_ptr makeTurnDown(); std::shared_ptr makeIris(); std::shared_ptr makeRochade(); std::shared_ptr makeVenetianBlinds( bool vertical, int parts ); std::shared_ptr makeStatic(); std::shared_ptr makeDissolve(); std::shared_ptr makeVortex(); std::shared_ptr makeRipple(); std::shared_ptr makeGlitter(); std::shared_ptr makeHoneycomb(); std::shared_ptr makeNewsflash(); /** 2D replacements */ std::shared_ptr makeDiamond(); std::shared_ptr makeFadeSmoothly(); // fade through black or white std::shared_ptr makeFadeThroughColor( bool white = false ); class SceneObject { public: SceneObject(); virtual ~SceneObject(); SceneObject(const SceneObject&) = delete; SceneObject& operator=(const SceneObject&) = delete; virtual void prepare(GLuint /* program */) {} virtual void display(GLint sceneTransformLocation, GLint primitiveTransformLocation, double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) const; virtual void finish() {} void pushPrimitive (const Primitive &p); protected: /** All the surrounding scene primitives */ Primitives_t maPrimitives; std::vector maFirstIndices; }; struct Vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 texcoord; }; static_assert(sizeof(Vertex) == (3 + 3 + 2) * 4, "Vertex struct has wrong size/alignment"); /** This class is a list of Triangles that will share Operations, and could possibly share */ class Primitive { public: Primitive() {} // making copy constructor explicit makes the class un-suitable for use with stl containers Primitive(const Primitive& rvalue); Primitive& operator=(const Primitive& rvalue); void swap(Primitive& rOther); void applyOperations(glm::mat4& matrix, double nTime, double SlideWidthScale, double SlideHeightScale) const; void display(GLint primitiveTransformLocation, double nTime, double WidthScale, double HeightScale) const; void display(GLint primitiveTransformLocation, double nTime, double WidthScale, double HeightScale, int first) const; /** PushBack a vertex,normal, and tex coord. Each SlideLocation is where on the slide is mapped to this location ( from (0,0) to (1,1) ). This will make sure the correct aspect ratio is used, and helps to make slides begin and end at the correct position. (0,0) is the top left of the slide, and (1,1) is the bottom right. @param SlideLocation0 Location of first Vertex on slide @param SlideLocation1 Location of second Vertex on slide @param SlideLocation2 Location of third Vertex on slide */ void pushTriangle(const glm::vec2& SlideLocation0,const glm::vec2& SlideLocation1,const glm::vec2& SlideLocation2); /** guards against directly changing the vertices @return the list of vertices */ const glm::vec3& getVertex(int n) const {return Vertices[n].position;} int getVerticesCount() const { assert(Vertices.size() < o3tl::make_unsigned(std::numeric_limits::max())); return int(unsigned(Vertices.size())); } /** accessor for the size of the vertices data @return the size in bytes of the Vertices data */ int getVerticesByteSize() const {return Vertices.size() * sizeof(Vertex);} /** copies all vertices to the C array passed @return the number of written vertices */ int writeVertices(Vertex *location) const { std::copy(Vertices.begin(), Vertices.end(), location); return Vertices.size(); } /** list of Operations to be performed on this primitive.These operations will be called in the order they were pushed back in. In OpenGL this effectively uses the operations in the opposite order they were pushed back. @return the list of Operations */ Operations_t Operations; private: /** list of vertices */ std::vector Vertices; }; TransitionScene::TransitionScene( Primitives_t&& rLeavingSlidePrimitives, Primitives_t&& rEnteringSlidePrimitives, Operations_t&& rOverallOperations, SceneObjects_t&& rSceneObjects ) : maLeavingSlidePrimitives(std::move(rLeavingSlidePrimitives)) , maEnteringSlidePrimitives(std::move(rEnteringSlidePrimitives)) , maOverallOperations(std::move(rOverallOperations)) , maSceneObjects(std::move(rSceneObjects)) { } TransitionScene::~TransitionScene() = default; #endif // INCLUDED_SLIDESHOW_TRANSITION_HXX_ /* vim:set shiftwidth=4 softtabstop=4 expandtab: */