slideshow: Add shadows to the Vortex transition
These are done using a shadow mapping technique, we render both slides from the point of view of the light, and then do a second pass in which we lower the light of the fragment if some other cube is above it. Change-Id: I8aaa1428c4481661283bf69b5e56aa4d95fb80dd Reviewed-on: https://gerrit.libreoffice.org/22232 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
This commit is contained in:
committed by
Michael Meeks
parent
882d27fce2
commit
0c14c7babb
@@ -25,6 +25,7 @@ $(eval $(call gb_Package_add_files,slideshow_opengl_shader,$(LIBO_ETC_FOLDER)/op
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staticFragmentShader.glsl \
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vortexVertexShader.glsl \
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vortexGeometryShader.glsl \
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vortexFragmentShader.glsl \
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rippleFragmentShader.glsl \
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))
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@@ -0,0 +1,34 @@
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/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#version 150
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uniform sampler2D slideTexture;
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uniform sampler2D leavingShadowTexture;
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uniform sampler2D enteringShadowTexture;
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in vec2 v_texturePosition;
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in vec3 v_normal;
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in vec4 shadowCoordinate;
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void main() {
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vec3 lightVector = vec3(0.0, 0.0, 1.0);
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float light = max(dot(lightVector, v_normal), 0.0);
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vec4 fragment = texture2D(slideTexture, v_texturePosition);
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float visibility = 1.0;
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const float epsilon = 0.0001;
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if (texture2D(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
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visibility *= 0.7;
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if (texture2D(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
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visibility *= 0.7;
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vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
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gl_FragColor = mix(black, fragment, visibility * light);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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@@ -14,16 +14,41 @@ layout(triangle_strip, max_vertices=11) out;
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in vec2 g_texturePosition[];
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in vec3 g_normal[];
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in mat4 projectionMatrix[];
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in mat4 modelViewMatrix[];
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in mat4 shadowMatrix[];
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in mat4 transform[];
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in float nTime[];
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in float startTime[];
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in float endTime[];
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uniform mat4 u_projectionMatrix;
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out vec2 v_texturePosition;
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out vec3 v_normal;
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out vec4 shadowCoordinate;
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mat4 identityMatrix(void)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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mat4 scaleMatrix(vec3 axis)
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{
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mat4 matrix = identityMatrix();
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matrix[0][0] = axis.x;
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matrix[1][1] = axis.y;
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matrix[2][2] = axis.z;
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return matrix;
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}
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mat4 translationMatrix(vec3 axis)
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{
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mat4 matrix = identityMatrix();
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matrix[3] = vec4(axis, 1.0);
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return matrix;
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}
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void emitHexagonVertex(int index, vec3 translation, float fdsq)
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{
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@@ -37,7 +62,8 @@ void emitHexagonVertex(int index, vec3 translation, float fdsq)
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v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
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v_normal.z *= fdsq;
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gl_Position = u_projectionMatrix * modelViewMatrix[index] * pos;
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gl_Position = projectionMatrix[index] * modelViewMatrix[index] * pos;
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shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[index] * modelViewMatrix[index] * pos;
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v_texturePosition = g_texturePosition[index];
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EmitVertex();
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}
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@@ -16,6 +16,7 @@ in vec3 a_normal;
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in vec2 a_texCoord;
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in float tileInfo;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_sceneTransformMatrix;
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uniform mat4 u_primitiveTransformMatrix;
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@@ -25,10 +26,15 @@ uniform float time;
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uniform ivec2 numTiles;
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uniform sampler2D permTexture;
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uniform float slide;
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uniform float shadow;
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uniform mat4 orthoProjectionMatrix;
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uniform mat4 orthoViewMatrix;
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out vec2 g_texturePosition;
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out vec3 g_normal;
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out mat4 projectionMatrix;
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out mat4 modelViewMatrix;
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out mat4 shadowMatrix;
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out mat4 transform;
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out float nTime;
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out float startTime;
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@@ -134,13 +140,14 @@ void main( void )
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* rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI)
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* translationMatrix(-translationVector)
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* transform;
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}
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// Add a translation movement to the leaving slide so it doesn’t exactly mirror the entering one.
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if (isLeavingSlide && nTime > 0.3)
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{
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float movement = smoothstep(0.0, 1.0, (nTime - 0.3) * 2.0);
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transform = translationMatrix(vec3(-movement, 0.0, -0.5 * movement)) * transform;
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}
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if (shadow < 0.5) {
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projectionMatrix = u_projectionMatrix;
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shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
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} else {
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projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
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shadowMatrix = mat4(0.0);
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}
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modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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@@ -32,6 +32,7 @@
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#include <vcl/opengl/OpenGLHelper.hxx>
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#include <algorithm>
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#include <array>
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#include <utility>
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#include <comphelper/random.hxx>
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@@ -1549,20 +1550,25 @@ public:
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, maNumTiles(nNX,nNY)
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{
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mvTileInfo.resize(6*maNumTiles.x*maNumTiles.y);
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mnFramebuffers[0] = 0;
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mnFramebuffers[1] = 0;
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mnDepthTextures[0] = 0;
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mnDepthTextures[1] = 0;
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}
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private:
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virtual void prepare( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) override;
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virtual void finishTransition() override;
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virtual GLuint makeShader() const override;
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virtual void prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex ) override;
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virtual void displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) override;
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GLint mnSlideLocation = -1;
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GLint mnTileInfoLocation = -1;
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GLuint mnTileInfoBuffer = 0u;
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GLint mnShadowLocation = -1;
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std::array<GLuint, 2> mnFramebuffers;
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std::array<GLuint, 2> mnDepthTextures;
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glm::ivec2 maNumTiles;
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@@ -1582,9 +1588,39 @@ void VortexTransition::prepare( double, double, double, double, double )
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CHECK_GL_ERROR();
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}
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void VortexTransition::finishTransition()
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{
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PermTextureTransition::finishTransition();
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CHECK_GL_ERROR();
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glDeleteTextures(2, mnDepthTextures.data());
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mnDepthTextures = {0u, 0u};
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CHECK_GL_ERROR();
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glDeleteFramebuffers(2, mnFramebuffers.data());
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mnFramebuffers = {0u, 0u};
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glDeleteBuffers(1, &mnTileInfoBuffer);
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mnTileInfoBuffer = 0u;
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mnSlideLocation = -1;
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mnTileInfoLocation = -1;
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mnShadowLocation = -1;
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CHECK_GL_ERROR();
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}
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GLuint VortexTransition::makeShader() const
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{
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return OpenGLHelper::LoadShaders( "vortexVertexShader", "basicFragmentShader", "vortexGeometryShader" );
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return OpenGLHelper::LoadShaders( "vortexVertexShader", "vortexFragmentShader", "vortexGeometryShader" );
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}
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static glm::mat4 lookAt(glm::vec3 eye, glm::vec3 center, glm::vec3 up) {
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glm::vec3 f = glm::normalize(center - eye);
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glm::vec3 u = glm::normalize(up);
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glm::vec3 s = glm::normalize(glm::cross(f, u));
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u = glm::cross(s, f);
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return glm::mat4(s.x, u.x, -f.x, 0,
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s.y, u.y, -f.y, 0,
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s.z, u.z, -f.z, 0,
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-glm::dot(s, eye), -glm::dot(u, eye), glm::dot(f, eye), 1);
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}
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void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex )
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@@ -1594,12 +1630,15 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32
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CHECK_GL_ERROR();
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mnSlideLocation = glGetUniformLocation(m_nProgramObject, "slide");
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CHECK_GL_ERROR();
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mnTileInfoLocation = glGetAttribLocation(m_nProgramObject, "tileInfo");
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CHECK_GL_ERROR();
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GLint nNumTilesLocation = glGetUniformLocation(m_nProgramObject, "numTiles");
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mnShadowLocation = glGetUniformLocation(m_nProgramObject, "shadow");
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GLint nOrthoProjectionMatrix = glGetUniformLocation(m_nProgramObject, "orthoProjectionMatrix");
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GLint nOrthoViewMatrix = glGetUniformLocation(m_nProgramObject, "orthoViewMatrix");
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GLint location = glGetUniformLocation(m_nProgramObject, "leavingShadowTexture");
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glUniform1i(location, 2);
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location = glGetUniformLocation(m_nProgramObject, "enteringShadowTexture");
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glUniform1i(location, 3);
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CHECK_GL_ERROR();
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glUniform2iv(nNumTilesLocation, 1, glm::value_ptr(maNumTiles));
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@@ -1635,6 +1674,63 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR();
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double EyePos(10.0);
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double RealF(1.0);
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double RealN(-1.0);
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double RealL(-2.0);
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double RealR(2.0);
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double RealB(-2.0);
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double RealT(2.0);
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double ClipN(EyePos+5.0*RealN);
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double ClipF(EyePos+15.0*RealF);
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double ClipL(RealL*8.0);
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double ClipR(RealR*8.0);
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double ClipB(RealB*8.0);
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double ClipT(RealT*8.0);
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glm::mat4 projection = glm::ortho<float>(ClipL, ClipR, ClipB, ClipT, ClipN, ClipF);
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//This scaling is to take the plane with BottomLeftCorner(-1,-1,0) and TopRightCorner(1,1,0) and map it to the screen after the perspective division.
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glm::vec3 scale(1.0 / (((RealR * 2.0 * ClipN) / (EyePos * (ClipR - ClipL))) - ((ClipR + ClipL) / (ClipR - ClipL))),
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1.0 / (((RealT * 2.0 * ClipN) / (EyePos * (ClipT - ClipB))) - ((ClipT + ClipB) / (ClipT - ClipB))),
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1.0);
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projection = glm::scale(projection, scale);
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glUniformMatrix4fv(nOrthoProjectionMatrix, 1, false, glm::value_ptr(projection));
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glm::mat4 view = lookAt(glm::vec3(-1, 1, EyePos), glm::vec3(-0.5, 0.5, 0), glm::vec3(0, 1, 0));
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glUniformMatrix4fv(nOrthoViewMatrix, 1, false, glm::value_ptr(view));
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// Generate the framebuffers and textures for the shadows.
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glGenTextures(2, mnDepthTextures.data());
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glGenFramebuffers(2, mnFramebuffers.data());
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for (int i : {0, 1}) {
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glBindTexture(GL_TEXTURE_2D, mnDepthTextures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, mnFramebuffers[i]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mnDepthTextures[i], 0);
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glDrawBuffer(GL_NONE); // No color buffer is drawn to.
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// Always check that our framebuffer is ok
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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SAL_WARN("slideshow.opengl", "Wrong framebuffer!");
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return;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture( GL_TEXTURE2 );
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glBindTexture( GL_TEXTURE_2D, mnDepthTextures[0] );
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glActiveTexture( GL_TEXTURE3 );
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glBindTexture( GL_TEXTURE_2D, mnDepthTextures[1] );
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glActiveTexture( GL_TEXTURE0 );
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}
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void VortexTransition::displaySlides_( double nTime, sal_Int32 glLeavingSlideTex, sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale )
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@@ -1642,7 +1738,25 @@ void VortexTransition::displaySlides_( double nTime, sal_Int32 glLeavingSlideTex
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CHECK_GL_ERROR();
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applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale );
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glUniform1f( m_nTimeLocation, nTime );
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glUniform1f( mnShadowLocation, 1.0 );
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std::array<GLint, 4> viewport;
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glGetIntegerv(GL_VIEWPORT, viewport.data());
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glViewport(0, 0, 2048, 2048);
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glBindFramebuffer(GL_FRAMEBUFFER, mnFramebuffers[0]);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUniform1f( mnSlideLocation, 0.0 );
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displaySlide( nTime, glLeavingSlideTex, getScene().getLeavingSlide(), SlideWidthScale, SlideHeightScale );
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glBindFramebuffer(GL_FRAMEBUFFER, mnFramebuffers[1]);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUniform1f( mnSlideLocation, 1.0 );
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displaySlide( nTime, glEnteringSlideTex, getScene().getEnteringSlide(), SlideWidthScale, SlideHeightScale );
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glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUniform1f( mnShadowLocation, 0.0 );
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glUniform1f( mnSlideLocation, 0.0 );
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displaySlide( nTime, glLeavingSlideTex, getScene().getLeavingSlide(), SlideWidthScale, SlideHeightScale );
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glUniform1f( mnSlideLocation, 1.0 );
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@@ -1666,7 +1780,7 @@ makeVortexTransition(const Primitives_t& rLeavingSlidePrimitives,
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std::shared_ptr<OGLTransitionImpl> makeVortex()
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{
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const int NX = 64, NY = 64;
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const int NX = 96, NY = 96;
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Primitive Slide;
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for (int x = 0; x < NX; x++)
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