/************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2000, 2010 Oracle and/or its affiliates. * * 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. * ************************************************************************/ #include "OGLTrans_TransitionImpl.hxx" #include "OGLTrans_Shaders.hxx" #include <GL/gl.h> #include <math.h> void OGLTransitionImpl::clear() { for(unsigned int i( 0 ); i < OverallOperations.size(); ++i) delete OverallOperations[i]; OverallOperations.clear(); maLeavingSlidePrimitives.clear(); maEnteringSlidePrimitives.clear(); for(unsigned int i(0); i < maSceneObjects.size(); ++i) delete maSceneObjects[i]; maSceneObjects.clear(); mbReflectSlides = false; #ifdef GL_VERSION_2_0 if( mProgramObject ) { OGLShaders::glDeleteProgram( mProgramObject ); mProgramObject = 0; } if( mVertexObject ) { OGLShaders::glDeleteShader( mVertexObject ); mVertexObject = 0; } if( mFragmentObject ) { OGLShaders::glDeleteShader( mFragmentObject ); mFragmentObject = 0; } #endif if( maHelperTexture ) { glDeleteTextures( 1, &maHelperTexture ); maHelperTexture = 0; } if( mmClearTransition ) (this->*mmClearTransition)(); } OGLTransitionImpl::~OGLTransitionImpl() { clear(); } void OGLTransitionImpl::prepare( ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex ) { for(unsigned int i(0); i < maSceneObjects.size(); ++i) { maSceneObjects[i]->prepare(); } if( mmPrepareTransition ) (this->*mmPrepareTransition)( glLeavingSlideTex, glEnteringSlideTex ); } void OGLTransitionImpl::finish() { for(unsigned int i(0); i < maSceneObjects.size(); ++i) { maSceneObjects[i]->finish(); } } static void blendSlide( double depth ) { double showHeight = -1 + depth*2; GLfloat reflectionColor[] = {0, 0, 0, 0.25}; glDisable( GL_DEPTH_TEST ); glBegin( GL_QUADS ); glColor4fv( reflectionColor ); glVertex3f( -1, -1, 0 ); glColor4f( 0, 0, 0, 1 ); glVertex3f(-1, showHeight, 0 ); glVertex3f( 1, showHeight, 0 ); glColor4fv( reflectionColor ); glVertex3f( 1, -1, 0 ); glEnd(); glBegin( GL_QUADS ); glColor4f( 0, 0, 0, 1 ); glVertex3f( -1, showHeight, 0 ); glVertex3f( -1, 1, 0 ); glVertex3f( 1, 1, 0 ); glVertex3f( 1, showHeight, 0 ); glEnd(); glEnable( GL_DEPTH_TEST ); } static void slideShadow( double nTime, Primitive& primitive, double sw, double sh ) { double reflectionDepth = 0.3; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_LIGHTING); glPushMatrix(); primitive.applyOperations( nTime, sw, sh ); blendSlide( reflectionDepth ); glPopMatrix(); glDisable(GL_BLEND); glEnable(GL_LIGHTING); } void OGLTransitionImpl::display( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) { double SlideWidthScale, SlideHeightScale; SlideWidthScale = SlideWidth/DispWidth; SlideHeightScale = SlideHeight/DispHeight; if( mmPrepare ) { clear(); (this->*mmPrepare)( nTime, SlideWidth, SlideHeight, DispWidth, DispHeight ); } glPushMatrix(); displaySlides( nTime, glLeavingSlideTex, glEnteringSlideTex, SlideWidthScale, SlideHeightScale ); displayScene( nTime, SlideWidth, SlideHeight, DispWidth, DispHeight ); glPopMatrix(); } void OGLTransitionImpl::applyOverallOperations( double nTime, double SlideWidthScale, double SlideHeightScale ) { for(unsigned int i(0); i < OverallOperations.size(); ++i) OverallOperations[i]->interpolate(nTime,SlideWidthScale,SlideHeightScale); } void OGLTransitionImpl::displaySlide( double nTime, ::sal_Int32 glSlideTex, std::vector<Primitive>& primitives, double SlideWidthScale, double SlideHeightScale ) { //TODO change to foreach glBindTexture(GL_TEXTURE_2D, glSlideTex); // display slide reflection // note that depth test is turned off while blending the shadow // so the slides has to be rendered in right order, see rochade as example if( mbReflectSlides ) { double surfaceLevel = -0.04; /* reflected slides */ glPushMatrix(); glScaled( 1, -1, 1 ); glTranslated( 0, 2 - surfaceLevel, 0 ); glCullFace(GL_FRONT); for(unsigned int i(0); i < primitives.size(); ++i) primitives[i].display(nTime, SlideWidthScale, SlideHeightScale); glCullFace(GL_BACK); slideShadow( nTime, primitives[0], SlideWidthScale, SlideHeightScale ); glPopMatrix(); } for(unsigned int i(0); i < primitives.size(); ++i) primitives[i].display(nTime, SlideWidthScale, SlideHeightScale); } void OGLTransitionImpl::displaySlides( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) { if( mmDisplaySlides ) (this->*mmDisplaySlides)( nTime, glLeavingSlideTex, glEnteringSlideTex, SlideWidthScale, SlideHeightScale ); else { applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); glEnable(GL_TEXTURE_2D); displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); displaySlide( nTime, glEnteringSlideTex, maEnteringSlidePrimitives, SlideWidthScale, SlideHeightScale ); } } void OGLTransitionImpl::displayScene( double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) { glEnable(GL_TEXTURE_2D); for(unsigned int i(0); i < maSceneObjects.size(); ++i) maSceneObjects[i]->display(nTime, SlideWidth, SlideHeight, DispWidth, DispHeight); } void Primitive::display(double nTime, double WidthScale, double HeightScale) { glPushMatrix(); applyOperations( nTime, WidthScale, HeightScale ); glEnableClientState( GL_VERTEX_ARRAY ); if(!Normals.empty()) { glNormalPointer( GL_DOUBLE , 0 , &Normals[0] ); glEnableClientState( GL_NORMAL_ARRAY ); } glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_DOUBLE, 0, &TexCoords[0] ); glVertexPointer( 3, GL_DOUBLE, 0, &Vertices[0] ); glDrawArrays( GL_TRIANGLES, 0, Vertices.size() ); glPopMatrix(); } void Primitive::applyOperations(double nTime, double WidthScale, double HeightScale) { for(unsigned int i(0); i < Operations.size(); ++i) Operations[i]->interpolate( nTime ,WidthScale,HeightScale); glScaled(WidthScale,HeightScale,1); } Primitive::~Primitive() { for(unsigned int i( 0 ); i < Operations.size(); ++i) delete Operations[i]; } void SceneObject::display(double nTime, double /* SlideWidth */, double /* SlideHeight */, double DispWidth, double DispHeight ) { for(unsigned int i(0); i < maPrimitives.size(); ++i) { // fixme: allow various model spaces, now we make it so that // it is regular -1,-1 to 1,1, where the whole display fits in glPushMatrix(); if (DispHeight > DispWidth) glScaled(DispHeight/DispWidth, 1, 1); else glScaled(1, DispWidth/DispHeight, 1); maPrimitives[i].display(nTime, 1, 1); glPopMatrix(); } } void SceneObject::pushPrimitive(const Primitive &p) { maPrimitives.push_back(p); } SceneObject::SceneObject() : maPrimitives() { } Iris::Iris() : SceneObject () { } void Iris::display(double nTime, double SlideWidth, double SlideHeight, double DispWidth, double DispHeight ) { glBindTexture(GL_TEXTURE_2D, maTexture); SceneObject::display(nTime, SlideWidth, SlideHeight, DispWidth, DispHeight); } void Iris::prepare() { static GLubyte img[3] = { 80, 80, 80 }; glGenTextures(1, &maTexture); glBindTexture(GL_TEXTURE_2D, maTexture); glTexImage2D(GL_TEXTURE_2D, 0, 3, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, img); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); } void Iris::finish() { glDeleteTextures(1, &maTexture); } void OGLTransitionImpl::makeOutsideCubeFaceToLeft() { clear(); Primitive Slide; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,-1),90,false,0.0,1.0)); maEnteringSlidePrimitives.push_back(Slide); OverallOperations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,-1),-90,true,0.0,1.0)); } void OGLTransitionImpl::makeInsideCubeFaceToLeft() { clear(); Primitive Slide; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,1),-90,false,0.0,1.0)); maEnteringSlidePrimitives.push_back(Slide); OverallOperations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,1),90,true,0.0,1.0)); } void OGLTransitionImpl::makeFallLeaving() { clear(); Primitive Slide; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); maEnteringSlidePrimitives.push_back(Slide); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(1,0,0),basegfx::B3DVector(0,-1,0), 90,true,0.0,1.0)); maLeavingSlidePrimitives.push_back(Slide); mbUseMipMapEntering = false; } void OGLTransitionImpl::makeTurnAround() { clear(); Primitive Slide; mbReflectSlides = true; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,0),-180,false,0.0,1.0)); maEnteringSlidePrimitives.push_back(Slide); OverallOperations.push_back(new STranslate(basegfx::B3DVector(0, 0, -1.5),true, 0, 0.5)); OverallOperations.push_back(new STranslate(basegfx::B3DVector(0, 0, 1.5), true, 0.5, 1)); OverallOperations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0, 1, 0),basegfx::B3DVector(0, 0, 0), -180, true, 0.0, 1.0)); } void OGLTransitionImpl::makeTurnDown() { clear(); Primitive Slide; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.push_back(new STranslate(basegfx::B3DVector(0, 0, 0.0001), false, -1.0, 0.0)); Slide.Operations.push_back(new SRotate (basegfx::B3DVector(0, 0, 1), basegfx::B3DVector(-1, 1, 0), -90, true, 0.0, 1.0)); Slide.Operations.push_back(new SRotate (basegfx::B3DVector(0, 0, 1), basegfx::B3DVector(-1, 1, 0), 90, false, -1.0, 0.0)); maEnteringSlidePrimitives.push_back(Slide); mbUseMipMapLeaving = false; } void OGLTransitionImpl::makeIris() { clear(); Primitive Slide; Slide.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maEnteringSlidePrimitives.push_back (Slide); Slide.Operations.push_back (new STranslate (basegfx::B3DVector (0, 0, 0.000001), false, -1, 0)); Slide.Operations.push_back (new STranslate (basegfx::B3DVector (0, 0, -0.000002), false, 0.5, 1)); maLeavingSlidePrimitives.push_back (Slide); Primitive irisPart, part; int i, nSteps = 24, nParts = 7; double lt = 0, t = 1.0/nSteps, cx, cy, lcx, lcy, lx = 1, ly = 0, x, y, cxo, cyo, lcxo, lcyo, of=2.2, f=1.42; for (i=1; i<=nSteps; i++) { x = cos ((3*2*M_PI*t)/nParts); y = -sin ((3*2*M_PI*t)/nParts); cx = (f*x + 1)/2; cy = (f*y + 1)/2; lcx = (f*lx + 1)/2; lcy = (f*ly + 1)/2; cxo = (of*x + 1)/2; cyo = (of*y + 1)/2; lcxo = (of*lx + 1)/2; lcyo = (of*ly + 1)/2; irisPart.pushTriangle (basegfx::B2DVector (lcx, lcy), basegfx::B2DVector (lcxo, lcyo), basegfx::B2DVector (cx, cy)); irisPart.pushTriangle (basegfx::B2DVector (cx, cy), basegfx::B2DVector (lcxo, lcyo), basegfx::B2DVector (cxo, cyo)); lx = x; ly = y; lt = t; t += 1.0/nSteps; } Iris* pIris = new Iris(); double angle = 87; for (i = 0; i < nParts; i++) { irisPart.Operations.clear (); double rx, ry; rx = cos ((2*M_PI*i)/nParts); ry = sin ((2*M_PI*i)/nParts); irisPart.Operations.push_back (new SRotate (basegfx::B3DVector(0, 0, 1), basegfx::B3DVector(rx, ry, 0), angle, true, 0.0, 0.5)); irisPart.Operations.push_back (new SRotate (basegfx::B3DVector(0, 0, 1), basegfx::B3DVector(rx, ry, 0), -angle, true, 0.5, 1)); if (i > 0) { irisPart.Operations.push_back (new STranslate (basegfx::B3DVector(rx, ry, 0), false, -1, 0)); irisPart.Operations.push_back (new SRotate (basegfx::B3DVector(0, 0, 1), basegfx::B3DVector(0, 0, 0), i*360.0/nParts, false, -1, 0)); irisPart.Operations.push_back (new STranslate (basegfx::B3DVector(-1, 0, 0), false, -1, 0)); } irisPart.Operations.push_back(new STranslate(basegfx::B3DVector(0, 0, 1), false, -2, 0.0)); irisPart.Operations.push_back (new SRotate (basegfx::B3DVector(1, .5, 0), basegfx::B3DVector(1, 0, 0), -30, false, -1, 0)); pIris->pushPrimitive (irisPart); } maSceneObjects.push_back (pIris); mbUseMipMapLeaving = mbUseMipMapEntering = false; } void OGLTransitionImpl::displaySlidesRochade( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) { applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); glEnable(GL_TEXTURE_2D); if( nTime > .5) { displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); displaySlide( nTime, glEnteringSlideTex, maEnteringSlidePrimitives, SlideWidthScale, SlideHeightScale ); } else { displaySlide( nTime, glEnteringSlideTex, maEnteringSlidePrimitives, SlideWidthScale, SlideHeightScale ); displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); } } void OGLTransitionImpl::makeRochade() { clear(); Primitive Slide; mbReflectSlides = true; mmDisplaySlides = &OGLTransitionImpl::displaySlidesRochade; double w, h; w = 2.2; h = 10; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); Slide.Operations.push_back(new SEllipseTranslate(w, h, 0.25, -0.25, true, 0, 1)); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,0), -45, true, 0, 1)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.clear(); Slide.Operations.push_back(new SEllipseTranslate(w, h, 0.75, 0.25, true, 0, 1)); Slide.Operations.push_back(new STranslate(basegfx::B3DVector(0, 0, -h), false, -1, 0)); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,0), -45, true, 0, 1)); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0,1,0),basegfx::B3DVector(0,0,0), 45, false, -1, 0)); maEnteringSlidePrimitives.push_back(Slide); // OverallOperations.push_back(new SEllipseTranslate(0.5, 2, 0, 1, true, 0, 1)); // push_back(new STranslate(basegfx::B3DVector(0, 0, -2), true, 0, 0.5)); // OverallOperations.push_back(new STranslate(basegfx::B3DVector(0, 0, 2), true, 0.5, 1)); } // TODO(Q3): extract to basegfx inline basegfx::B2DVector clamp(const basegfx::B2DVector& v) { return basegfx::B2DVector(min(max(v.getX(),-1.0),1.0), min(max(v.getY(),-1.0),1.0)); } // TODO(Q3): extract to basegfx inline basegfx::B3DVector clamp(const basegfx::B3DVector& v) { return basegfx::B3DVector(min(max(v.getX(),-1.0),1.0), min(max(v.getY(),-1.0),1.0), min(max(v.getZ(),-1.0),1.0)); } inline double randFromNeg1to1() { return ( ( static_cast<double>( rand() ) / static_cast<double>( RAND_MAX ) ) * 2.0 ) - 1.0; } // TODO(Q3): extract to basegfx inline basegfx::B3DVector randNormVectorInXYPlane() { basegfx::B3DVector toReturn(randFromNeg1to1(),randFromNeg1to1(),0.0); return toReturn/toReturn.getLength(); } void OGLTransitionImpl::makeRevolvingCircles( ::sal_uInt16 nCircles , ::sal_uInt16 nPointsOnCircles ) { clear(); double dAngle(2*3.1415926/static_cast<double>( nPointsOnCircles )); if(nCircles < 2 || nPointsOnCircles < 4) { makeNByMTileFlip(1,1); return; } double Radius(1.0/static_cast<double>( nCircles )); double dRadius(Radius); double LastRadius(0.0); double NextRadius(2*Radius); /// now we know there is at least two circles /// the first will always be a full circle /// the last will always be the outer shell of the slide with a circle hole //add the full circle vector<basegfx::B2DVector> unScaledTexCoords; double TempAngle(0.0); for(unsigned int Point(0); Point < nPointsOnCircles; ++Point) { unScaledTexCoords.push_back( basegfx::B2DVector( cos(TempAngle - 3.1415926/2.0) , sin(TempAngle- 3.1415926/2.0) ) ); TempAngle += dAngle; } { //double angle(0.0); Primitive EnteringSlide; Primitive LeavingSlide; for(int Point(0); Point + 1 < nPointsOnCircles; ++Point) { EnteringSlide.pushTriangle( basegfx::B2DVector( 0.5 , 0.5 ) , Radius * unScaledTexCoords[ Point + 1 ] / 2.0 + basegfx::B2DVector( 0.5 , 0.5 ) , Radius * unScaledTexCoords[ Point ] / 2.0 + basegfx::B2DVector( 0.5 , 0.5 ) ); LeavingSlide.pushTriangle( basegfx::B2DVector( 0.5 , 0.5 ) , Radius * unScaledTexCoords[ Point + 1 ] / 2.0 + basegfx::B2DVector( 0.5 , 0.5 ) , Radius * unScaledTexCoords[ Point ] / 2.0 + basegfx::B2DVector( 0.5, 0.5) ); } EnteringSlide.pushTriangle( basegfx::B2DVector(0.5,0.5) , Radius * unScaledTexCoords[ 0 ] / 2.0 + basegfx::B2DVector( 0.5 , 0.5 ) , Radius * unScaledTexCoords[ nPointsOnCircles - 1 ] / 2.0 + basegfx::B2DVector( 0.5 , 0.5 ) ); LeavingSlide.pushTriangle( basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); basegfx::B3DVector axis(randNormVectorInXYPlane()); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, Radius/2.0 , (NextRadius + 1)/2.0 ) ); LeavingSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, Radius/2.0 , (NextRadius + 1)/2.0 ) ); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , -180, false,0.0,1.0) ); maEnteringSlidePrimitives.push_back(EnteringSlide); maLeavingSlidePrimitives.push_back(LeavingSlide); LastRadius = Radius; Radius = NextRadius; NextRadius += dRadius; } for(int i(1); i < nCircles - 1; ++i) { Primitive LeavingSlide; Primitive EnteringSlide; for(int Side(0); Side < nPointsOnCircles - 1; ++Side) { EnteringSlide.pushTriangle(Radius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); EnteringSlide.pushTriangle(Radius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(Radius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(Radius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); } EnteringSlide.pushTriangle(Radius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); EnteringSlide.pushTriangle(Radius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(Radius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(Radius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) , Radius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); basegfx::B3DVector axis(randNormVectorInXYPlane()); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, Radius/2.0 , (NextRadius + 1)/2.0 ) ); LeavingSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, Radius/2.0 , (NextRadius + 1)/2.0 ) ); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , -180, false,0.0,1.0) ); maEnteringSlidePrimitives.push_back(EnteringSlide); maLeavingSlidePrimitives.push_back(LeavingSlide); LastRadius = Radius; Radius = NextRadius; NextRadius += dRadius; } { Radius = sqrt(2.0); Primitive LeavingSlide; Primitive EnteringSlide; for(int Side(0); Side < nPointsOnCircles - 1; ++Side) { EnteringSlide.pushTriangle(clamp(Radius*unScaledTexCoords[Side])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); EnteringSlide.pushTriangle(clamp(Radius*unScaledTexCoords[Side])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) , clamp(Radius*unScaledTexCoords[Side + 1])/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(clamp(Radius*unScaledTexCoords[Side])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(clamp(Radius*unScaledTexCoords[Side])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[Side + 1]/2.0 + basegfx::B2DVector(0.5,0.5) , clamp(Radius*unScaledTexCoords[Side + 1])/2.0 + basegfx::B2DVector(0.5,0.5) ); } EnteringSlide.pushTriangle(clamp(Radius*unScaledTexCoords[nPointsOnCircles - 1])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); EnteringSlide.pushTriangle(clamp(Radius*unScaledTexCoords[nPointsOnCircles - 1])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) , clamp(Radius*unScaledTexCoords[0])/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(clamp(Radius*unScaledTexCoords[nPointsOnCircles - 1])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[nPointsOnCircles - 1]/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) ); LeavingSlide.pushTriangle(clamp(Radius*unScaledTexCoords[nPointsOnCircles - 1])/2.0 + basegfx::B2DVector(0.5,0.5) , LastRadius*unScaledTexCoords[0]/2.0 + basegfx::B2DVector(0.5,0.5) , clamp(Radius*unScaledTexCoords[0])/2.0 + basegfx::B2DVector(0.5,0.5) ); basegfx::B3DVector axis(randNormVectorInXYPlane()); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, (LastRadius + dRadius)/2.0 , 1.0 ) ); LeavingSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , 180, true, (LastRadius + dRadius)/2.0 , 1.0 ) ); EnteringSlide.Operations.push_back( new SRotate( axis , basegfx::B3DVector(0,0,0) , -180, false,0.0,1.0) ); maEnteringSlidePrimitives.push_back(EnteringSlide); maLeavingSlidePrimitives.push_back(LeavingSlide); } } void OGLTransitionImpl::makeHelix( ::sal_uInt16 nRows ) { clear(); double invN(1.0/static_cast<double>(nRows)); double iDn = 0.0; double iPDn = invN; for(unsigned int i(0); i < nRows; ++i) { Primitive Tile; Tile.pushTriangle(basegfx::B2DVector( 1.0 , iDn ) , basegfx::B2DVector( 0.0 , iDn ) , basegfx::B2DVector( 0.0 , iPDn )); Tile.pushTriangle(basegfx::B2DVector( 1.0 , iPDn ) , basegfx::B2DVector( 1.0 , iDn ) , basegfx::B2DVector( 0.0 , iPDn )); Tile.Operations.push_back( new SRotate( basegfx::B3DVector( 0 , 1 , 0 ) , ( Tile.getVertices()[1] + Tile.getVertices()[3] )/2.0 , 180 , true,min(max(static_cast<double>(i - nRows/2.0)*invN/2.0,0.0),1.0), min(max(static_cast<double>(i + nRows/2.0)*invN/2.0,0.0),1.0) ) ); maLeavingSlidePrimitives.push_back(Tile); Tile.Operations.push_back( new SRotate( basegfx::B3DVector( 0 , 1 , 0 ) , ( Tile.getVertices()[1] + Tile.getVertices()[3] )/2.0 , -180 , false,0.0,1.0) ); maEnteringSlidePrimitives.push_back(Tile); iDn += invN; iPDn += invN; } } void OGLTransitionImpl::makeNByMTileFlip( ::sal_uInt16 n, ::sal_uInt16 m ) { clear(); double invN(1.0/static_cast<double>(n)); double invM(1.0/static_cast<double>(m)); double iDn = 0.0; double iPDn = invN; for(unsigned int i(0); i < n; ++i) { double jDm = 0.0; double jPDm = invM; for(unsigned int j(0); j < m; ++j) { Primitive Tile; Tile.pushTriangle(basegfx::B2DVector( iPDn , jDm ) , basegfx::B2DVector( iDn , jDm ) , basegfx::B2DVector( iDn , jPDm )); Tile.pushTriangle(basegfx::B2DVector( iPDn , jPDm ) , basegfx::B2DVector( iPDn , jDm ) , basegfx::B2DVector( iDn , jPDm ));//bottom left corner of tile Tile.Operations.push_back( new SRotate( basegfx::B3DVector( 1 , 1 , 0 ) , ( Tile.getVertices()[1] + Tile.getVertices()[3] )/2.0 , 180 , true, iDn*jDm/2.0 , ((iPDn*jPDm)+1.0)/2.0 ) ); maLeavingSlidePrimitives.push_back(Tile); Tile.Operations.push_back( new SRotate( basegfx::B3DVector( 1 , 1 , 0 ) , ( Tile.getVertices()[1] + Tile.getVertices()[3] )/2.0 , -180, false, iDn*jDm/2.0 , ((iPDn*jPDm)+1.0)/2.0 ) ); maEnteringSlidePrimitives.push_back(Tile); jDm += invM; jPDm += invM; } iDn += invN; iPDn += invN; } } SRotate::SRotate(const basegfx::B3DVector& Axis,const basegfx::B3DVector& Origin,double Angle, bool bInter, double T0, double T1):axis(Axis),origin(Origin),angle(Angle) { nT0 = T0; nT1 = T1; bInterpolate = bInter; } SScale::SScale(const basegfx::B3DVector& Scale,const basegfx::B3DVector& Origin, bool bInter, double T0, double T1):scale(Scale),origin(Origin) { nT0 = T0; nT1 = T1; bInterpolate = bInter; } RotateAndScaleDepthByWidth::RotateAndScaleDepthByWidth(const basegfx::B3DVector& Axis,const basegfx::B3DVector& Origin,double Angle, bool bInter, double T0, double T1):axis(Axis),origin(Origin),angle(Angle) { nT0 = T0; nT1 = T1; bInterpolate = bInter; } RotateAndScaleDepthByHeight::RotateAndScaleDepthByHeight(const basegfx::B3DVector& Axis,const basegfx::B3DVector& Origin,double Angle, bool bInter, double T0, double T1):axis(Axis),origin(Origin),angle(Angle) { nT0 = T0; nT1 = T1; bInterpolate = bInter; } STranslate::STranslate(const basegfx::B3DVector& Vector, bool bInter, double T0, double T1):vector(Vector) { nT0 = T0; nT1 = T1; bInterpolate = bInter; } inline double intervalInter(double t, double T0, double T1) { return ( t - T0 ) / ( T1 - T0 ); } void STranslate::interpolate(double t,double SlideWidthScale,double SlideHeightScale) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); glTranslated(SlideWidthScale*t*vector.getX(),SlideHeightScale*t*vector.getY(),t*vector.getZ()); } void SRotate::interpolate(double t,double SlideWidthScale,double SlideHeightScale) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); glTranslated(SlideWidthScale*origin.getX(),SlideHeightScale*origin.getY(),origin.getZ()); glScaled(SlideWidthScale,SlideHeightScale,1); glRotated(t*angle,axis.getX(),axis.getY(),axis.getZ()); glScaled(1/SlideWidthScale,1/SlideHeightScale,1); glTranslated(-SlideWidthScale*origin.getX(),-SlideHeightScale*origin.getY(),-origin.getZ()); } void SScale::interpolate(double t,double SlideWidthScale,double SlideHeightScale) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); glTranslated(SlideWidthScale*origin.getX(),SlideHeightScale*origin.getY(),origin.getZ()); glScaled((1-t) + t*scale.getX(),(1-t) + t*scale.getY(),(1-t) + t*scale.getZ()); glTranslated(-SlideWidthScale*origin.getX(),-SlideHeightScale*origin.getY(),-origin.getZ()); } void RotateAndScaleDepthByWidth::interpolate(double t,double SlideWidthScale,double SlideHeightScale) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); glTranslated(SlideWidthScale*origin.getX(),SlideHeightScale*origin.getY(),SlideWidthScale*origin.getZ()); glRotated(t*angle,axis.getX(),axis.getY(),axis.getZ()); glTranslated(-SlideWidthScale*origin.getX(),-SlideHeightScale*origin.getY(),-SlideWidthScale*origin.getZ()); } void RotateAndScaleDepthByHeight::interpolate(double t,double SlideWidthScale,double SlideHeightScale) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); glTranslated(SlideWidthScale*origin.getX(),SlideHeightScale*origin.getY(),SlideHeightScale*origin.getZ()); glRotated(t*angle,axis.getX(),axis.getY(),axis.getZ()); glTranslated(-SlideWidthScale*origin.getX(),-SlideHeightScale*origin.getY(),-SlideHeightScale*origin.getZ()); } SEllipseTranslate::SEllipseTranslate(double dWidth, double dHeight, double dStartPosition, double dEndPosition, bool bInter, double T0, double T1) { nT0 = T0; nT1 = T1; bInterpolate = bInter; width = dWidth; height = dHeight; startPosition = dStartPosition; endPosition = dEndPosition; } void SEllipseTranslate::interpolate(double t,double /* SlideWidthScale */,double /* SlideHeightScale */) { if(t <= nT0) return; if(!bInterpolate || t > nT1) t = nT1; t = intervalInter(t,nT0,nT1); double a1, a2, x, y; a1 = startPosition*2*M_PI; a2 = (startPosition + t*(endPosition - startPosition))*2*M_PI; x = width*(cos (a2) - cos (a1))/2; y = height*(sin (a2) - sin (a1))/2; glTranslated(x, 0, y); } STranslate* STranslate::clone() { return new STranslate(*this); } SRotate* SRotate::clone() { return new SRotate(*this); } SScale* SScale::clone() { return new SScale(*this); } SEllipseTranslate* SEllipseTranslate::clone() { return new SEllipseTranslate(*this); } RotateAndScaleDepthByWidth* RotateAndScaleDepthByWidth::clone() { return new RotateAndScaleDepthByWidth(*this); } RotateAndScaleDepthByHeight* RotateAndScaleDepthByHeight::clone() { return new RotateAndScaleDepthByHeight(*this); } const Primitive& Primitive::operator=(const Primitive& rvalue) { for(unsigned int i( 0 ); i < rvalue.Operations.size(); ++i) Operations.push_back(rvalue.Operations[i]->clone()); for(unsigned int i( 0 ); i < rvalue.Vertices.size(); ++i)//SPEED! use copy or something. this is slow. Vertices.push_back(rvalue.Vertices[i]); for(unsigned int i( 0 ); i < rvalue.TexCoords.size(); ++i)//SPEED! use copy or something. this is slow. TexCoords.push_back(rvalue.TexCoords[i]); for(unsigned int i( 0 ); i < rvalue.Normals.size(); ++i)//SPEED! use copy or something. this is slow. Normals.push_back(rvalue.Normals[i]); return *this; } Primitive::Primitive(const Primitive& rvalue) { for(unsigned int i( 0 ); i < rvalue.Operations.size(); ++i) Operations.push_back(rvalue.Operations[i]->clone()); for(unsigned int i( 0 ); i < rvalue.Vertices.size(); ++i)//SPEED! use copy or something. this is slow. Vertices.push_back(rvalue.Vertices[i]); for(unsigned int i( 0 ); i < rvalue.TexCoords.size(); ++i)//SPEED! use copy or something. this is slow. TexCoords.push_back(rvalue.TexCoords[i]); for(unsigned int i( 0 ); i < rvalue.Normals.size(); ++i)//SPEED! use copy or something. this is slow. Normals.push_back(rvalue.Normals[i]); } void Primitive::pushTriangle(const basegfx::B2DVector& SlideLocation0,const basegfx::B2DVector& SlideLocation1,const basegfx::B2DVector& SlideLocation2) { vector<basegfx::B3DVector> Verts; vector<basegfx::B2DVector> Texs; Verts.reserve(3); Texs.reserve(3); Verts.push_back(basegfx::B3DVector( 2*SlideLocation0.getX() - 1, -2*SlideLocation0.getY() + 1 , 0.0 )); Verts.push_back(basegfx::B3DVector( 2*SlideLocation1.getX() - 1, -2*SlideLocation1.getY() + 1 , 0.0 )); Verts.push_back(basegfx::B3DVector( 2*SlideLocation2.getX() - 1, -2*SlideLocation2.getY() + 1 , 0.0 )); //figure out if they're facing the correct way, and make them face the correct way. basegfx::B3DVector Normal( basegfx::cross( Verts[0] - Verts[1] , Verts[1] - Verts[2] ) ); if(Normal.getZ() >= 0.0)//if the normal is facing us { Texs.push_back(SlideLocation0); Texs.push_back(SlideLocation1); Texs.push_back(SlideLocation2); } else // if the normal is facing away from us, make it face us { Texs.push_back(SlideLocation0); Texs.push_back(SlideLocation2); Texs.push_back(SlideLocation1); Verts.clear(); Verts.push_back(basegfx::B3DVector( 2*SlideLocation0.getX() - 1, -2*SlideLocation0.getY() + 1 , 0.0 )); Verts.push_back(basegfx::B3DVector( 2*SlideLocation2.getX() - 1, -2*SlideLocation2.getY() + 1 , 0.0 )); Verts.push_back(basegfx::B3DVector( 2*SlideLocation1.getX() - 1, -2*SlideLocation1.getY() + 1 , 0.0 )); } Vertices.push_back(Verts[0]); Vertices.push_back(Verts[1]); Vertices.push_back(Verts[2]); TexCoords.push_back(Texs[0]); TexCoords.push_back(Texs[1]); TexCoords.push_back(Texs[2]); Normals.push_back(basegfx::B3DVector(0,0,1));//all normals always face the screen when untransformed. Normals.push_back(basegfx::B3DVector(0,0,1));//all normals always face the screen when untransformed. Normals.push_back(basegfx::B3DVector(0,0,1));//all normals always face the screen when untransformed. } void OGLTransitionImpl::makeDiamond() { mmPrepare = &OGLTransitionImpl::prepareDiamond; mbUseMipMapLeaving = mbUseMipMapEntering = false; } void OGLTransitionImpl::prepareDiamond( double nTime, double /* SlideWidth */, double /* SlideHeight */, double /* DispWidth */, double /* DispHeight */ ) { Primitive Slide1, Slide2; Slide1.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide1.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maEnteringSlidePrimitives.push_back (Slide1); if( nTime >= 0.5 ) { double m = 1 - nTime; Slide2.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (m,0), basegfx::B2DVector (0,m)); Slide2.pushTriangle (basegfx::B2DVector (nTime,0), basegfx::B2DVector (1,0), basegfx::B2DVector (1,m)); Slide2.pushTriangle (basegfx::B2DVector (1,nTime), basegfx::B2DVector (1,1), basegfx::B2DVector (nTime,1)); Slide2.pushTriangle (basegfx::B2DVector (0,nTime), basegfx::B2DVector (m,1), basegfx::B2DVector (0,1)); } else { double l = 0.5 - nTime; double h = 0.5 + nTime; Slide2.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0.5,l)); Slide2.pushTriangle (basegfx::B2DVector (0.5,l), basegfx::B2DVector (1,0), basegfx::B2DVector (h,0.5)); Slide2.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (1,1), basegfx::B2DVector (h,0.5)); Slide2.pushTriangle (basegfx::B2DVector (h,0.5), basegfx::B2DVector (1,1), basegfx::B2DVector (0.5,h)); Slide2.pushTriangle (basegfx::B2DVector (0.5,h), basegfx::B2DVector (1,1), basegfx::B2DVector (0,1)); Slide2.pushTriangle (basegfx::B2DVector (l,0.5), basegfx::B2DVector (0.5,h), basegfx::B2DVector (0,1)); Slide2.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (l,0.5), basegfx::B2DVector (0,1)); Slide2.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (0.5,l), basegfx::B2DVector (l,0.5)); } Slide2.Operations.push_back (new STranslate (basegfx::B3DVector (0, 0, 0.00000001), false, -1, 0)); maLeavingSlidePrimitives.push_back (Slide2); } void OGLTransitionImpl::makeVenetianBlinds( bool vertical, int parts ) { static double t30 = tan( M_PI/6.0 ); double n, ln = 0; double p = 1.0/parts; for( int i=0; i<parts; i++ ) { Primitive Slide; n = (i + 1)/(double)parts; if( vertical ) { Slide.pushTriangle (basegfx::B2DVector (ln,0), basegfx::B2DVector (n,0), basegfx::B2DVector (ln,1)); Slide.pushTriangle (basegfx::B2DVector (n,0), basegfx::B2DVector (ln,1), basegfx::B2DVector (n,1)); Slide.Operations.push_back(new RotateAndScaleDepthByWidth(basegfx::B3DVector(0, 1, 0), basegfx::B3DVector(n + ln - 1, 0, -t30*p), -120, true, 0.0, 1.0)); } else { Slide.pushTriangle (basegfx::B2DVector (0,ln), basegfx::B2DVector (1,ln), basegfx::B2DVector (0,n)); Slide.pushTriangle (basegfx::B2DVector (1,ln), basegfx::B2DVector (0,n), basegfx::B2DVector (1,n)); Slide.Operations.push_back(new RotateAndScaleDepthByHeight(basegfx::B3DVector(1, 0, 0), basegfx::B3DVector(0, 1 - n - ln, -t30*p), -120, true, 0.0, 1.0)); } maLeavingSlidePrimitives.push_back (Slide); if( vertical ) { Slide.Operations.push_back(new SRotate(basegfx::B3DVector(0, 1, 0), basegfx::B3DVector(2*n - 1, 0, 0), -60, false, -1, 0)); Slide.Operations.push_back(new SRotate(basegfx::B3DVector(0, 1, 0), basegfx::B3DVector(n + ln - 1, 0, 0), 180, false, -1, 0)); } else { Slide.Operations.push_back(new SRotate(basegfx::B3DVector(1, 0, 0), basegfx::B3DVector(0, 1 - 2*n, 0), -60, false, -1, 0)); Slide.Operations.push_back(new SRotate(basegfx::B3DVector(1, 0, 0), basegfx::B3DVector(0, 1 - n - ln, 0), 180, false, -1, 0)); } maEnteringSlidePrimitives.push_back (Slide); ln = n; } } void OGLTransitionImpl::displaySlidesFadeSmoothly( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) { applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); glDisable(GL_DEPTH_TEST); displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f( 1, 1, 1, nTime ); displaySlide( nTime, glEnteringSlideTex, maEnteringSlidePrimitives, SlideWidthScale, SlideHeightScale ); glDisable(GL_BLEND); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } void OGLTransitionImpl::makeFadeSmoothly() { Primitive Slide; Slide.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maLeavingSlidePrimitives.push_back (Slide); maEnteringSlidePrimitives.push_back (Slide); mmDisplaySlides = &OGLTransitionImpl::displaySlidesFadeSmoothly; mbUseMipMapLeaving = mbUseMipMapEntering = false; } void OGLTransitionImpl::displaySlidesFadeThroughBlack( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) { applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if( nTime < 0.5 ) { glColor4f( 1, 1, 1, 1 - nTime*2 ); displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); } else { glColor4f( 1, 1, 1, (nTime - 0.5)*2 ); displaySlide( nTime, glEnteringSlideTex, maEnteringSlidePrimitives, SlideWidthScale, SlideHeightScale ); } glDisable(GL_BLEND); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } void OGLTransitionImpl::makeFadeThroughBlack() { Primitive Slide; Slide.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maLeavingSlidePrimitives.push_back (Slide); maEnteringSlidePrimitives.push_back (Slide); mmDisplaySlides = &OGLTransitionImpl::displaySlidesFadeThroughBlack; mbUseMipMapLeaving = mbUseMipMapEntering = false; } static const char* basicVertexShader = "\n\ varying vec2 v_texturePosition;\n\ \n\ void main( void )\n\ {\n\ gl_Position = ftransform();\n\ v_texturePosition = gl_MultiTexCoord0.xy;\n\ }\n\ "; static const char* staticFragmentShader = "\n\ uniform sampler2D leavingSlideTexture;\n\ uniform sampler2D enteringSlideTexture;\n\ uniform sampler2D permTexture;\n\ uniform float time;\n\ varying vec2 v_texturePosition;\n\ \n\ float snoise(vec2 P) {\n\ \n\ return texture2D(permTexture, P).r;\n\ }\n\ \n\ \n\ #define PART 0.5\n\ #define START 0.4\n\ #define END 0.9\n\ \n\ void main() {\n\ float sn = snoise(10.0*v_texturePosition+time*0.07);\n\ if( time < PART ) {\n\ float sn1 = snoise(vec2(time*15.0, 20.0*v_texturePosition.y));\n\ float sn2 = snoise(v_texturePosition);\n\ if (sn1 > 1.0 - time*time && sn2 < 2.0*time+0.1)\n\ gl_FragColor = vec4(sn, sn, sn, 1.0);\n\ else if (time > START )\n\ gl_FragColor = ((time-START)/(PART - START))*vec4(sn, sn, sn, 1.0) + (1.0 - (time - START)/(PART - START))*texture2D(leavingSlideTexture, v_texturePosition);\n\ else\n\ gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition);\n\ } else if ( time < PART ) {\n\ gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition);\n\ } else if ( time > END ) {\n\ gl_FragColor = ((1.0 - time)/(1.0 - END))*vec4(sn, sn, sn, 1.0) + ((time - END)/(1.0 - END))*texture2D(enteringSlideTexture, v_texturePosition);\n\ } else \n\ gl_FragColor = vec4(sn, sn, sn, 1.0);\n\ }\n\ "; static const char* dissolveFragmentShader = "\n\ uniform sampler2D leavingSlideTexture;\n\ uniform sampler2D enteringSlideTexture;\n\ uniform sampler2D permTexture;\n\ uniform float time;\n\ varying vec2 v_texturePosition;\n\ \n\ float snoise(vec2 P) {\n\ \n\ return texture2D(permTexture, P).r;\n\ }\n\ \n\ void main() {\n\ float sn = snoise(10.0*v_texturePosition);\n\ if( sn < time)\n\ gl_FragColor = texture2D(enteringSlideTexture, v_texturePosition);\n\ else\n\ gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition);\n\ }\n\ "; int permutation256 [256]= { 215, 100, 200, 204, 233, 50, 85, 196, 71, 141, 122, 160, 93, 131, 243, 234, 162, 183, 36, 155, 4, 62, 35, 205, 40, 102, 33, 27, 255, 55, 214, 156, 75, 163, 134, 126, 249, 74, 197, 228, 72, 90, 206, 235, 17, 22, 49, 169, 227, 89, 16, 5, 117, 60, 248, 230, 217, 68, 138, 96, 194, 170, 136, 10, 112, 238, 184, 189, 176, 42, 225, 212, 84, 58, 175, 244, 150, 168, 219, 236, 101, 208, 123, 37, 164, 110, 158, 201, 78, 114, 57, 48, 70, 142, 106, 43, 232, 26, 32, 252, 239, 98, 191, 94, 59, 149, 39, 187, 203, 190, 19, 13, 133, 45, 61, 247, 23, 34, 20, 52, 118, 209, 146, 193, 222, 18, 1, 152, 46, 41, 91, 148, 115, 25, 135, 77, 254, 147, 224, 161, 9, 213, 223, 250, 231, 251, 127, 166, 63, 179, 81, 130, 139, 28, 120, 151, 241, 86, 111, 0, 88, 153, 172, 182, 159, 105, 178, 47, 51, 167, 65, 66, 92, 73, 198, 211, 245, 195, 31, 220, 140, 76, 221, 186, 154, 185, 56, 83, 38, 165, 109, 67, 124, 226, 132, 53, 229, 29, 12, 181, 121, 24, 207, 199, 177, 113, 30, 80, 3, 97, 188, 79, 216, 173, 8, 145, 87, 128, 180, 237, 240, 137, 125, 104, 15, 242, 119, 246, 103, 143, 95, 144, 2, 44, 69, 157, 192, 174, 14, 54, 218, 82, 64, 210, 11, 6, 129, 21, 116, 171, 99, 202, 7, 107, 253, 108 }; void initPermTexture(GLuint *texID) { glGenTextures(1, texID); glBindTexture(GL_TEXTURE_2D, *texID); static bool initialized = false; static unsigned char permutation2D[256*256*4]; if( !initialized ) { int x, y; for( y=0; y < 256; y++ ) for( x=0; x < 256; x++ ) permutation2D[x*4 + y*1024] = permutation256[(y + permutation256[x]) & 0xff]; initialized = true; } glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, permutation2D ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } void OGLTransitionImpl::preparePermShader() { #ifdef GL_VERSION_2_0 if( mProgramObject ) { OGLShaders::glUseProgram( mProgramObject ); GLint location = OGLShaders::glGetUniformLocation( mProgramObject, "leavingSlideTexture" ); if( location != -1 ) { OGLShaders::glUniform1i( location, 0 ); // texture unit 0 } glActiveTexture(GL_TEXTURE1); if( !maHelperTexture ) initPermTexture( &maHelperTexture ); glActiveTexture(GL_TEXTURE0); location = OGLShaders::glGetUniformLocation( mProgramObject, "permTexture" ); if( location != -1 ) { OGLShaders::glUniform1i( location, 1 ); // texture unit 1 } location = OGLShaders::glGetUniformLocation( mProgramObject, "enteringSlideTexture" ); if( location != -1 ) { OGLShaders::glUniform1i( location, 2 ); // texture unit 2 } } #endif } void OGLTransitionImpl::prepareStatic( ::sal_Int32 /* glLeavingSlideTex */, ::sal_Int32 /* glEnteringSlideTex */ ) { mProgramObject = OGLShaders::LinkProgram( basicVertexShader, staticFragmentShader ); preparePermShader(); } void OGLTransitionImpl::displaySlidesShaders( double nTime, ::sal_Int32 glLeavingSlideTex, ::sal_Int32 glEnteringSlideTex, double SlideWidthScale, double SlideHeightScale ) { applyOverallOperations( nTime, SlideWidthScale, SlideHeightScale ); #ifdef GL_VERSION_2_0 if( mProgramObject ) { GLint location = OGLShaders::glGetUniformLocation( mProgramObject, "time" ); if( location != -1 ) { OGLShaders::glUniform1f( location, nTime ); } } glActiveTexture( GL_TEXTURE2 ); glBindTexture( GL_TEXTURE_2D, glEnteringSlideTex ); glActiveTexture( GL_TEXTURE0 ); #endif displaySlide( nTime, glLeavingSlideTex, maLeavingSlidePrimitives, SlideWidthScale, SlideHeightScale ); } void OGLTransitionImpl::makeStatic() { Primitive Slide; Slide.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maLeavingSlidePrimitives.push_back (Slide); maEnteringSlidePrimitives.push_back (Slide); mmDisplaySlides = &OGLTransitionImpl::displaySlidesShaders; mmPrepareTransition = &OGLTransitionImpl::prepareStatic; mbUseMipMapLeaving = mbUseMipMapEntering = false; mnRequiredGLVersion = 2.0; } void OGLTransitionImpl::prepareDissolve( ::sal_Int32 /* glLeavingSlideTex */, ::sal_Int32 /* glEnteringSlideTex */ ) { mProgramObject = OGLShaders::LinkProgram( basicVertexShader, dissolveFragmentShader ); preparePermShader(); } void OGLTransitionImpl::makeDissolve() { Primitive Slide; Slide.pushTriangle (basegfx::B2DVector (0,0), basegfx::B2DVector (1,0), basegfx::B2DVector (0,1)); Slide.pushTriangle (basegfx::B2DVector (1,0), basegfx::B2DVector (0,1), basegfx::B2DVector (1,1)); maLeavingSlidePrimitives.push_back (Slide); maEnteringSlidePrimitives.push_back (Slide); mmDisplaySlides = &OGLTransitionImpl::displaySlidesShaders; mmPrepareTransition = &OGLTransitionImpl::prepareDissolve; mbUseMipMapLeaving = mbUseMipMapEntering = false; mnRequiredGLVersion = 2.0; } void OGLTransitionImpl::makeNewsflash() { Primitive Slide; Slide.pushTriangle(basegfx::B2DVector(0,0),basegfx::B2DVector(1,0),basegfx::B2DVector(0,1)); Slide.pushTriangle(basegfx::B2DVector(1,0),basegfx::B2DVector(0,1),basegfx::B2DVector(1,1)); Slide.Operations.push_back(new SRotate(basegfx::B3DVector(0,0,1),basegfx::B3DVector(0,0,0),3000,true,0,0.5)); Slide.Operations.push_back(new SScale(basegfx::B3DVector(0.01,0.01,0.01),basegfx::B3DVector(0,0,0),true,0,0.5)); Slide.Operations.push_back(new STranslate(basegfx::B3DVector(-10000, 0, 0),false, 0.5, 2)); maLeavingSlidePrimitives.push_back(Slide); Slide.Operations.clear(); Slide.Operations.push_back(new SRotate(basegfx::B3DVector(0,0,1),basegfx::B3DVector(0,0,0),-3000,true,0.5,1)); Slide.Operations.push_back(new STranslate(basegfx::B3DVector(-100, 0, 0),false, -1, 1)); Slide.Operations.push_back(new STranslate(basegfx::B3DVector(100, 0, 0),false, 0.5, 1)); Slide.Operations.push_back(new SScale(basegfx::B3DVector(0.01,0.01,0.01),basegfx::B3DVector(0,0,0),false,-1,1)); Slide.Operations.push_back(new SScale(basegfx::B3DVector(100,100,100),basegfx::B3DVector(0,0,0),true,0.5,1)); maEnteringSlidePrimitives.push_back(Slide); OverallOperations.push_back(new SRotate(basegfx::B3DVector(0,0,1),basegfx::B3DVector(0.2,0.2,0),1080,true,0,1)); }