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/*
* Copyright © Canonical Ltd.
*
* This program is free software: you can redistribute it and/or modify
* under the terms of the GNU General Public License version 2 or 3 as
* published by the Free Software Foundation.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "splash.h"
#include "eglapp.h"
#include "miregl.h"
#include <assert.h>
#include <glib.h>
#include <string.h>
#include <GLES2/gl2.h>
#include <mutex>
#include "spinner_glow.h"
#include "spinner_logo.h"
static GLuint load_shader(const char *src, GLenum type)
{
GLuint shader = glCreateShader(type);
if (shader)
{
GLint compiled;
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLchar log[1024];
glGetShaderInfoLog(shader, sizeof log - 1, NULL, log);
log[sizeof log - 1] = '\0';
printf("load_shader compile failed: %s\n", log);
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
// Colours from http://design.ubuntu.com/brand/colour-palette
//#define MID_AUBERGINE 0.368627451f, 0.152941176f, 0.31372549f
//#define ORANGE 0.866666667f, 0.282352941f, 0.141414141f
//#define WARM_GREY 0.682352941f, 0.654901961f, 0.623529412f
//#define COOL_GREY 0.2f, 0.2f, 0.2f
#define LIGHT_AUBERGINE 0.466666667f, 0.297297297f, 0.435294118f
//#define DARK_AUBERGINE 0.17254902f, 0.0f, 0.117647059f
//#define BLACK 0.0f, 0.0f, 0.0f
//#define WHITE 1.0f, 1.0f, 1.0f
template <typename Image>
void uploadTexture (GLuint id, Image& image)
{
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
image.width,
image.height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image.pixel_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint createShaderProgram(const char* vertexShaderSrc, const char* fragmentShaderSrc)
{
if (!vertexShaderSrc || !fragmentShaderSrc)
return 0;
GLuint vShaderId = 0;
vShaderId = load_shader(vertexShaderSrc, GL_VERTEX_SHADER);
assert(vShaderId);
GLuint fShaderId = 0;
fShaderId = load_shader(fragmentShaderSrc, GL_FRAGMENT_SHADER);
assert(fShaderId);
GLuint progId = 0;
progId = glCreateProgram();
assert(progId);
glAttachShader(progId, vShaderId);
glAttachShader(progId, fShaderId);
glLinkProgram(progId);
GLint linked = 0;
glGetProgramiv(progId, GL_LINK_STATUS, &linked);
if (!linked)
{
GLchar log[1024];
glGetProgramInfoLog(progId, sizeof log - 1, NULL, log);
log[sizeof log - 1] = '\0';
printf("Link failed: %s\n", log);
return 0;
}
return progId;
}
typedef struct _AnimationValues
{
double lastTimeStamp;
GLfloat angle;
GLfloat fadeBackground;
GLfloat fadeLogo;
GLfloat fadeGlow;
} AnimationValues;
bool updateAnimation (GTimer* timer, AnimationValues* anim)
{
if (!timer || !anim)
return false;
//1.) 0.0 - 0.6: logo fades in fully
//2.) 0.0 - 6.0: logo does one full spin 360°
//3.) 6.0 - 6.833: glow fades in fully, black-background fades out to 50%
//4.) 6.833 - 7.666: glow fades out fully, black-background fades out to 0%
//5.) 7.666 - 8.266: logo fades out fully
//8.266..: now spinner can be closed as all its elements are faded out
// Hacked to run three times as fast
double elapsed = 3*g_timer_elapsed (timer, NULL);
double dt = elapsed - anim->lastTimeStamp;
anim->lastTimeStamp = elapsed;
// step 1.)
if (elapsed < 0.6f)
anim->fadeLogo += 1.6f * dt;
// step 2.)
anim->angle -= (0.017453292519943f * 360.0f / 18.0f) * dt;
// step 3.) glow
if (elapsed > 6.0f && elapsed < 6.833f)
anim->fadeGlow += 1.2f * dt;
// step 3.) background
if (elapsed > 0.6f && elapsed < 6.833f)
{ if (anim->fadeBackground > 0) anim->fadeBackground -= 0.15f * dt; else anim->fadeBackground = 0; }
// step 4.) glow
if (elapsed > 7.0f)
anim->fadeGlow -= 0.6f * dt;
// step 5.)
if (elapsed > 6.833f)
anim->fadeLogo -= 1.6f * dt;
return elapsed < 8.266f;
}
namespace
{
const char vShaderSrcSpinner[] =
"attribute vec4 vPosition; \n"
"attribute vec2 aTexCoords; \n"
"uniform float theta; \n"
"varying vec2 vTexCoords; \n"
"void main() \n"
"{ \n"
" float c = cos(theta); \n"
" float s = sin(theta); \n"
" mat2 m; \n"
" m[0] = vec2(c, s); \n"
" m[1] = vec2(-s, c); \n"
" vTexCoords = m * aTexCoords + vec2 (0.5, 0.5); \n"
" gl_Position = vec4(vPosition.xy, -1.0, 1.0); \n"
"} \n";
const char fShaderSrcGlow[] =
"precision mediump float; \n"
"varying vec2 vTexCoords; \n"
"uniform sampler2D uSampler; \n"
"uniform float uFadeGlow; \n"
"void main() \n"
"{ \n"
" vec4 col = texture2D(uSampler, vTexCoords); \n"
" col = col * uFadeGlow; \n"
" gl_FragColor = col; \n"
"} \n";
const char fShaderSrcLogo[] =
"precision mediump float; \n"
"varying vec2 vTexCoords; \n"
"uniform sampler2D uSampler; \n"
"uniform float uFadeLogo; \n"
"void main() \n"
"{ \n"
" vec4 col = texture2D(uSampler, vTexCoords); \n"
" col = col * uFadeLogo; \n"
" gl_FragColor = col; \n"
"} \n";
}
struct SpinnerSplash::Self : SplashSession
{
std::mutex mutable mutex;
std::weak_ptr<mir::scene::Session> session_;
std::shared_ptr<mir::scene::Session> session() const override
{
std::lock_guard lock{mutex};
return session_.lock();
}
};
SpinnerSplash::SpinnerSplash() : self{std::make_shared<Self>()} {}
SpinnerSplash::~SpinnerSplash() = default;
void SpinnerSplash::operator()(std::weak_ptr<mir::scene::Session> const& session)
{
std::lock_guard lock{self->mutex};
self->session_ = session;
}
SpinnerSplash::operator std::shared_ptr<SplashSession>() const
{
return self;
}
void SpinnerSplash::operator()(struct wl_display* display)
try
{
GLuint prog[2];
GLuint texture[2];
GLint vpos[2];
GLint theta;
GLint fadeGlow;
GLint fadeLogo;
GLint aTexCoords[2];
GLint sampler[2];
// mir_connection_set_lifecycle_event_callback(connection, &lifecycle_event_callback, &dying);
auto const windows = mir_eglapp_init(display);
if (!windows.size()) return;
double pixelSize = 10 * 11.18;
const GLfloat texCoordsSpinner[] =
{
-0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f,
};
prog[0] = createShaderProgram(vShaderSrcSpinner, fShaderSrcGlow);
prog[1] = createShaderProgram(vShaderSrcSpinner, fShaderSrcLogo);
// setup proper GL-blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
// get locations of shader-attributes/uniforms
vpos[0] = glGetAttribLocation(prog[0], "vPosition");
aTexCoords[0] = glGetAttribLocation(prog[0], "aTexCoords");
theta = glGetUniformLocation(prog[0], "theta");
sampler[0] = glGetUniformLocation(prog[0], "uSampler");
fadeGlow = glGetUniformLocation(prog[0], "uFadeGlow");
vpos[1] = glGetAttribLocation(prog[1], "vPosition");
aTexCoords[1] = glGetAttribLocation(prog[1], "aTexCoords");
sampler[1] = glGetUniformLocation(prog[1], "uSampler");
fadeLogo = glGetUniformLocation(prog[1], "uFadeLogo");
// create and upload spinner-artwork
// note that the embedded image data has pre-multiplied alpha
glGenTextures(2, texture);
uploadTexture(texture[0], spinner_glow);
uploadTexture(texture[1], spinner_logo);
// bunch of shader-attributes to enable
glVertexAttribPointer(aTexCoords[0], 2, GL_FLOAT, GL_FALSE, 0, texCoordsSpinner);
glVertexAttribPointer(aTexCoords[1], 2, GL_FLOAT, GL_FALSE, 0, texCoordsSpinner);
glEnableVertexAttribArray(vpos[0]);
glEnableVertexAttribArray(vpos[1]);
glEnableVertexAttribArray(aTexCoords[0]);
glEnableVertexAttribArray(aTexCoords[1]);
glActiveTexture(GL_TEXTURE0);
AnimationValues anim = {0.0, 0.0, 1.0, 0.0, 0.0};
GTimer* timer = g_timer_new();
do
{
for (auto const& surface : windows)
surface->paint([&](unsigned int width, unsigned int height)
{
GLfloat halfRealWidth = ((2.0 / width) * pixelSize) / 2.0;
GLfloat halfRealHeight = ((2.0 / height) * pixelSize) / 2.0;
const GLfloat vertices[] =
{
halfRealWidth, halfRealHeight,
halfRealWidth, -halfRealHeight,
-halfRealWidth, halfRealHeight,
-halfRealWidth,-halfRealHeight,
};
glVertexAttribPointer(vpos[0], 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(vpos[1], 2, GL_FLOAT, GL_FALSE, 0, vertices);
glViewport(0, 0, width, height);
GLfloat color[] = {LIGHT_AUBERGINE};
for (auto& c : color) { c*= anim.fadeBackground; }
glClearColor(color[0], color[1], color[2], anim.fadeBackground);
glClear(GL_COLOR_BUFFER_BIT);
// draw glow
glUseProgram(prog[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glUniform1i(sampler[0], 0);
glUniform1f(theta, anim.angle);
glUniform1f(fadeGlow, anim.fadeGlow);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// draw logo
glUseProgram(prog[1]);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glUniform1i(sampler[1], 0);
glUniform1f(theta, anim.angle);
glUniform1f(fadeLogo, anim.fadeLogo);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
});
}
while (updateAnimation(timer, &anim));
glDeleteTextures(2, texture);
g_timer_destroy (timer);
}
catch (std::exception const& x)
{
printf("%s\n", x.what());
}
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