diff options
author | Florian Jung <flo@windfisch.org> | 2015-03-18 15:35:11 +0100 |
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committer | Florian Jung <flo@windfisch.org> | 2015-03-18 15:35:11 +0100 |
commit | 82a571c8498192512299c541a702b1229da21703 (patch) | |
tree | 0bc4f2963c615ebfd41c68f3535b16a94f1453b6 | |
parent | 9063331cfe92081bd80cf391ec2f4aa4557ae60a (diff) |
cleanup VI
-rw-r--r-- | client2.cpp | 31 |
1 files changed, 8 insertions, 23 deletions
diff --git a/client2.cpp b/client2.cpp index 42b4d05..e38df52 100644 --- a/client2.cpp +++ b/client2.cpp @@ -74,10 +74,8 @@ const char* drawOnCanvasFragmentSource = "{\n" " // cam_rot rotates a pixel FROM world TO cam frame\n" " mat3 cam_rot = transpose(mat3(1,0,0, 0,cos(cam_roll),sin(cam_roll), 0,-sin(cam_roll),cos(cam_roll))) * transpose(mat3(cos(cam_pitch),0,-sin(cam_pitch), 0,1,0, sin(cam_pitch),0,cos(cam_pitch))) * transpose(mat3(cos(cam_yaw),sin(cam_yaw),0,-sin(cam_yaw),cos(cam_yaw),0,0,0,1));\n" -// " mat3 cam_rot = transpose(mat3(1,0,0, 0,1,0, 0,0,1));\n" " // Texcoord.xy is yaw/pitch in the unit sphere\n" " vec3 point_in_world_frame = vec3( cos(Texcoord.x)*cos(Texcoord.y), sin(Texcoord.x)*cos(Texcoord.y), -sin(Texcoord.y) );\n" -// " if ((0.2< abs(point_in_world_frame.z)) && (abs(point_in_world_frame.z) < 0.3)) outColor=vec4(1,1,1,1); else outColor=vec4(0,0,0,1); return;" " vec3 point_in_cam_frame = cam_rot * point_in_world_frame;\n" " vec3 point_in_cam_pic_uniform = cam_cal * math_to_opencv * point_in_cam_frame;\n" " vec2 point_in_cam_pic = point_in_cam_pic_uniform.xy / point_in_cam_pic_uniform.z;\n" @@ -90,7 +88,6 @@ const char* drawOnCanvasFragmentSource = " float ymarg = min( (min(point_in_cam_pic.y, CAM_YRES-point_in_cam_pic.y)/margin_thickness), 1.0);\n" " outColor.a=xmarg*ymarg;\n" " }\n" - //" outColor = vec4(point_in_cam_pic/vec2(CAM_XRES,CAM_YRES),-point_in_cam_pic_uniform.z/1000,1);\n" " else\n" " outColor = vec4(0.0,0.0,0.0,0.00);" // " float xxx = Texcoord.x/3.141592654*180/10+100;" @@ -114,17 +111,13 @@ const char* drawFromCanvasFragmentSource = "out vec4 outColor;\n" "void main()\n" "{\n" - //" vec3 point_in_eye_frame = opencv_to_math * eye_cal_inv * vec3( Texcoord.x, Texcoord.y/aspect_ratio, 1 );\n" " vec3 point_in_eye_frame = opencv_to_math * vec3( vec2(Texcoord.x-0.5, (Texcoord.y-0.5)/aspect_ratio) /CAM_FX , 1);" " // eye_rot_inv rotates a pixel FROM eye TO world frame\n" " mat3 eye_rot_inv = transpose( transpose(mat3(1,0,0, 0,cos(eye_roll),sin(eye_roll), 0,-sin(eye_roll),cos(eye_roll))) * transpose(mat3(cos(eye_pitch),0,-sin(eye_pitch), 0,1,0, sin(eye_pitch),0,cos(eye_pitch))) * transpose(mat3(cos(eye_yaw),sin(eye_yaw),0,-sin(eye_yaw),cos(eye_yaw),0,0,0,1)) );\n" " vec3 point_in_world_frame = eye_rot_inv * point_in_eye_frame;\n" " float yaw = atan( point_in_world_frame.y , point_in_world_frame.x );\n" " float pitch = atan(-point_in_world_frame.z, sqrt(pow(point_in_world_frame.x,2)+pow(point_in_world_frame.y,2)));\n" - //" outColor = vec4( 10*yaw/2/3.1415+0.5, 10*pitch/3.1415+0.5,0.5,1);\n" " outColor = texture(texVideo, vec2( yaw/2/3.141593654+0.5, pitch/3.141592654+0.5 ));\n" - //" outColor = texture(texVideo, Texcoord);\n" - //" outColor = vec4(Texcoord,0,1.0);\n" "}\n"; const char* oculusVertexSource = @@ -143,22 +136,15 @@ const char* oculusFragmentSource = "out vec4 outColor;\n" "const vec2 LeftLensCenter = vec2(0, 0.);\n" "const vec2 RightLensCenter = vec2(-0, 0.);\n" - //"const vec4 HmdWarpParam = vec4(1, 0, 0, 0);\n" "const vec4 HmdWarpParam = vec4(1, 0.2, 0.1, 0)*0.78;\n" - //"const vec4 HmdWarpParam = vec4(1, 0., 0., 0);\n" "uniform float aberr_r;\n" "uniform float aberr_b;\n" -// "const float aberr_r = 0.97;\n" -// "const float aberr_b = 1.03;\n" -//// "const float aberr_r = 0.985;\n" -//// "const float aberr_b = 1.015;\n" "void main()\n" "{\n" " vec2 LensCenter = Screencoord.x < 0 ? LeftLensCenter : RightLensCenter;\n" " float x = (Screencoord.x > 0? Screencoord.x : (Screencoord.x+1))*2 -1;\n" // between -1 and 1 " float y = (Screencoord.y);\n" " vec2 theta = (vec2(x,y) - LensCenter);\n" -// " theta=theta/2;\n" " float rSq = theta.x*theta.x+theta.y*theta.y;\n" " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +" " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n" @@ -183,7 +169,7 @@ const char* oculusDummyFragmentSource = -float vertices[] = { +float drawOnCanvasVertices[] = { -1.f, 1.f, -PI,PI/2, // Vertex 1 (X, Y) 1.f, 1.f, PI,PI/2, // Vertex 2 (X, Y) 1.f, -1.f, PI,-PI/2, // Vertex 3 (X, Y) @@ -193,7 +179,7 @@ float vertices[] = { -1.f, 1.f, -PI,PI/2 // Vertex 1 (X, Y) }; -float vertices2[] = { +float drawOnEyeVertices[] = { -1.f, 1.f, 1.f,0.f, // Vertex 1 (X, Y) 1.f, 1.f, 0.f,0.f, // Vertex 2 (X, Y) 1.f, -1.f, 0.f,1.f, // Vertex 3 (X, Y) @@ -439,7 +425,6 @@ float deadzone(float val, float dead) int main(int argc, const char** argv) { - GLFWwindow* window = initOpenGL(); @@ -455,10 +440,10 @@ int main(int argc, const char** argv) glGenBuffers(1, &vboWholescreenQuad); glBindBuffer(GL_ARRAY_BUFFER, vboCanvas); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(drawOnCanvasVertices), drawOnCanvasVertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vboEye); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(drawOnEyeVertices), drawOnEyeVertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vboWholescreenQuad); glBufferData(GL_ARRAY_BUFFER, sizeof(wholescreenVertices), wholescreenVertices, GL_STATIC_DRAW); @@ -468,9 +453,9 @@ int main(int argc, const char** argv) // compile shaders - GLuint oculusShaderProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad); - GLint uniAberrR = glGetUniformLocation(oculusShaderProgram, "aberr_r"); - GLint uniAberrB = glGetUniformLocation(oculusShaderProgram, "aberr_b"); + GLuint drawOnOculusProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad); + GLint uniAberrR = glGetUniformLocation(drawOnOculusProgram, "aberr_r"); + GLint uniAberrB = glGetUniformLocation(drawOnOculusProgram, "aberr_b"); GLuint drawOnCanvasProgram = newCanvasShaderProgram(vaoCanvas, vboCanvas); GLint uniCamYaw = glGetUniformLocation(drawOnCanvasProgram, "cam_yaw"); @@ -725,7 +710,7 @@ int main(int argc, const char** argv) glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT); glBindVertexArray(vaoWholescreenQuad); - glUseProgram(oculusShaderProgram); + glUseProgram(drawOnOculusProgram); glUniform1f(uniAberrR, aberr_r); glUniform1f(uniAberrB, aberr_b); glActiveTexture(GL_TEXTURE0); |