diff options
author | Florian Jung <flo@windfisch.org> | 2015-03-04 16:45:51 +0100 |
---|---|---|
committer | Florian Jung <flo@windfisch.org> | 2015-03-04 16:45:51 +0100 |
commit | 88f37b2b36e63daf569e1400bd334706e607fc41 (patch) | |
tree | 2fbfb940e2f62fc96aed78d6d36f622d03673a90 | |
parent | aa7d1ac432dddd5859a9aa2760f4e551a54382f2 (diff) |
trivial oculus shader
-rw-r--r-- | client2.cpp | 71 |
1 files changed, 53 insertions, 18 deletions
diff --git a/client2.cpp b/client2.cpp index 4b8cf70..cc28b17 100644 --- a/client2.cpp +++ b/client2.cpp @@ -31,7 +31,9 @@ using namespace cv; #define CANVAS_HEIGHT CANVAS_YDEG*PX_PER_DEG_CANVAS #define SCREEN_WIDTH (1920/2) #define SCREEN_HEIGHT (1080/2) -#define SCREEN_XDEG 60 +#define EYE_WIDTH (SCREEN_WIDTH/2) +#define EYE_HEIGHT SCREEN_HEIGHT +#define EYE_XDEG 30 const char* justDrawASpriteVertexSource = @@ -55,14 +57,24 @@ const char* justDrawASpriteFragmentSource = " outColor = texture(texVideo, Texcoord);\n" "}\n"; -const char* justDrawASpriteFragmentOculusSource = +const char* oculusVertexSource = + "#version 150\n" + "in vec2 position;\n" + "out vec2 Screencoord;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + " Screencoord = position;\n" + "}\n"; +const char* oculusFragmentSource = "#version 150\n" "uniform sampler2D texVideo;\n" - "in vec2 Texcoord;\n" + "in vec2 Screencoord;\n" "out vec4 outColor;\n" "void main()\n" "{\n" - " outColor = texture(texVideo, Texcoord)*1.5;\n" + " float x = Screencoord.x > 0? Screencoord.x : (Screencoord.x+1);\n" + " outColor = texture(texVideo, vec2(x,((Screencoord.y+1)/2)));\n" "}\n"; const char* justDrawASpriteFragmentSourceGray = @@ -88,6 +100,15 @@ float vertices[] = { -1.f, 1.f, 0.0f,0.0f // Vertex 1 (X, Y) }; +float wholescreenVertices[] = { + -1.f, -1.f, // Vertex 1 (X, Y) + 1.f, -1.f, // Vertex 2 (X, Y) + 1.f, 1.f, // Vertex 3 (X, Y) + + 1.f, 1.f, // Vertex 3 (X, Y) + -1.f, 1.f, // Vertex 4 (X, Y) + -1.f, -1.f // Vertex 1 (X, Y) +}; float quadVertices[] = { -1.f, -1.f, 0.f,0.f, // Vertex 1 (X, Y) @@ -120,8 +141,8 @@ void calcVerticesRotated2(float xshift, float yshift, float angle, float* v) { v+=2; Point2f pt; - float xd = SCREEN_XDEG; - float yd = -SCREEN_XDEG * SCREEN_HEIGHT / SCREEN_WIDTH; + float xd = EYE_XDEG; + float yd = -EYE_XDEG * EYE_HEIGHT / EYE_WIDTH; pt = Point2f( -cos(angle)*xd/2 + sin(angle)*yd/2, +sin(angle)*xd/2 + cos(angle)*yd/2 ); v[0]=v[20]=(float) ( pt.x + xshift) / CANVAS_XDEG + 0.5; v[1]=v[21]=(float) ( pt.y + yshift) / CANVAS_YDEG + 0.5; @@ -185,10 +206,10 @@ GLuint justDrawASpriteShaderProgram(GLuint vao, GLuint vbo, bool gray=false) return shaderProgram; } -GLuint justDrawASpriteShaderProgramOculus(GLuint vao, GLuint vbo) +GLuint newOculusShaderProgram(GLuint vao, GLuint vbo) { GLuint vertexShader, fragmentShader, shaderProgram; - compileShaderProgram(justDrawASpriteVertexSource, justDrawASpriteFragmentOculusSource, vertexShader, fragmentShader, shaderProgram); + compileShaderProgram(oculusVertexSource, oculusFragmentSource, vertexShader, fragmentShader, shaderProgram); glBindVertexArray(vao); @@ -197,12 +218,8 @@ GLuint justDrawASpriteShaderProgramOculus(GLuint vao, GLuint vbo) // set up shaders GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); glEnableVertexAttribArray(posAttrib); - glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); - + glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), 0); - GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord"); - glEnableVertexAttribArray(texAttrib); - glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float))); return shaderProgram; } @@ -291,14 +308,16 @@ int main(int argc, const char** argv) GLFWwindow* window = initOpenGL(); - GLuint vaoCanvas, vaoQuad; + GLuint vaoCanvas, vaoQuad, vaoWholescreenQuad; glGenVertexArrays(1, &vaoCanvas); glGenVertexArrays(1, &vaoQuad); + glGenVertexArrays(1, &vaoWholescreenQuad); - GLuint vboCanvas, vboQuad; + GLuint vboCanvas, vboQuad, vboWholescreenQuad; glGenBuffers(1, &vboCanvas); glGenBuffers(1, &vboQuad); + glGenBuffers(1, &vboWholescreenQuad); calcVerticesRotated(0,0,PI/2,vertices); @@ -308,13 +327,17 @@ int main(int argc, const char** argv) glBindBuffer(GL_ARRAY_BUFFER, vboQuad); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, vboWholescreenQuad); + glBufferData(GL_ARRAY_BUFFER, sizeof(wholescreenVertices), wholescreenVertices, GL_STATIC_DRAW); + // compile shaders GLuint shaderProgram = justDrawASpriteShaderProgram(vaoCanvas, vboCanvas); - GLuint quadShaderProgram = justDrawASpriteShaderProgramOculus(vaoQuad, vboQuad); + GLuint quadShaderProgram = justDrawASpriteShaderProgram(vaoQuad, vboQuad); + GLuint oculusShaderProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad); // texture @@ -332,6 +355,9 @@ int main(int argc, const char** argv) GLuint canvasFB, canvasTex; genFramebuffer(canvasFB, canvasTex, CANVAS_WIDTH, CANVAS_HEIGHT); + GLuint eyeFB, eyeTex; + genFramebuffer(eyeFB, eyeTex, EYE_WIDTH, EYE_HEIGHT); + @@ -508,8 +534,8 @@ int main(int argc, const char** argv) glDrawArrays(GL_TRIANGLES, 0, 6); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glViewport(0,0,SCREEN_WIDTH,SCREEN_HEIGHT); + glBindFramebuffer(GL_FRAMEBUFFER, eyeFB); + glViewport(0,0,EYE_WIDTH,EYE_HEIGHT); glBindVertexArray(vaoQuad); glUseProgram(quadShaderProgram); glActiveTexture(GL_TEXTURE0); @@ -517,6 +543,15 @@ int main(int argc, const char** argv) glDrawArrays(GL_TRIANGLES, 0, 6); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT); + glBindVertexArray(vaoWholescreenQuad); + glUseProgram(oculusShaderProgram); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, eyeTex); + glDrawArrays(GL_TRIANGLES, 0, 6); + + glfwSwapBuffers(window); glfwPollEvents(); |