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-rw-r--r--client2.cpp24
1 files changed, 18 insertions, 6 deletions
diff --git a/client2.cpp b/client2.cpp
index 7083a7a..e1b1e76 100644
--- a/client2.cpp
+++ b/client2.cpp
@@ -93,9 +93,9 @@ const char* drawOnCanvasFragmentSource =
//" 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;"
- //" float yyy = Texcoord.y/3.141592654*180/10+100;"
- //" if ( (abs(xxx- int(xxx)) < 0.03) || (abs(yyy- int(yyy)) <.03)) outColor = vec4(0.5,0.5,0.5,1);"
+// " float xxx = Texcoord.x/3.141592654*180/10+100;"
+// " float yyy = Texcoord.y/3.141592654*180/10+100;"
+// " if ( (abs(xxx- int(xxx)) < 0.01) || (abs(yyy- int(yyy)) <.01)) outColor = vec4(1,1,1,1); else outColor = vec4(0,0,0,1);"
"}\n";
@@ -156,8 +156,8 @@ const char* oculusFragmentSource =
//"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"
- "const float aberr_r = 0.99;\n"
- "const float aberr_b = 1.01;\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"
@@ -557,6 +557,8 @@ int main(int argc, const char** argv)
GLuint shaderProgram = justDrawASpriteShaderProgram(vaoCanvas, vboCanvas);
GLuint quadShaderProgram = justDrawASpriteShaderProgram(vaoQuad, vboQuad);
GLuint oculusShaderProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad);
+ GLint uniAberrR = glGetUniformLocation(oculusShaderProgram, "aberr_r");
+ GLint uniAberrB = glGetUniformLocation(oculusShaderProgram, "aberr_b");
GLuint drawOnCanvasProgram = newCanvasShaderProgram(vaoCanvas, vboCanvas);
GLint uniCamYaw = glGetUniformLocation(drawOnCanvasProgram, "cam_yaw");
GLint uniCamPitch = glGetUniformLocation(drawOnCanvasProgram, "cam_pitch");
@@ -658,7 +660,8 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
char key;
int adjust_phi=10;
- while ((key=waitKey(1)) != 'x')
+ float aberr_r=0.989, aberr_b=1.021;
+ while ((key=waitKey(1)) != 'e')
{
printf("\033[H");
@@ -676,6 +679,13 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (key=='q') adjust_phi++;
if (key=='w') adjust_phi--;
+ if (key=='a') aberr_r+=0.001;
+ if (key=='z') aberr_r-=0.001;
+ if (key=='s') aberr_b+=0.001;
+ if (key=='x') aberr_b-=0.001;
+
+ printf("aberr_r/b = \t%f\t%f\n",aberr_r,aberr_b);
+
//for (int i=0; i<1280; i+=50) frame_.col(i)=Scalar(0,255,255);
//for (int i=0; i<720; i+=50) frame_.row(i)=Scalar(0,255,255);
@@ -816,6 +826,8 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
glBindVertexArray(vaoWholescreenQuad);
glUseProgram(oculusShaderProgram);
+ glUniform1f(uniAberrR, aberr_r);
+ glUniform1f(uniAberrB, aberr_b);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, eyeTex);
glDrawArrays(GL_TRIANGLES, 0, 6);