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-rw-r--r--client2.cpp28
1 files changed, 15 insertions, 13 deletions
diff --git a/client2.cpp b/client2.cpp
index 6ecac58..e82c3bf 100644
--- a/client2.cpp
+++ b/client2.cpp
@@ -26,12 +26,12 @@ using namespace cv;
#define PX_PER_DEG_CANVAS 16
-#define CANVAS_XDEG 450
-#define CANVAS_YDEG 120
+#define CANVAS_XDEG 360
+#define CANVAS_YDEG 180
#define CANVAS_WIDTH CANVAS_XDEG*PX_PER_DEG_CANVAS
#define CANVAS_HEIGHT CANVAS_YDEG*PX_PER_DEG_CANVAS
-#define SCREEN_WIDTH (1920/2)
-#define SCREEN_HEIGHT (1080/2)
+#define SCREEN_WIDTH (1920)
+#define SCREEN_HEIGHT (1080)
#define EYE_WIDTH (SCREEN_WIDTH/2)
#define EYE_HEIGHT SCREEN_HEIGHT
#define EYE_XDEG 30
@@ -106,7 +106,7 @@ const char* drawFromCanvasFragmentSource =
"uniform float eye_pitch;\n"
"uniform float eye_roll;\n"
"const float aspect_ratio=1280./720.;\n"
- "const float horiz_field_of_view=80/180.*3.141592654;\n"
+ "const float horiz_field_of_view=60/180.*3.141592654;\n"
"const float CAM_FX=1/2.0 / tan(horiz_field_of_view/2.0);\n"
"const mat3 eye_cal_inv = transpose(mat3(1/CAM_FX, 0, -1/2/CAM_FX, 0, 1/CAM_FX, -1/aspect_ratio/2/CAM_FX, 0,0,1));\n"
"const mat3 opencv_to_math = mat3(0,1,0, 0,0,1, -1,0,0);\n"
@@ -155,15 +155,17 @@ const char* oculusFragmentSource =
"const vec2 RightLensCenter = vec2(-0.2, 0.);\n"
//"const vec4 HmdWarpParam = vec4(1, 0, 0, 0);\n"
"const vec4 HmdWarpParam = vec4(1, 0.2, 0.1, 0);\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"
+ "const float aberr_r = 0.99;\n"
+ "const float aberr_b = 1.01;\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"
+ " float y = (Screencoord.y)/2.5*4.;\n"
" vec2 theta = (vec2(x,y) - LensCenter);\n"
" float rSq = theta.x*theta.x+theta.y*theta.y;\n"
" vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +"
@@ -172,9 +174,9 @@ const char* oculusFragmentSource =
" vec2 loc_g = ( 1 * rvector + LensCenter)/vec2(2,2)+vec2(0.5,0.5);\n"
" vec2 loc_b = (aberr_b * rvector + LensCenter)/vec2(2,2)+vec2(0.5,0.5);\n"
"\n"
- " float rval = texture(texVideo, loc_r).b;\n"
+ " float rval = texture(texVideo, loc_r).r;\n"
" float gval = texture(texVideo, loc_g).g;\n"
- " float bval = texture(texVideo, loc_b).r;\n"
+ " float bval = texture(texVideo, loc_b).b;\n"
" outColor = vec4(rval,gval,bval,1.0);\n"
"}\n";
const char* oculusDummyFragmentSource =
@@ -382,7 +384,7 @@ GLuint justDrawASpriteShaderProgram(GLuint vao, GLuint vbo, bool gray=false)
GLuint newOculusShaderProgram(GLuint vao, GLuint vbo)
{
GLuint vertexShader, fragmentShader, shaderProgram;
- compileShaderProgram(oculusVertexSource, oculusDummyFragmentSource, vertexShader, fragmentShader, shaderProgram);
+ compileShaderProgram(oculusVertexSource, oculusFragmentSource, vertexShader, fragmentShader, shaderProgram);
glBindVertexArray(vao);