From 81d4cdb0de47a001e0498e8ad144cb25cabd09c4 Mon Sep 17 00:00:00 2001 From: Florian Jung Date: Mon, 16 Mar 2015 19:01:02 +0100 Subject: spherical projection II --- client2.cpp | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/client2.cpp b/client2.cpp index 65b123d..0f1f1ac 100644 --- a/client2.cpp +++ b/client2.cpp @@ -61,7 +61,7 @@ const char* drawOnCanvasFragmentSource = "uniform float cam_roll;\n" "const float CAM_XRES=1280;\n" "const float CAM_YRES=720;\n" - "const float CAM_XDEG=82/180.*3.141592654;\n" + "const float CAM_XDEG=70/180.*3.141592654;\n" "const float CAM_FX=CAM_XRES/2.0 / tan(CAM_XDEG/2.0);\n" //"const float CAM_FX=1;\n" "const mat3 cam_cal = transpose(mat3(CAM_FX, 0, CAM_XRES/2, 0, CAM_FX, CAM_YRES/2, 0,0,1));\n" @@ -71,8 +71,8 @@ const char* drawOnCanvasFragmentSource = "void main()\n" "{\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" + " 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;" @@ -85,7 +85,7 @@ const char* drawOnCanvasFragmentSource = " outColor = texture(texVideo, vec2(1.0,1.0)-point_in_cam_pic/vec2(CAM_XRES,CAM_YRES));\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(1.0,0.0,1.0,0.1);" + " outColor = vec4(0.0,0.0,0.0,0.00);" "}\n"; const char* justDrawASpriteFragmentSource = @@ -432,7 +432,9 @@ int main(int argc, const char** argv) GLuint quadShaderProgram = justDrawASpriteShaderProgram(vaoQuad, vboQuad); GLuint oculusShaderProgram = newOculusShaderProgram(vaoWholescreenQuad, vboWholescreenQuad); GLuint drawOnCanvasProgram = newCanvasShaderProgram(vaoCanvas, vboCanvas); - + GLint uniCamYaw = glGetUniformLocation(drawOnCanvasProgram, "cam_yaw"); + GLint uniCamPitch = glGetUniformLocation(drawOnCanvasProgram, "cam_pitch"); + GLint uniCamRoll = glGetUniformLocation(drawOnCanvasProgram, "cam_roll"); // texture GLuint texVideo; @@ -623,6 +625,10 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(drawOnCanvasProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texVideo); + + glUniform1f(uniCamYaw,(float)total_x/virtual_canvas_width*2*PI); + glUniform1f(uniCamPitch,-(float)total_y/px_per_deg/180.*PI); + glUniform1f(uniCamRoll,-total_rot/180.*PI); glDrawArrays(GL_TRIANGLES, 0, 6); -- cgit v1.2.1