From 957273eed5f7e027f61da348ed0494b6a31b9e9b Mon Sep 17 00:00:00 2001 From: Florian Jung Date: Tue, 17 Mar 2015 21:03:46 +0100 Subject: cleanup I: removed unused parts --- client2.cpp | 119 +++--------------------------------------------------------- 1 file changed, 6 insertions(+), 113 deletions(-) diff --git a/client2.cpp b/client2.cpp index e1b1e76..bed1433 100644 --- a/client2.cpp +++ b/client2.cpp @@ -127,16 +127,6 @@ const char* drawFromCanvasFragmentSource = //" outColor = vec4(Texcoord,0,1.0);\n" "}\n"; -const char* justDrawASpriteFragmentSource = - "#version 150\n" - "uniform sampler2D texVideo;\n" - "in vec2 Texcoord;\n" - "out vec4 outColor;\n" - "void main()\n" - "{\n" - " outColor = texture(texVideo, Texcoord);\n" - "}\n"; - const char* oculusVertexSource = "#version 150\n" "in vec2 position;\n" @@ -191,17 +181,6 @@ const char* oculusDummyFragmentSource = " outColor = texture(texVideo, Screencoord/vec2(2,2)+vec2(0.5,0.5));\n" "}\n"; -const char* justDrawASpriteFragmentSourceGray = - "#version 150\n" - "uniform sampler2D texVideo;\n" - "in vec2 Texcoord;\n" - "out vec4 outColor;\n" - "void main()\n" - "{\n" - " float gray = (texture(texVideo, Texcoord).r+ texture(texVideo, Texcoord).g + texture(texVideo, Texcoord).b)/3.;\n" - " if (Texcoord.x < 0.5) gray=1.0-gray;\n" - " outColor = vec4(gray,gray,gray,1.0);\n" - "}\n"; float vertices[] = { @@ -224,16 +203,6 @@ float vertices2[] = { -1.f, 1.f, 1.f,0.f // Vertex 1 (X, Y) }; -/*float vertices2[] = { - -1.f, 1.f, 0.f,1.f, // Vertex 1 (X, Y) - 1.f, 1.f, 1.f,1.f, // Vertex 2 (X, Y) - 1.f, -1.f, 1.f,0.f, // Vertex 3 (X, Y) - - 1.f, -1.f, 1.f,0.f, // Vertex 3 (X, Y) - -1.f, -1.f, 0.f,0.f, // Vertex 4 (X, Y) - -1.f, 1.f, 0.f,1.f // Vertex 1 (X, Y) -};*/ - float wholescreenVertices[] = { -1.f, -1.f, // Vertex 1 (X, Y) 1.f, -1.f, // Vertex 2 (X, Y) @@ -244,51 +213,7 @@ float wholescreenVertices[] = { -1.f, -1.f // Vertex 1 (X, Y) }; -float quadVertices[] = { - -1.f, -1.f, 0.f,0.f, // Vertex 1 (X, Y) - 1.f, -1.f, 1.f,0.f, // Vertex 2 (X, Y) - 1.f, 1.f, 1.f,1.f, // Vertex 3 (X, Y) - - 1.f, 1.f, 1.f,1.f, // Vertex 3 (X, Y) - -1.f, 1.f, 0.f,1.f, // Vertex 4 (X, Y) - -1.f, -1.f, 0.f,0.f // Vertex 1 (X, Y) -}; - - -void calcVerticesRotated(int xshift, int yshift, float angle, float* v) -{ - Point2f pt; - pt = Point2f( -cos(angle)*1280./2 + sin(angle)*720./2, +sin(angle)*1280./2 + cos(angle)*720./2 ); - v[0]=v[20]=(float) ( pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; - v[1]=v[21]=(float) ( pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; - v[8]=v[12]=(float) (-pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; - v[9]=v[13]=(float) (-pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; - - pt = Point2f( cos(angle)*1280./2 + sin(angle)*720./2, -sin(angle)*1280./2 + cos(angle)*720./2 ); - v[4] =(float) ( pt.x + xshift) / PX_PER_DEG / CANVAS_XDEG * 2; - v[5] =(float) ( pt.y + yshift)/ PX_PER_DEG / CANVAS_YDEG * 2; - v[16]=(float) (-pt.x + xshift)/ PX_PER_DEG / CANVAS_XDEG * 2; - v[17]=(float) (-pt.y + yshift) / PX_PER_DEG / CANVAS_YDEG * 2; -} -void calcVerticesRotated2(float xshift, float yshift, float angle, float* v) -{ - v+=2; - Point2f pt; - 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; - v[8]=v[12]=(float) (-pt.x + xshift) / CANVAS_XDEG + 0.5; - v[9]=v[13]=(float) (-pt.y + yshift) / CANVAS_YDEG + 0.5; - - pt = Point2f( cos(angle)*xd/2 + sin(angle)*yd/2, -sin(angle)*xd/2 + cos(angle)*yd/2 ); - v[4] =(float) ( pt.x + xshift) / CANVAS_XDEG + 0.5; - v[5] =(float) ( pt.y + yshift) / CANVAS_YDEG + 0.5; - v[16]=(float) (-pt.x + xshift) / CANVAS_XDEG + 0.5; - v[17]=(float) (-pt.y + yshift) / CANVAS_YDEG + 0.5; -} void compileShaderProgram(const GLchar* vertSrc, const GLchar* fragSrc, GLuint& vertexShader, GLuint& fragmentShader, GLuint& shaderProgram) @@ -361,28 +286,6 @@ GLuint newEyeShaderProgram(GLuint vao, GLuint vbo) return shaderProgram; } -GLuint justDrawASpriteShaderProgram(GLuint vao, GLuint vbo, bool gray=false) -{ - GLuint vertexShader, fragmentShader, shaderProgram; - compileShaderProgram(justDrawASpriteVertexSource, gray? justDrawASpriteFragmentSourceGray : justDrawASpriteFragmentSource, vertexShader, fragmentShader, shaderProgram); - - - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - - // set up shaders - GLint posAttrib = glGetAttribLocation(shaderProgram, "position"); - glEnableVertexAttribArray(posAttrib); - glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*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; -} - GLuint newOculusShaderProgram(GLuint vao, GLuint vbo) { GLuint vertexShader, fragmentShader, shaderProgram; @@ -524,17 +427,15 @@ int main(int argc, const char** argv) GLFWwindow* window = initOpenGL(); - GLuint vaoCanvas, vaoEye, vaoQuad, vaoWholescreenQuad; + GLuint vaoCanvas, vaoEye, vaoWholescreenQuad; glGenVertexArrays(1, &vaoCanvas); glGenVertexArrays(1, &vaoEye); - glGenVertexArrays(1, &vaoQuad); glGenVertexArrays(1, &vaoWholescreenQuad); - GLuint vboCanvas, vboEye, vboQuad, vboWholescreenQuad; + GLuint vboCanvas, vboEye, vboWholescreenQuad; glGenBuffers(1, &vboCanvas); glGenBuffers(1, &vboEye); - glGenBuffers(1, &vboQuad); glGenBuffers(1, &vboWholescreenQuad); glBindBuffer(GL_ARRAY_BUFFER, vboCanvas); @@ -543,9 +444,6 @@ int main(int argc, const char** argv) glBindBuffer(GL_ARRAY_BUFFER, vboEye); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW); - 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); @@ -554,15 +452,15 @@ int main(int argc, const char** argv) // compile shaders - 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"); GLint uniCamRoll = glGetUniformLocation(drawOnCanvasProgram, "cam_roll"); + GLuint drawFromCanvasProgram = newEyeShaderProgram(vaoEye, vboEye); GLint uniEyeYaw = glGetUniformLocation(drawFromCanvasProgram, "eye_yaw"); GLint uniEyePitch = glGetUniformLocation(drawFromCanvasProgram, "eye_pitch"); @@ -592,8 +490,8 @@ int main(int argc, const char** argv) -glEnable (GL_BLEND); -glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable (GL_BLEND); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -787,11 +685,6 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, frame_gl.size().width, frame_gl.size().height, 0, GL_RGB, GL_UNSIGNED_BYTE, frame_gl.ptr(0)); - calcVerticesRotated2(ringbuf_psi2.get(),10,0,quadVertices); - - glBindBuffer(GL_ARRAY_BUFFER, vboQuad); - glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW); - glBindFramebuffer(GL_FRAMEBUFFER, canvasFB); glViewport(0,0,CANVAS_WIDTH,CANVAS_HEIGHT); -- cgit v1.2.1