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authorSven Gothel <[email protected]>2014-07-07 23:46:19 +0200
committerSven Gothel <[email protected]>2014-07-07 23:46:19 +0200
commit38e51e4a5f6f35c658df10f6d48a33e3ffaea2f3 (patch)
tree259024b16429986ab48fd49a9bd2667dad2b85eb /src/jogl/classes/jogamp/opengl/util/stereo/shader
parent06fc570f70dc5ccfad7399d8426bdf224c239a5a (diff)
Bug 1021: Add GenericStereoDevice* Supporting custom configurations; Hook-in oculusvr-sdk java distortion-mesh calculation if available
StereoDeviceFactory support new GenericStereoDeviceFactory, with it's GenericStereoDevice and GenericStereoDeviceRenderer. GenericStereoDevice maintains different configurations, triggered either by passing a GenericStereoDevice.Config instance directly or by the device-index parameter: - 0: monoscopi device: No post-processing - 1: stereoscopic device SBS: No post-processing - 2: stereoscopic device SBS + Lenses: Distortion post-processing (only available w/ oculusvr-sdk sub-module) Producing a 'GenericStereoDevice.Config' instance is self containing and may extend if supporting more device types like top-bottom, interlaced etc. StereoDemo01 handles all use-cases and may be used as a test-bed to add and experiment with stereoscopy, devices and settings.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util/stereo/shader')
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.fp26
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.vp33
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.fp22
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.vp27
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp.vp44
-rw-r--r--src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp_chroma.vp65
6 files changed, 217 insertions, 0 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.fp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.fp
new file mode 100644
index 000000000..4ac404729
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.fp
@@ -0,0 +1,26 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define varying in
+ out vec4 svr_FragColor;
+ #define texture2D texture
+#else
+ #define svr_FragColor gl_FragColor
+#endif
+
+uniform sampler2D svr_Texture0;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+varying vec2 svv_TexCoordG;
+varying vec2 svv_TexCoordB;
+
+void main (void)
+{
+ // 3 samples for fixing chromatic aberrations
+ vec3 color = vec3(texture2D(svr_Texture0, svv_TexCoordR).r,
+ texture2D(svr_Texture0, svv_TexCoordG).g,
+ texture2D(svr_Texture0, svv_TexCoordB).b);
+ svr_FragColor = vec4(svv_Fade * color, 1.0); // include vignetteFade
+}
+
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.vp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.vp
new file mode 100644
index 000000000..d4ab585d5
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_chroma.vp
@@ -0,0 +1,33 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define attribute in
+ #define varying out
+#endif
+
+uniform vec2 svr_EyeToSourceUVScale;
+uniform vec2 svr_EyeToSourceUVOffset;
+
+attribute vec2 svr_Position;
+attribute vec2 svr_Params;
+attribute vec2 svr_TexCoordR;
+attribute vec2 svr_TexCoordG;
+attribute vec2 svr_TexCoordB;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+varying vec2 svv_TexCoordG;
+varying vec2 svv_TexCoordB;
+
+void main(void)
+{
+ gl_Position = vec4(svr_Position.xy, 0.5, 1.0);
+ svv_Fade = vec3(svr_Params.r); // vignetteFade
+
+ svv_TexCoordR = svr_TexCoordR * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordR.y = 1.0-svv_TexCoordR.y;
+ svv_TexCoordG = svr_TexCoordG * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordG.y = 1.0-svv_TexCoordG.y;
+ svv_TexCoordB = svr_TexCoordB * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordB.y = 1.0-svv_TexCoordB.y;
+}
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.fp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.fp
new file mode 100644
index 000000000..2df890648
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.fp
@@ -0,0 +1,22 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define varying in
+ out vec4 svr_FragColor;
+ #define texture2D texture
+#else
+ #define svr_FragColor gl_FragColor
+#endif
+
+uniform sampler2D svr_Texture0;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+
+void main (void)
+{
+ // 3 samples for fixing chromatic aberrations
+ vec3 color = texture2D(svr_Texture0, svv_TexCoordR).rgb;
+ svr_FragColor = vec4(svv_Fade * color, 1.0); // include vignetteFade
+}
+
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.vp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.vp
new file mode 100644
index 000000000..335d3f0f6
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_plain.vp
@@ -0,0 +1,27 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define attribute in
+ #define varying out
+#endif
+
+uniform vec2 svr_EyeToSourceUVScale;
+uniform vec2 svr_EyeToSourceUVOffset;
+
+attribute vec2 svr_Position;
+attribute vec2 svr_Params;
+attribute vec2 svr_TexCoordR;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+
+void main(void)
+{
+ gl_Position = vec4(svr_Position.xy, 0.5, 1.0);
+ svv_Fade = vec3(svr_Params.r); // vignetteFade
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ svv_TexCoordR = svr_TexCoordR * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordR.y = 1.0-svv_TexCoordR.y;
+}
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp.vp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp.vp
new file mode 100644
index 000000000..c4461ec3e
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp.vp
@@ -0,0 +1,44 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define attribute in
+ #define varying out
+#endif
+
+uniform vec2 svr_EyeToSourceUVScale;
+uniform vec2 svr_EyeToSourceUVOffset;
+uniform mat4 svr_EyeRotationStart;
+uniform mat4 svr_EyeRotationEnd;
+
+attribute vec2 svr_Position;
+attribute vec2 svr_Params;
+attribute vec2 svr_TexCoordR;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+
+void main(void)
+{
+ gl_Position = vec4(svr_Position.xy, 0.0, 1.0);
+ svv_Fade = vec3(svr_Params.r); // vignetteFade
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
+ vec3 TanEyeAngle = vec3 ( svr_TexCoordR, 1.0 );
+
+ // Accurate time warp lerp vs. faster
+ // Apply the two 3x3 timewarp rotations to these vectors.
+ vec3 TransformedStart = (svr_EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;
+ vec3 TransformedEnd = (svr_EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;
+ // And blend between them.
+ vec3 Transformed = mix ( TransformedStart, TransformedEnd, svr_Params.g /* timewarpLerpFactor */ );
+
+ // Project them back onto the Z=1 plane of the rendered images.
+ float RecipZ = 1.0 / Transformed.z;
+ vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );
+
+ // These are now still in TanEyeAngle space.
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ svv_TexCoordR = Flattened * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordR.y = 1.0-svv_TexCoordR.y;
+}
diff --git a/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp_chroma.vp b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp_chroma.vp
new file mode 100644
index 000000000..c08ed3113
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/stereo/shader/dist01_timewarp_chroma.vp
@@ -0,0 +1,65 @@
+//Copyright 2014 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define attribute in
+ #define varying out
+#endif
+
+uniform vec2 svr_EyeToSourceUVScale;
+uniform vec2 svr_EyeToSourceUVOffset;
+uniform mat4 svr_EyeRotationStart;
+uniform mat4 svr_EyeRotationEnd;
+
+attribute vec2 svr_Position;
+attribute vec2 svr_Params;
+attribute vec2 svr_TexCoordR;
+attribute vec2 svr_TexCoordG;
+attribute vec2 svr_TexCoordB;
+
+varying vec3 svv_Fade;
+varying vec2 svv_TexCoordR;
+varying vec2 svv_TexCoordG;
+varying vec2 svv_TexCoordB;
+
+void main(void)
+{
+ gl_Position = vec4(svr_Position.xy, 0.0, 1.0);
+ svv_Fade = vec3(svr_Params.r); // vignetteFade
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
+ vec3 TanEyeAngleR = vec3 ( svr_TexCoordR, 1.0 );
+ vec3 TanEyeAngleG = vec3 ( svr_TexCoordG, 1.0 );
+ vec3 TanEyeAngleB = vec3 ( svr_TexCoordB, 1.0 );
+
+ // Accurate time warp lerp vs. faster
+ // Apply the two 3x3 timewarp rotations to these vectors.
+ vec3 TransformedRStart = (svr_EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;
+ vec3 TransformedGStart = (svr_EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;
+ vec3 TransformedBStart = (svr_EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;
+ vec3 TransformedREnd = (svr_EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;
+ vec3 TransformedGEnd = (svr_EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;
+ vec3 TransformedBEnd = (svr_EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;
+
+ // And blend between them.
+ vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, svr_Params.g /* timewarpLerpFactor */ );
+ vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, svr_Params.g /* timewarpLerpFactor */ );
+ vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, svr_Params.g /* timewarpLerpFactor */ );
+
+ // Project them back onto the Z=1 plane of the rendered images.
+ float RecipZR = 1.0 / TransformedR.z;
+ float RecipZG = 1.0 / TransformedG.z;
+ float RecipZB = 1.0 / TransformedB.z;
+ vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );
+ vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );
+ vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );
+
+ // These are now still in TanEyeAngle space.
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ svv_TexCoordR = FlattenedR * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordR.y = 1.0-svv_TexCoordR.y;
+ svv_TexCoordG = FlattenedG * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordG.y = 1.0-svv_TexCoordG.y;
+ svv_TexCoordB = FlattenedB * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
+ svv_TexCoordB.y = 1.0-svv_TexCoordB.y;
+}