/*******************************************************************************
* Copyright 2014 Geoscience Australia
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package au.gov.ga.earthsci.worldwind.common.view.oculus;
import java.io.InputStream;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.render.Shader;
/**
* Shader for the Oculus Rift lens distortion.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
public class DistortionShader extends Shader
{
private int eyeToSourceUVscaleUniform = -1;
private int eyeToSourceUVoffsetUniform = -1;
private int eyeRotationStartUniform = -1;
private int eyeRotationEndUniform = -1;
@Override
protected InputStream getVertexSource()
{
return getClass().getResourceAsStream("Distortion.vert");
}
@Override
protected InputStream getFragmentSource()
{
return getClass().getResourceAsStream("Distortion.frag");
}
@Override
protected void getUniformLocations(GL2 gl)
{
eyeToSourceUVscaleUniform = gl.glGetUniformLocation(shaderProgram, "eyeToSourceUVscale");
eyeToSourceUVoffsetUniform = gl.glGetUniformLocation(shaderProgram, "eyeToSourceUVoffset");
eyeRotationStartUniform = gl.glGetUniformLocation(shaderProgram, "eyeRotationStart");
eyeRotationEndUniform = gl.glGetUniformLocation(shaderProgram, "eyeRotationEnd");
gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "texture0"), 0);
}
public void use(GL2 gl, float eyeToSourceUscale, float eyeToSourceVscale, float eyeToSourceUoffset,
float eyeToSourceVoffset, float[] eyeRotationStart, float[] eyeRotationEnd)
{
if (super.use(gl))
{
gl.glUniform2f(eyeToSourceUVscaleUniform, eyeToSourceUscale, eyeToSourceVscale);
gl.glUniform2f(eyeToSourceUVoffsetUniform, eyeToSourceUoffset, eyeToSourceVoffset);
gl.glUniformMatrix4fv(eyeRotationStartUniform, 1, true, eyeRotationStart, 0);
gl.glUniformMatrix4fv(eyeRotationEndUniform, 1, true, eyeRotationEnd, 0);
}
}
}