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Equirectangular.cpp (FFGL 2.1)
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#include "Equirectangular.h" | |
using namespace ffglex; | |
using namespace ffglqs; | |
static CFFGLPluginInfo PluginInfo( | |
PluginFactory< Equirectangular >,// Create method | |
"SH06", // Plugin unique ID of maximum length 4. | |
"Equirectangular", // Plugin name | |
2, // API major version number | |
1, // API minor version number | |
1, // Plugin major version number | |
0, // Plugin minor version number | |
FF_EFFECT, // Plugin type | |
"", // Plugin description | |
"" // About | |
); | |
static const std::string fragmentShaderCode = R"( | |
#define PI 3.141592653589793 | |
#define TWPI 6.283185307179586 | |
vec2 lookXY = vec2(look_X, look_Y); | |
vec2 positionXY = vec2(position_X, position_Y); | |
vec2 _rotate(vec2 v, float angle) {return cos(angle)*v+sin(angle)*vec2(v.y,-v.x);} | |
void main() | |
{ | |
vec2 _uv = (gl_FragCoord.xy / resolution.xy); | |
vec2 _uvc = (_uv.xy / resolution.y - vec2(resolution.x / resolution.y / 2.0, 0.5) * 4.0); | |
vec2 v = _uv + resolution.y; | |
v.y -= 0.5; | |
v.x -= 0.5; | |
float th = v.y * PI, | |
ph = v.x * TWPI; | |
vec3 sp = vec3( sin(ph) * cos(th), sin(th), cos(ph) * cos(th) ); | |
vec3 pos = vec3( PI, perspective * PI, 0); | |
pos *= scale; | |
sp = mix(sp, normalize(vec3(_uvc, 1.0)), perspective); | |
sp.yz = _rotate(sp.yz, lookXY.y*PI); | |
sp.xy = _rotate(sp.xy, lookXY.x*PI); | |
fragColor = texture(inputTexture, vec2(dot(pos, sp.zxy), dot(pos.yzx, sp.zxy))+positionXY.xy); | |
} | |
)"; | |
Equirectangular::Equirectangular() | |
{ | |
// Input properties | |
SetMinInputs( 1 ); | |
SetMaxInputs( 1 ); | |
SetFragmentShader( fragmentShaderCode ); | |
AddParam( ParamRange::Create( "scale", 0.15, { 0.01, 0.5 } ) ); | |
AddParam( ParamRange::Create( "zoom", 1.0, { 0.01, 1.0 } ) ); | |
AddParam( Param::Create( "perspective" ) ); | |
AddParam( Param::Create( "rotate" ) ); | |
AddParam( Param::Create( "look_X" ) ); | |
AddParam( Param::Create( "look_Y" ) ); | |
AddParam( Param::Create( "position_X", 0.5 ) ); | |
AddParam( Param::Create( "position_Y", 0.5 ) ); | |
} | |
Equirectangular::~Equirectangular() | |
{ | |
} |
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