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c#openglglslopentkcoordinate-transformation

How to project top and bottom area of OpenGL control (cylindrical projection)?


Using below code I can display an image in openGL control. Which is in rectangular shape. Now I want to project top and bottom area of this rectangular to a cylindrical shape.I mean need to perform a rectangular to cylidrical projection on openGL. How can I achieve this?

private void CreateShaders()
{
    /***********Vert Shader********************/
    vertShader = GL.CreateShader(ShaderType.VertexShader);
    GL.ShaderSource(vertShader, @"attribute vec3 a_position;
                                varying vec2 vTexCoord;
                                void main() {
                                vTexCoord = (a_position.xy + 1) / 2;
                                gl_Position = vec4(a_position, 1);
                                }");
    GL.CompileShader(vertShader);

    /***********Frag Shader ****************/
    fragShader = GL.CreateShader(ShaderType.FragmentShader);
    GL.ShaderSource(fragShader, @"precision highp float;
    uniform sampler2D sTexture; varying vec2 vTexCoord;
                         void main ()
                         {
            //  vec4 color  = texture2D (sTexture, vTexCoord);
            vec2 x =vTexCoord - vec2(0.5);
            float r = length(x);//radious
            float u = r*atan( vTexCoord.x/sqrt(r*r-(vTexCoord.x*vTexCoord.x )));
            float v = (r*vTexCoord.y)/sqrt(r*r );
            vec4 color   = texture2D(sTexture, vec2(u, v));
            gl_FragColor = color;
                         }");
    GL.CompileShader(fragShader);
}

Hope making some changes on vTexCoord of shader code will do the result.

enter image description here


Solution

  • If you want to project a 2D texture on a 2d plane as it would be a 3D cylinder, then you have to transform the texture coordinate by an arcus function (asin or acos) in the fragment shader.

    The texture coordinate in the range [0, 1] have to be associated to an angle on a circle in the range [-90°, 90°] by the asin function. This angle can be linear mapped to the new texture coordinate in the range [0, 1].

    The input to the function is an angle and the return value is a distance:

    float u = asin( vTexCoord.x*2.0-1.0 ) / 3.141593 + 0.5;
    

    Vertex shader:

    attribute vec3 a_position;
    varying vec2 vTexCoord;
                                    
    void main()
    {
        vTexCoord   = (a_position.xy + 1) / 2;
        gl_Position = vec4(a_position, 1);
    }
    

    Fragment shader:

    precision highp float;
    uniform sampler2D sTexture;
    varying vec2 vTexCoord;
    
    void main()
    {
        float u = asin( vTexCoord.x*2.0-1.0 ) / 3.141593 + 0.5;
        float v = vTexCoord.y; 
    
        vec4 color   = texture2D(sTexture, vec2(u, v));
        gl_FragColor = color;
    }
    

    See the difference between the result of the original code and the code which uses the asin mapping:


    In the projection to a 2D plane, the top and bottom of the cylinder is an ellipse, which can be expressed by:

    float b = 0.3;
    float y = b * sqrt(1.0 - x*x)
    

    The projection of the texture has to be squeezed at the top and the bottom to form an elliptical shape:

    float v_scale = (1.0 + b) / (1.0 + y);
    float v = (pos.y * v_scale) * 0.5 + 0.5;
    

    The area which is clipped has to be discarded by using the discard keyword in the fragment shader:

    if ( v < 0.0 || v > 1.0 )
        discard;
    

    See the difference between the result without the elliptical distortion and the code which uses the elliptical distortion:


    The fragment shader which combines the asin texture coordinate mapping and the elliptical distortion:

    Fragment shader:

    precision highp float;
    uniform sampler2D sTexture;
    varying vec2 vTexCoord;
    
    void main()
    {
        vec2  pos     = vTexCoord.xy * 2.0 - 1.0;
        float b       = 0.3;
        float v_scale = (1.0 + b) / (1.0 + b * sqrt(1.0 - pos.x*pos.x));
    
        float u = asin( pos.x ) / 3.1415 + 0.5;
        float v = (pos.y * v_scale) * 0.5 + 0.5;
        if ( v < 0.0 || v > 1.0 )
            discard;
    
        vec3 texColor = texture2D( u_texture, vec2(u, v) ).rgb;
        gl_FragColor  = vec4( texColor.rgb, 1.0 );
    }
    

    The combined result: