# Projection Mapping Reference Multi-window output, surface mapping, edge blending, and projector calibration patterns for installation/event work. For HUD layouts and on-screen panel grids, see `layout-compositor.md`. For wireframe/test-pattern generation, see `operator-tips.md`. --- ## Window COMP — Output to a Display The `windowCOMP` is how TD pushes pixels to a real display. ```python win = root.create(windowCOMP, 'output_window') win.par.winop = '/project1/final_out' # path to the TOP being displayed win.par.winw = 1920 win.par.winh = 1080 win.par.winoffsetx = 0 # screen-space offset win.par.winoffsety = 0 win.par.borders = False # no chrome win.par.alwaysontop = True win.par.cursor = False # hide cursor in fullscreen win.par.justify = 'fillaspect' # 'fill' | 'fitaspect' | 'fillaspect' | 'native' win.par.winopen.pulse() # OPEN the window ``` To target a specific physical display, set `par.location`: ```python win.par.location = 'secondary' # 'primary' | 'secondary' | 'monitor1' | 'monitor2' | ... ``` Or set absolute coordinates using `winoffsetx/y` matched to your OS display layout. **Always pulse `winopen` — setting params alone doesn't open the window.** --- ## Multi-Window Output For multi-projector or multi-display setups, create one `windowCOMP` per output, each pointing at a different TOP. ```python for i, screen_top in enumerate(['out_left', 'out_center', 'out_right']): w = root.create(windowCOMP, f'win_{i}') w.par.winop = f'/project1/{screen_top}' w.par.winw = 1920; w.par.winh = 1080 w.par.winoffsetx = i * 1920 w.par.winoffsety = 0 w.par.borders = False w.par.alwaysontop = True w.par.cursor = False w.par.winopen.pulse() ``` For ultra-wide single-output spans, use ONE windowCOMP at e.g. 5760×1080 spanning three projectors via the GPU's mosaic/spanning mode (Nvidia Mosaic, AMD Eyefinity), then split content via `cropTOP` per screen inside TD. --- ## 4-Point Corner Pin (Quad Warp) The simplest projection mapping primitive — warping a rectangle onto a quadrilateral. ```python # Source content src = op('/project1/scene_out') # Manual: cornerPinTOP (TD has this built-in) cp = root.create(cornerPinTOP, 'corner_pin') cp.par.tlx = 0.05; cp.par.tly = 0.10 # top-left (normalized 0-1) cp.par.trx = 0.95; cp.par.try = 0.08 # top-right cp.par.brx = 0.93; cp.par.bry = 0.92 # bottom-right cp.par.blx = 0.07; cp.par.bly = 0.94 # bottom-left cp.inputConnectors[0].connect(src) ``` Alternative: use a `geometryCOMP` with a `gridSOP` and bend the verts in vertex GLSL. More flexible (curved surfaces) but more setup. Verify TD 2025.32 param names with `td_get_par_info(op_type='cornerPinTOP')`. --- ## Bezier / Mesh Warp (Curved Surfaces) For non-flat surfaces (domes, columns, curved walls), use a subdivided mesh and per-vertex displacement. ### Pattern: Grid Mesh + GLSL Displacement ```python # Subdivided grid in a geo geo = root.create(geometryCOMP, 'warp_geo') grid = geo.create(gridSOP, 'warp_grid') grid.par.rows = 32 # higher = smoother curve grid.par.cols = 32 grid.par.sizex = 2; grid.par.sizey = 2 # Texture the source onto it mat = root.create(constMAT, 'warp_mat') # use constMAT for unlit projection mat.par.maptop = '/project1/scene_out' # source TOP geo.par.material = mat.path # Render to a TOP that goes to the projector window cam = root.create(cameraCOMP, 'cam_proj') cam.par.tz = 4 render = root.create(renderTOP, 'projection_out') render.par.camera = cam.path render.par.geometry = geo.path render.par.outputresolution = 'custom' render.par.resolutionw = 1920; render.par.resolutionh = 1080 ``` For per-vertex offsets, write a vertex GLSL on the constMAT (or use `glslMAT`) and read displacement values from a CHOP via uniform. Calibration is iterative: render a checkerboard from `scene_out`, project it, photograph the projection, manually nudge corner/grid points until aligned. --- ## Edge Blending (Multi-Projector Overlap) When two projectors overlap, the overlap region is twice as bright. Blend by ramping each projector's edge alpha to 0 across the overlap zone. ### GLSL Edge Blend Shader Per-projector output pass that fades the inside edge to black: ```glsl // edge_blend_pixel.glsl out vec4 fragColor; uniform float uBlendLeft; // overlap width on left edge (0-0.5, 0=no blend) uniform float uBlendRight; uniform float uGamma; // typically 2.2 — perceptual ramp void main() { vec2 uv = vUV.st; vec4 col = texture(sTD2DInputs[0], uv); float aL = (uBlendLeft > 0.0) ? smoothstep(0.0, uBlendLeft, uv.x) : 1.0; float aR = (uBlendRight > 0.0) ? smoothstep(0.0, uBlendRight, 1.0 - uv.x) : 1.0; float a = pow(aL * aR, uGamma); fragColor = TDOutputSwizzle(vec4(col.rgb * a, 1.0)); } ``` Apply this to each overlap-touching projector's output. Tune `uBlendLeft` / `uBlendRight` to match your physical overlap. For top/bottom blends or cylindrical setups, extend the shader with `uBlendTop` / `uBlendBottom`. --- ## Calibration Patterns Useful test patterns for aligning projectors. Build a `switchTOP` selecting one of these, route to all projector windows during setup. ```python # Solid white — for brightness/uniformity check white = root.create(constantTOP, 'cal_white') white.par.colorr = 1.0; white.par.colorg = 1.0; white.par.colorb = 1.0 # Centered crosshair — for keystone alignment gridcross = root.create(textTOP, 'cal_cross') gridcross.par.text = '+' gridcross.par.fontsizex = 200 # Fine grid — for warp/mesh alignment (use rampTOP + math + threshold, or build via GLSL) # Color bars for projector color calibration bars = root.create(rampTOP, 'cal_bars') bars.par.type = 'horizontal' ``` Or use the bundled `testpatternTOP` if your TD version includes it. --- ## Projection Audit Workflow When debugging a multi-screen setup: 1. Render a unique color and label per output (`textTOP` saying "LEFT", "CENTER", "RIGHT"). 2. Check that each window is sourcing the correct path: `td_get_operator_info(path='/project1/win_0')`. 3. Verify display assignment: walk to each projector and confirm visually. 4. Check resolution: physical projector native res vs. TD output res — mismatches cause scaling artifacts. 5. Cook flag: `td_get_perf` — if a window's source TOP isn't cooking, the projector shows last frame frozen. --- ## Pitfalls 1. **Window won't open** — you forgot `winopen.pulse()`. Setting params alone doesn't open it. 2. **Wrong display** — `par.location='secondary'` depends on OS display order. Set `winoffsetx/y` to absolute coords as a more reliable override. 3. **Cursor visible** — set `par.cursor = False` BEFORE opening, or close+reopen. 4. **Black projection** — usually a cooking issue. Verify `final_out` TOP is cooking via `td_get_perf`. Check `td_get_errors` recursively from `/`. 5. **Tearing / vsync** — `windowCOMP` honors `par.vsync`. For projection always set `vsync='vsync'` (default). Tearing means GPU is over-budget — reduce render resolution. 6. **Aspect mismatch** — projector native is often 1920×1200 (16:10) not 1080. Use `justify='fitaspect'` or render at native projector res. 7. **Non-Commercial license** — caps total resolution at 1280×1280. For real installation work you need Commercial. Pro license adds 4K+. 8. **Multiple monitors on macOS** — `windowCOMP` honors macOS Spaces. Disable Spaces or pin TD to a specific display in System Settings before showtime. --- ## Quick Recipes | Goal | Approach | |---|---| | Single fullscreen output | One `windowCOMP`, `justify='fillaspect'`, `winopen.pulse()` | | 3-projector wide span | 3 `windowCOMP` + per-output `cropTOP` from one wide source | | Single quad surface | `cornerPinTOP` → `windowCOMP` | | Curved/dome | Subdivided gridSOP with vertex GLSL → `renderTOP` → `windowCOMP` | | Edge blend overlap | GLSL fade shader per projector → `windowCOMP` | | Calibration mode | `switchTOP` between scene and test patterns, hot-key triggered |