add panini projection (#288)
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9 changed files with 88 additions and 8 deletions
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@ -236,11 +236,12 @@ typedef enum {
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typedef enum
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{
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PROJ_STANDARD = 0,
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PROJ_STEREOGRAPHIC = 1, //aka panini
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PROJ_STEREOGRAPHIC = 1,
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PROJ_FISHEYE = 2, //standard fisheye
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PROJ_PANORAMA = 3, //for nice panoramas
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PROJ_LAEA = 4, //lambert azimuthal equal-area
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PROJ_EQUIRECTANGULAR = 5 //projects a sphere into 2d. used by vr screenshots.
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PROJ_EQUIRECTANGULAR = 5, //projects a sphere into 2d. used by vr screenshots.
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PROJ_PANINI = 6 //like stereographic, but vertical lines stay straight.
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} qprojection_t;
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typedef struct {
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@ -27,7 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <ctype.h> // for isdigit();
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cvar_t r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic (aka: pannini).\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: Equirectangular");
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cvar_t r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic.\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: equirectangular.\n6: panini.");
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cvar_t ffov = CVARFD("ffov", "", 0, "Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy.");
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#if defined(_WIN32) && !defined(MINIMAL)
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//amusing gimmick / easteregg.
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@ -1783,6 +1783,26 @@ qboolean R_RenderScene_Cubemap(void)
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}
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#endif
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break;
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case PROJ_PANINI:
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shader = R_RegisterShader("postproc_panini", SUF_NONE,
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"{\n"
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"program postproc_panini\n"
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"{\n"
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"map $sourcecube\n"
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"}\n"
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"}\n"
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);
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facemask |= 1<<4; /*front view*/
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if (ffov.value > 70)
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{
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facemask |= (1<<0) | (1<<1); /*side/top*/
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if (ffov.value > 85)
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facemask |= (1<<2) | (1<<3); /*bottom views*/
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if (ffov.value > 300)
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facemask |= 1<<5; /*back view*/
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}
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break;
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}
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//FIXME: we should be able to rotate the view
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@ -6,7 +6,7 @@ VKSDKPATH ?= ~/VulkanSDK/1.1.73.0/x86_64/bin/
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all:
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NAMES= fixedemu fixedemu_flat altwater bloom_blur bloom_filter bloom_final colourtint crepuscular_opaque crepuscular_rays crepuscular_sky depthonly default2d defaultadditivesprite defaultskin defaultsky defaultskybox defaultfill defaultsprite defaultwall defaultwarp defaultgammacb drawflat_wall lpp_depthnorm lpp_light lpp_wall postproc_fisheye postproc_panorama postproc_laea postproc_stereographic postproc_equirectangular fxaa underwaterwarp menutint terrain rtlight
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NAMES= fixedemu fixedemu_flat altwater bloom_blur bloom_filter bloom_final colourtint crepuscular_opaque crepuscular_rays crepuscular_sky depthonly default2d defaultadditivesprite defaultskin defaultsky defaultskybox defaultfill defaultsprite defaultwall defaultwarp defaultgammacb drawflat_wall lpp_depthnorm lpp_light lpp_wall postproc_fisheye postproc_panorama postproc_laea postproc_stereographic postproc_equirectangular postproc_panini fxaa underwaterwarp menutint terrain rtlight
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ALLNAMES+=$(foreach v,$(NAMES),glsl/$v.glsl)
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@ -38,6 +38,7 @@ char shaders[][64] =
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"postproc_laea",
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"postproc_stereographic",
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"postproc_equirectangular",
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"postproc_panini",
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"postproc_ascii",
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"fxaa",
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"underwaterwarp",
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37
engine/shaders/glsl/postproc_panini.glsl
Normal file
37
engine/shaders/glsl/postproc_panini.glsl
Normal file
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@ -0,0 +1,37 @@
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!!cvarf ffov
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!!samps screen:samplerCube=0
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//panini view rendering, for high fovs that are still playable.
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 texcoord;
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uniform float cvar_ffov;
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void main()
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{
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texcoord = v_texcoord.xy;
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//make sure the ffov cvar actually does something meaningful
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texcoord *= cvar_ffov / 90.0;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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varying vec2 texcoord;
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void main()
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{
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vec3 tc;
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vec2 d;
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vec2 ang;
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d = texcoord;
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//compute the 2d->3d projection
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float div = 1.0 + d.x*d.x + d.y*d.y;
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tc.x = 2.0*d.x/div;
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tc.y = -d.y;
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tc.z = -(-1.0 + d.x*d.x + d.y*d.y)/div;
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gl_FragColor = textureCube(s_screen, tc);
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}
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#endif
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@ -21,9 +21,9 @@ void main()
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varying vec2 texcoord;
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void main()
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{
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vec3 tc;
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vec2 d;
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vec2 ang;
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vec3 tc;
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vec2 d;
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vec2 ang;
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d = texcoord;
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//compute the 2d->3d projection
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@ -2687,6 +2687,26 @@ static qboolean VK_R_RenderScene_Cubemap(struct vk_rendertarg *fb)
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}
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#endif
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break;
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case PROJ_PANINI:
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shader = R_RegisterShader("postproc_panini", SUF_NONE,
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"{\n"
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"program postproc_panini\n"
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"{\n"
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"map $sourcecube\n"
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"}\n"
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"}\n"
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);
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facemask |= 1<<4; /*front view*/
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if (ffov.value > 70)
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{
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facemask |= (1<<0) | (1<<1); /*side/top*/
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if (ffov.value > 85)
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facemask |= (1<<2) | (1<<3); /*bottom views*/
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if (ffov.value > 300)
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facemask |= 1<<5; /*back view*/
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}
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break;
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}
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if (!shader || !shader->prog)
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@ -96,11 +96,12 @@ nonstatic void(mitem_desktop desktop) M_Options_Effects =
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)), fl, [0, pos], [0, 8]); pos += 8;
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fr.add(menuitemcombo_spawn(_("View Projection"), "r_projection", '280 8', _(
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"0 \"Standard\" "
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"1 \"Stereographic / Pannini\" "
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"1 \"Stereographic\" "
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"2 \"Fish-Eye\" "
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"3 \"Panoramic\" "
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"4 \"Lambert Azimuthal Equal-Area\" "
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"5 \"Equirectangular\" "
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"6 \"Panini\" "
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)), fl, [0, pos], [0, 8]); pos += 8;
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fr.add(menuitemcombo_spawn(_("View Projection Fov"), "ffov", '280 8', _(
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"90 \"Normal\" "
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