Fix aspect ratio and texture clipping in lens shader

This commit is contained in:
Magnus Norddahl 2016-08-04 15:47:15 +02:00
parent 6b9529d70f
commit 6fc7596d52
4 changed files with 28 additions and 9 deletions

View file

@ -98,9 +98,9 @@ CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.15f, 0) CVAR(Float, gl_lens_k, -0.12f, 0)
CVAR(Float, gl_lens_kcube, 0.15f, 0) CVAR(Float, gl_lens_kcube, 0.1f, 0)
CVAR(Float, gl_lens_chromatic, 1.2f, 0) CVAR(Float, gl_lens_chromatic, 1.12f, 0)
EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_contrast)
@ -310,12 +310,24 @@ void FGLRenderer::LensDistortScene()
0.0f 0.0f
}; };
float aspect = mOutputViewport.width / mOutputViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25 + 0.25f;
float sqrt_r2 = sqrt(r2);
float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
float f = MAX(f0, f2);
float scale = 1.0f / f;
mBuffers->BindHudFB(); mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0); mBuffers->BindSceneTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mLensShader->Bind(); mLensShader->Bind();
mLensShader->InputTexture.Set(0); mLensShader->InputTexture.Set(0);
mLensShader->AspectRatio.Set(aspect);
mLensShader->Scale.Set(scale);
mLensShader->LensDistortionCoefficient.Set(k); mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube); mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO(); mVBO->BindVBO();

View file

@ -59,6 +59,8 @@ void FLensShader::Bind()
mShader.Link("shaders/glsl/lensdistortion"); mShader.Link("shaders/glsl/lensdistortion");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
InputTexture.Init(mShader, "InputTexture"); InputTexture.Init(mShader, "InputTexture");
AspectRatio.Init(mShader, "Aspect");
Scale.Init(mShader, "Scale");
LensDistortionCoefficient.Init(mShader, "k"); LensDistortionCoefficient.Init(mShader, "k");
CubicDistortionValue.Init(mShader, "kcube"); CubicDistortionValue.Init(mShader, "kcube");
} }

View file

@ -9,6 +9,8 @@ public:
void Bind(); void Bind();
FBufferedUniform1i InputTexture; FBufferedUniform1i InputTexture;
FBufferedUniform1f AspectRatio;
FBufferedUniform1f Scale;
FBufferedUniform4f LensDistortionCoefficient; FBufferedUniform4f LensDistortionCoefficient;
FBufferedUniform4f CubicDistortionValue; FBufferedUniform4f CubicDistortionValue;

View file

@ -33,18 +33,21 @@ in vec2 TexCoord;
out vec4 FragColor; out vec4 FragColor;
uniform sampler2D InputTexture; uniform sampler2D InputTexture;
uniform vec4 k; // lens distortion coefficient uniform float Aspect; // image width/height
uniform vec4 kcube; // cubic distortion value uniform float Scale; // 1/max(f)
uniform vec4 k; // lens distortion coefficient
uniform vec4 kcube; // cubic distortion value
void main() void main()
{ {
vec2 position = TexCoord - vec2(0.5); vec2 position = (TexCoord - vec2(0.5));
float r2 = dot(position, position); vec2 p = vec2(position.x * Aspect, position.y);
float r2 = dot(p, p);
vec3 f = vec3(1.0) + r2 * (k.rgb + kcube.rgb * sqrt(r2)); vec3 f = vec3(1.0) + r2 * (k.rgb + kcube.rgb * sqrt(r2));
vec3 x = f * position.x + 0.5; vec3 x = f * position.x * Scale + 0.5;
vec3 y = f * position.y + 0.5; vec3 y = f * position.y * Scale + 0.5;
vec3 c; vec3 c;
c.r = texture(InputTexture, vec2(x.r, y.r)).r; c.r = texture(InputTexture, vec2(x.r, y.r)).r;