This commit is contained in:
Christoph Oelckers 2016-08-05 00:58:14 +02:00
commit 13527fdd0a
15 changed files with 338 additions and 74 deletions

View file

@ -1110,6 +1110,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/shaders/gl_tonemapshader.cpp
gl/shaders/gl_lensshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_menu.cpp

View file

@ -68,6 +68,7 @@
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
//==========================================================================
@ -95,6 +96,12 @@ CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
self = 7;
}
CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.12f, 0)
CVAR(Float, gl_lens_kcube, 0.1f, 0)
CVAR(Float, gl_lens_chromatic, 1.12f, 0)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
@ -143,7 +150,7 @@ void FGLRenderer::BloomScene()
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindSceneTexture(0);
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomExtractShader->Bind();
@ -188,7 +195,7 @@ void FGLRenderer::BloomScene()
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindSceneTextureFB();
mBuffers->BindCurrentFB();
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
@ -242,13 +249,91 @@ void FGLRenderer::TonemapScene()
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::LensDistortScene()
{
if (gl_lens == 0)
return;
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
float k[4] =
{
gl_lens_k,
gl_lens_k * gl_lens_chromatic,
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float kcube[4] =
{
gl_lens_kcube,
gl_lens_kcube * gl_lens_chromatic,
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
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->BindNextFB();
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mLensShader->Bind();
mLensShader->InputTexture.Set(0);
mLensShader->AspectRatio.Set(aspect);
mLensShader->Scale.Set(scale);
mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
@ -356,7 +441,9 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindHudTexture(0);
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mVBO->BindVBO();
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());

View file

@ -76,25 +76,26 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
ClearHud();
ClearPipeline();
ClearBloom();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneTextureFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneTexture);
}
void FGLRenderBuffers::ClearHud()
void FGLRenderBuffers::ClearPipeline()
{
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
for (int i = 0; i < NumPipelineTextures; i++)
{
DeleteFrameBuffer(mPipelineFB[i]);
DeleteTexture(mPipelineTexture[i]);
}
}
void FGLRenderBuffers::ClearBloom()
@ -149,8 +150,8 @@ void FGLRenderBuffers::Setup(int width, int height)
}
else if (width > mWidth || height > mHeight)
{
CreatePipeline(width, height);
CreateScene(width, height, samples);
CreateHud(width, height);
CreateBloom(width, height);
mWidth = width;
mHeight = height;
@ -173,9 +174,6 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
ClearScene();
mSceneTexture = Create2DTexture(GetHdrFormat(), width, height);
mSceneTextureFB = CreateFrameBuffer(mSceneTexture);
if (samples > 1)
mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
@ -183,26 +181,30 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepth, mSceneStencil, samples > 1);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepth, mSceneStencil, samples > 1);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepthStencil, samples > 1);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
}
//==========================================================================
//
// Creates the post-tonemapping-step buffers
// Creates the buffers needed for post processing steps
//
//==========================================================================
void FGLRenderBuffers::CreateHud(int width, int height)
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
ClearHud();
mHudTexture = Create2DTexture(GetHdrFormat(), width, height);
mHudFB = CreateFrameBuffer(mHudTexture);
ClearPipeline();
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture(GetHdrFormat(), width, height);
mPipelineFB[i] = CreateFrameBuffer(mPipelineTexture[i]);
}
}
//==========================================================================
@ -392,11 +394,13 @@ void FGLRenderBuffers::CheckFrameBufferCompleteness()
void FGLRenderBuffers::BlitSceneToTexture()
{
mCurrentPipelineTexture = 0;
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mSceneTextureFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
@ -415,27 +419,48 @@ void FGLRenderBuffers::BindSceneFB()
//==========================================================================
//
// Makes the scene texture frame buffer active (final 2D texture only)
// Binds the current scene/effect/hud texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneTextureFB()
void FGLRenderBuffers::BindCurrentTexture(int index)
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mPipelineFB[mCurrentPipelineTexture]);
}
//==========================================================================
//
// Makes the 2D/HUD frame buffer active
// Makes the frame buffer for the current texture active
//
//==========================================================================
void FGLRenderBuffers::BindHudFB()
void FGLRenderBuffers::BindCurrentFB()
{
if (gl_tonemap != 0)
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
else
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
}
//==========================================================================
//
// Makes the frame buffer for the next texture active
//
//==========================================================================
void FGLRenderBuffers::BindNextFB()
{
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]);
}
//==========================================================================
//
// Next pipeline texture now contains the output
//
//==========================================================================
void FGLRenderBuffers::NextTexture()
{
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
}
//==========================================================================
@ -449,33 +474,6 @@ void FGLRenderBuffers::BindOutputFB()
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
}
//==========================================================================
//
// Binds the scene frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Binds the 2D/HUD frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindHudTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (gl_tonemap != 0)
glBindTexture(GL_TEXTURE_2D, mHudTexture);
else
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used

View file

@ -21,13 +21,16 @@ public:
~FGLRenderBuffers();
void Setup(int width, int height);
void BlitSceneToTexture();
void BindSceneFB();
void BindSceneTextureFB();
void BindHudFB();
void BlitSceneToTexture();
void BindCurrentTexture(int index);
void BindCurrentFB();
void BindNextFB();
void NextTexture();
void BindOutputFB();
void BindSceneTexture(int index);
void BindHudTexture(int index);
enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
@ -39,10 +42,10 @@ public:
private:
void ClearScene();
void ClearHud();
void ClearPipeline();
void ClearBloom();
void CreateScene(int width, int height, int samples);
void CreateHud(int width, int height);
void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
GLuint Create2DTexture(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int width, int height);
@ -62,15 +65,21 @@ private:
int mHeight = 0;
int mSamples = 0;
GLuint mSceneTexture = 0;
static const int NumPipelineTextures = 2;
int mCurrentPipelineTexture = 0;
// Buffers for the scene
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFB = 0;
GLuint mSceneTextureFB = 0;
GLuint mHudTexture = 0;
GLuint mHudFB = 0;
// Effect/HUD buffers
GLuint mPipelineTexture[NumPipelineTextures];
GLuint mPipelineFB[NumPipelineTextures];
// Back buffer frame buffer
GLuint mOutputFB = 0;
};

View file

@ -65,6 +65,7 @@
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -117,6 +118,7 @@ void FGLRenderer::Initialize()
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mLensShader = new FLensShader();
mPresentShader = new FPresentShader();
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -171,6 +173,7 @@ FGLRenderer::~FGLRenderer()
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
if (mLensShader) delete mLensShader;
}
//==========================================================================
@ -248,7 +251,7 @@ void FGLRenderer::Begin2D()
if (mDrawingScene2D)
mBuffers->BindSceneFB();
else
mBuffers->BindHudFB();
mBuffers->BindCurrentFB();
}
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);

View file

@ -23,6 +23,7 @@ class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FTonemapShader;
class FLensShader;
class FPresentShader;
inline float DEG2RAD(float deg)
@ -90,6 +91,7 @@ public:
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FLensShader *mLensShader;
FPresentShader *mPresentShader;
FTexture *gllight;
@ -160,6 +162,7 @@ public:
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void TonemapScene();
void LensDistortScene();
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
void Flush() { CopyToBackbuffer(nullptr, true); }

View file

@ -864,6 +864,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
LensDistortScene();
}
mDrawingScene2D = false;
eye->TearDown();

View file

@ -0,0 +1,68 @@
/*
** gl_lensshader.cpp
** Lens distortion with chromatic aberration shader
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_lensshader.h"
void FLensShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/lensdistortion.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/lensdistortion");
mShader.SetAttribLocation(0, "PositionInProjection");
InputTexture.Init(mShader, "InputTexture");
AspectRatio.Init(mShader, "Aspect");
Scale.Init(mShader, "Scale");
LensDistortionCoefficient.Init(mShader, "k");
CubicDistortionValue.Init(mShader, "kcube");
}
mShader.Bind();
}

View file

@ -0,0 +1,21 @@
#ifndef __GL_LENSSHADER_H
#define __GL_LENSSHADER_H
#include "gl_shaderprogram.h"
class FLensShader
{
public:
void Bind();
FBufferedUniform1i InputTexture;
FBufferedUniform1f AspectRatio;
FBufferedUniform1f Scale;
FBufferedUniform4f LensDistortionCoefficient;
FBufferedUniform4f CubicDistortionValue;
private:
FShaderProgram mShader;
};
#endif

View file

@ -49,5 +49,9 @@ EXTERN_CVAR(Float, gl_bloom_amount)
EXTERN_CVAR(Int, gl_bloom_kernel_size)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Float, gl_exposure)
EXTERN_CVAR(Bool, gl_lens)
EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic)
#endif // _GL_INTERN_H

View file

@ -158,7 +158,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindHudFB();
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
}
else
@ -193,7 +193,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
wipeendscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsEnabled())
GLRenderer->mBuffers->BindHudFB();
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -232,7 +232,7 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindHudFB();
GLRenderer->mBuffers->BindCurrentFB();
const auto &bounds = GLRenderer->mScreenViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
}

View file

@ -2621,6 +2621,7 @@ GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
GLPREFMNU_MULTISAMPLE = "Multisample";
GLPREFMNU_TONEMAP = "Tonemap Mode";
GLPREFMNU_BLOOM = "Bloom effect";
GLPREFMNU_LENS = "Lens distortion effect";
// Option Values
OPTVAL_SMART = "Smart";

View file

@ -220,4 +220,5 @@ OptionMenu "GLPrefOptions"
Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample"
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
}

View file

@ -0,0 +1,58 @@
/*
Original Lens Distortion Algorithm from SSontech
http://www.ssontech.com/content/lensalg.htm
If (u,v) are the coordinates of a feature in the undistorted perfect
image plane, then (u', v') are the coordinates of the feature on the
distorted image plate, ie the scanned or captured image from the
camera. The distortion occurs radially away from the image center,
with correction for the image aspect ratio (image_aspect = physical
image width/height), as follows:
r2 = image_aspect*image_aspect*u*u + v*v
f = 1 + r2*(k + kcube*sqrt(r2))
u' = f*u
v' = f*v
The constant k is the distortion coefficient that appears on the lens
panel and through Sizzle. It is generally a small positive or negative
number under 1%. The constant kcube is the cubic distortion value found
on the image preprocessor's lens panel: it can be used to undistort or
redistort images, but it does not affect or get computed by the solver.
When no cubic distortion is needed, neither is the square root, saving
time.
Chromatic Aberration example,
using red distord channel with green and blue undistord channel:
k = vec3(-0.15, 0.0, 0.0);
kcube = vec3(0.15, 0.0, 0.0);
*/
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float Aspect; // image width/height
uniform float Scale; // 1/max(f)
uniform vec4 k; // lens distortion coefficient
uniform vec4 kcube; // cubic distortion value
void main()
{
vec2 position = (TexCoord - vec2(0.5));
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 x = f * position.x * Scale + 0.5;
vec3 y = f * position.y * Scale + 0.5;
vec3 c;
c.r = texture(InputTexture, vec2(x.r, y.r)).r;
c.g = texture(InputTexture, vec2(x.g, y.g)).g;
c.b = texture(InputTexture, vec2(x.b, y.b)).b;
FragColor = vec4(c, 1.0);
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}