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https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
Added lens distortion shader
This commit is contained in:
parent
43e577ce79
commit
6b9529d70f
11 changed files with 236 additions and 2 deletions
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@ -1110,6 +1110,7 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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gl/shaders/gl_lensshader.cpp
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gl/system/gl_interface.cpp
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gl/system/gl_framebuffer.cpp
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gl/system/gl_menu.cpp
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@ -68,6 +68,7 @@
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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//==========================================================================
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@ -95,6 +96,12 @@ CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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self = 7;
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}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.15f, 0)
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CVAR(Float, gl_lens_kcube, 0.15f, 0)
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CVAR(Float, gl_lens_chromatic, 1.2f, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -260,6 +267,70 @@ void FGLRenderer::TonemapScene()
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glActiveTexture(activeTex);
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}
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//-----------------------------------------------------------------------------
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//
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// Apply lens distortion and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::LensDistortScene()
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{
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if (gl_lens == 0)
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return;
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GLint activeTex, textureBinding, samplerBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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GLboolean blendEnabled, scissorEnabled;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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float k[4] =
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{
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gl_lens_k,
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gl_lens_k * gl_lens_chromatic,
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gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float kcube[4] =
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{
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gl_lens_kcube,
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gl_lens_kcube * gl_lens_chromatic,
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gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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mBuffers->BindHudFB();
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mBuffers->BindSceneTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mLensShader->Bind();
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mLensShader->InputTexture.Set(0);
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mLensShader->LensDistortionCoefficient.Set(k);
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mLensShader->CubicDistortionValue.Set(kcube);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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if (blendEnabled)
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glEnable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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@ -357,6 +428,8 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mBuffers->BindHudTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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@ -432,7 +432,7 @@ void FGLRenderBuffers::BindSceneTextureFB()
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void FGLRenderBuffers::BindHudFB()
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{
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if (gl_tonemap != 0)
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if (gl_tonemap != 0 || gl_lens)
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glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
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@ -470,7 +470,7 @@ void FGLRenderBuffers::BindSceneTexture(int index)
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void FGLRenderBuffers::BindHudTexture(int index)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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if (gl_tonemap != 0)
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if (gl_tonemap != 0 || gl_lens)
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glBindTexture(GL_TEXTURE_2D, mHudTexture);
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else
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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@ -65,6 +65,7 @@
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -117,6 +118,7 @@ void FGLRenderer::Initialize()
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mBloomCombineShader = new FBloomCombineShader();
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mBlurShader = new FBlurShader();
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mTonemapShader = new FTonemapShader();
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mLensShader = new FLensShader();
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mPresentShader = new FPresentShader();
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// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -171,6 +173,7 @@ FGLRenderer::~FGLRenderer()
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if (mBloomCombineShader) delete mBloomCombineShader;
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if (mBlurShader) delete mBlurShader;
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if (mTonemapShader) delete mTonemapShader;
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if (mLensShader) delete mLensShader;
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}
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//==========================================================================
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@ -23,6 +23,7 @@ class FBloomExtractShader;
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class FBloomCombineShader;
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class FBlurShader;
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class FTonemapShader;
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class FLensShader;
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class FPresentShader;
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inline float DEG2RAD(float deg)
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@ -90,6 +91,7 @@ public:
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FBloomCombineShader *mBloomCombineShader;
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FBlurShader *mBlurShader;
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FTonemapShader *mTonemapShader;
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FLensShader *mLensShader;
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FPresentShader *mPresentShader;
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FTexture *gllight;
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@ -160,6 +162,7 @@ public:
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void EndDrawScene(sector_t * viewsector);
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void BloomScene();
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void TonemapScene();
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void LensDistortScene();
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void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void Flush() { CopyToBackbuffer(nullptr, true); }
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@ -864,6 +864,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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BloomScene();
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TonemapScene();
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LensDistortScene();
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}
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mDrawingScene2D = false;
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eye->TearDown();
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66
src/gl/shaders/gl_lensshader.cpp
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66
src/gl/shaders/gl_lensshader.cpp
Normal file
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@ -0,0 +1,66 @@
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/*
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** gl_lensshader.cpp
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** Lens distortion with chromatic aberration shader
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_lensshader.h"
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void FLensShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/lensdistortion.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/lensdistortion");
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mShader.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(mShader, "InputTexture");
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LensDistortionCoefficient.Init(mShader, "k");
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CubicDistortionValue.Init(mShader, "kcube");
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}
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mShader.Bind();
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}
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19
src/gl/shaders/gl_lensshader.h
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19
src/gl/shaders/gl_lensshader.h
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#ifndef __GL_LENSSHADER_H
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#define __GL_LENSSHADER_H
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#include "gl_shaderprogram.h"
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class FLensShader
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{
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public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniform4f LensDistortionCoefficient;
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FBufferedUniform4f CubicDistortionValue;
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private:
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FShaderProgram mShader;
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};
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#endif
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@ -49,5 +49,9 @@ EXTERN_CVAR(Float, gl_bloom_amount)
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EXTERN_CVAR(Int, gl_bloom_kernel_size)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Float, gl_exposure)
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EXTERN_CVAR(Bool, gl_lens)
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EXTERN_CVAR(Float, gl_lens_k)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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#endif // _GL_INTERN_H
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55
wadsrc/static/shaders/glsl/lensdistortion.fp
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55
wadsrc/static/shaders/glsl/lensdistortion.fp
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/*
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Original Lens Distortion Algorithm from SSontech
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http://www.ssontech.com/content/lensalg.htm
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If (u,v) are the coordinates of a feature in the undistorted perfect
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image plane, then (u', v') are the coordinates of the feature on the
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distorted image plate, ie the scanned or captured image from the
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camera. The distortion occurs radially away from the image center,
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with correction for the image aspect ratio (image_aspect = physical
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image width/height), as follows:
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r2 = image_aspect*image_aspect*u*u + v*v
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f = 1 + r2*(k + kcube*sqrt(r2))
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u' = f*u
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v' = f*v
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The constant k is the distortion coefficient that appears on the lens
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panel and through Sizzle. It is generally a small positive or negative
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number under 1%. The constant kcube is the cubic distortion value found
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on the image preprocessor's lens panel: it can be used to undistort or
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redistort images, but it does not affect or get computed by the solver.
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When no cubic distortion is needed, neither is the square root, saving
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time.
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Chromatic Aberration example,
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using red distord channel with green and blue undistord channel:
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k = vec3(-0.15, 0.0, 0.0);
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kcube = vec3(0.15, 0.0, 0.0);
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*/
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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uniform vec4 k; // lens distortion coefficient
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uniform vec4 kcube; // cubic distortion value
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void main()
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{
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vec2 position = TexCoord - vec2(0.5);
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float r2 = dot(position, position);
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vec3 f = vec3(1.0) + r2 * (k.rgb + kcube.rgb * sqrt(r2));
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vec3 x = f * position.x + 0.5;
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vec3 y = f * position.y + 0.5;
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vec3 c;
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c.r = texture(InputTexture, vec2(x.r, y.r)).r;
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c.g = texture(InputTexture, vec2(x.g, y.g)).g;
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c.b = texture(InputTexture, vec2(x.b, y.b)).b;
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FragColor = vec4(c, 1.0);
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}
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9
wadsrc/static/shaders/glsl/lensdistortion.vp
Normal file
9
wadsrc/static/shaders/glsl/lensdistortion.vp
Normal file
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in vec4 PositionInProjection;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = PositionInProjection;
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TexCoord = PositionInProjection.xy * 0.5 + 0.5;
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}
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