- Uniform buffers for lens shader

This commit is contained in:
Magnus Norddahl 2018-06-11 20:58:20 +02:00
parent 763c5c9769
commit d22fb24e28
4 changed files with 33 additions and 17 deletions

View file

@ -582,10 +582,11 @@ void FGLRenderer::LensDistortScene()
mBuffers->BindCurrentTexture(0, GL_LINEAR);
mLensShader->Bind();
mLensShader->InputTexture.Set(0);
mLensShader->AspectRatio.Set(aspect);
mLensShader->Scale.Set(scale);
mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube);
mLensShader->Uniforms->AspectRatio = aspect;
mLensShader->Uniforms->Scale = scale;
mLensShader->Uniforms->LensDistortionCoefficient = k;
mLensShader->Uniforms->CubicDistortionValue = kcube;
mLensShader->Uniforms.Set();
RenderScreenQuad();
mBuffers->NextTexture();

View file

@ -33,16 +33,15 @@ void FLensShader::Bind()
{
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", prolog, 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");
Uniforms.Init(mShader);
}
mShader.Bind();
}

View file

@ -9,10 +9,30 @@ public:
void Bind();
FBufferedUniformSampler InputTexture;
FBufferedUniform1f AspectRatio;
FBufferedUniform1f Scale;
FBufferedUniform4f LensDistortionCoefficient;
FBufferedUniform4f CubicDistortionValue;
struct UniformBlock
{
float AspectRatio;
float Scale;
float Padding0, Padding1;
FVector4 LensDistortionCoefficient;
FVector4 CubicDistortionValue;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "Aspect", UniformType::Float, offsetof(UniformBlock, AspectRatio) },
{ "Scale", UniformType::Float, offsetof(UniformBlock, Scale) },
{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
{ "k", UniformType::Vec4, offsetof(UniformBlock, LensDistortionCoefficient) },
{ "kcube", UniformType::Vec4, offsetof(UniformBlock, CubicDistortionValue) }
};
}
};
ShaderUniforms<UniformBlock> Uniforms;
private:
FShaderProgram mShader;

View file

@ -33,10 +33,6 @@ 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()
{