Fix aspect ratio and texture clipping in lens shader

This commit is contained in:
Magnus Norddahl 2016-08-04 15:47:15 +02:00
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(Float, gl_lens_k, -0.15f, 0)
CVAR(Float, gl_lens_kcube, 0.15f, 0)
CVAR(Float, gl_lens_chromatic, 1.2f, 0)
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)
@ -310,12 +310,24 @@ void FGLRenderer::LensDistortScene()
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->BindSceneTexture(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();