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Vector curvature correction
- corrected vector curvature on x-axis when screen dims and render target dims differ (there is still a difference on y-axis)
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9ce2864141
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2 changed files with 56 additions and 32 deletions
68
hlsl/post.fx
68
hlsl/post.fx
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@ -66,11 +66,13 @@ bool xor(bool a, bool b)
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform float2 ScreenRatio = float2(1.0f, 3.0f / 4.0f);
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uniform float2 ScreenRatio = float2(1.0f, 3.0f / 4.0f); // normalized screen ratio (defalt ratio of 4:3)
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uniform float2 SourceDims; // size of the texture in power-of-two size
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uniform float2 SourceDims; // size of the texture in power-of-two size
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uniform float2 SourceRect; // size of the uv rectangle
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uniform float2 SourceRect; // size of the uv rectangle
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uniform float2 TargetDims; // size of target
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
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uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
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@ -142,7 +144,7 @@ static const float Epsilon = 1.0e-7f;
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static const float PI = 3.1415927f;
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static const float PI = 3.1415927f;
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static const float E = 2.7182817f;
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static const float E = 2.7182817f;
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static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond–Schneider constant)
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static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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float nextPowerOfTwo(float n)
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float nextPowerOfTwo(float n)
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{
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{
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@ -214,9 +216,13 @@ float RoundBox(float2 p, float2 b, float r)
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float GetRoundCornerFactor(float2 coord, float amount)
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float GetRoundCornerFactor(float2 coord, float amount)
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{
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{
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float2 SourceArea = 1.0f / SourceRect;
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// hint: vector target area is always quadratic
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float2 SourceRes = SourceDims * SourceRect;
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float2 UsedSourceRect = PrepareVector
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float2 SourceRatio = float2(1.0f, SourceRes.y / SourceRes.x);
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? float2(1.0f, 1.0f)
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: SourceRect;
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float2 SourceArea = 1.0f / UsedSourceRect;
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float2 SourceDimsArea = SourceDims * UsedSourceRect;
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float2 SourceRatio = float2(1.0f, SourceDimsArea.y / SourceDimsArea.x);
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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// base on the default ratio of 4:3
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// base on the default ratio of 4:3
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@ -250,24 +256,24 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceArea = 1.0f / SourceRect;
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// hint: vector target area is always quadratic
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float2 HalfSourceRect = SourceRect * 0.5f;
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float2 UsedSourceRect = PrepareVector
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? float2(1.0f, 1.0f)
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: SourceRect;
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float UsedCurvatureAmount = CurvatureAmount * 0.25f; // reduced curvature
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float2 SourceArea = 1.0f / UsedSourceRect;
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float2 DoubleSourceArea = SourceArea * 2.0f;
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float SquareSourceAreaLength = pow(length(SourceArea), 2.0f);
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float2 HalfSourceRect = UsedSourceRect * 0.5f;
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// Screen Curvature
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// Screen Curvature
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float2 CurvatureUnitCoord =
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float2 CurvatureUnitCoord = (Input.TexCoord * DoubleSourceArea) - 1.0f;
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Input.TexCoord
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float2 CurvatureFactor = (1.0 / SquareSourceAreaLength) * UsedCurvatureAmount;
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* SourceArea * 2.0f -
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float2 CurvatureCurve = CurvatureUnitCoord * pow(length(CurvatureUnitCoord), 2.0f) * CurvatureFactor;
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1.0f;
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float2 CurvatureZoom = 1.0f - (DoubleSourceArea * CurvatureFactor);
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float2 CurvatureCurve =
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CurvatureUnitCoord
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// todo: vector cuverture requires a correction on y-axis if screen and target size differ and y > x
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* pow(length(CurvatureUnitCoord), 2.0f)
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/ pow(length(SourceArea), 2.0f)
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* CurvatureAmount * 0.25f; // reduced curvature
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float2 CurvatureZoom =
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1.0f -
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SourceArea * 2.0f
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/ pow(length(SourceArea), 2.0f)
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* CurvatureAmount * 0.25f; // reduced curvature
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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ScreenCoord -= HalfSourceRect;
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ScreenCoord -= HalfSourceRect;
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@ -280,11 +286,26 @@ float4 ps_main(PS_INPUT Input) : COLOR
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BaseCoord *= CurvatureZoom; // zoom
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BaseCoord *= CurvatureZoom; // zoom
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BaseCoord += HalfSourceRect;
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BaseCoord += HalfSourceRect;
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BaseCoord += CurvatureCurve; // distortion
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BaseCoord += CurvatureCurve; // distortion
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float2 CurvatureCorrection = 1.0f;
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// vector cuverture correction
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if (PrepareVector)
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{
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float ScreenRatio = ScreenDims.x / ScreenDims.y;
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float TargetRatio = TargetDims.x / TargetDims.y;
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// hint: vector cuverture requires a correction on the x-axis by the amount that screen and target size differ
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CurvatureCorrection.x +=
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(ScreenRatio / TargetRatio - 1.0f)
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* (1.0f + SquareSourceAreaLength * UsedCurvatureAmount);
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}
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// the floowing coordinates are used for effects
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float2 BaseCoordCentered = Input.TexCoord;
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float2 BaseCoordCentered = Input.TexCoord;
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BaseCoordCentered -= HalfSourceRect;
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BaseCoordCentered -= HalfSourceRect;
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BaseCoordCentered *= CurvatureZoom; // zoom
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BaseCoordCentered *= CurvatureZoom * CurvatureCorrection; // zoom
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BaseCoordCentered += CurvatureCurve; // distortion
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BaseCoordCentered += CurvatureCurve * CurvatureCorrection; // distortion
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float2 BaseAreaCoord = BaseCoord;
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float2 BaseAreaCoord = BaseCoord;
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BaseAreaCoord *= SourceArea;
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BaseAreaCoord *= SourceArea;
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@ -304,6 +325,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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BaseColor.a = 1.0f;
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// BaseColor.rgb = 1.0f;
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// Vignetting Simulation (may affect bloom)
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// Vignetting Simulation (may affect bloom)
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float2 VignetteCoord = BaseAreaCoordCentered;
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float2 VignetteCoord = BaseAreaCoordCentered;
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@ -1446,6 +1446,9 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
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float prescale[2] = {
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float prescale[2] = {
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prepare_vector ? 1.0f : (float)hlsl_prescale_x,
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prepare_vector ? 1.0f : (float)hlsl_prescale_x,
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prepare_vector ? 1.0f : (float)hlsl_prescale_y };
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prepare_vector ? 1.0f : (float)hlsl_prescale_y };
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float target_dims[2] = {
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poly->get_prim_width(),
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poly->get_prim_height() };
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bool orientation_swap_xy =
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bool orientation_swap_xy =
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(d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
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(d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
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bool rotation_swap_xy =
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bool rotation_swap_xy =
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@ -1458,24 +1461,23 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
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curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]);
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curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]);
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curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset);
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curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset);
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curr_effect->set_vector("Prescale", 2, prescale);
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curr_effect->set_vector("Prescale", 2, prescale);
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curr_effect->set_vector("TargetDims", 2, target_dims);
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curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy);
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curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy);
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curr_effect->set_bool("RotationSwapXY", rotation_swap_xy);
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curr_effect->set_bool("RotationSwapXY", rotation_swap_xy);
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curr_effect->set_bool("PrepareBloom", prepare_bloom);
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curr_effect->set_bool("PrepareBloom", prepare_bloom);
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curr_effect->set_bool("PrepareVector", prepare_vector);
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if (prepare_vector)
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if (prepare_vector)
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{
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{
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int source_width = d3d->get_width();
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int texture_width = 0;
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int source_height = d3d->get_height();
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int texture_height = 0;
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int target_width = 0;
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int target_height = 0;
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texture_info::compute_size_subroutine(d3d->get_texture_manager(), source_width, source_height, &target_width, &target_height);
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texture_info::compute_size_subroutine(d3d->get_texture_manager(), (int)target_dims[0], (int)target_dims[1], &texture_width, &texture_height);
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// todo: fix fullscreen
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float source_dims[2] = { (float)texture_width, (float)texture_height };
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float source_dims[2] = { (float)target_width, (float)source_height };
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float source_rect[2] = { target_dims[0] / texture_width , target_dims[1] / texture_height };
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float source_rect[2] = { 1.0f, 1.0f };
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curr_effect->set_bool("PrepareVector", prepare_vector);
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// override uniforms
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curr_effect->set_vector("SourceDims", 2, source_dims);
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curr_effect->set_vector("SourceDims", 2, source_dims);
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curr_effect->set_vector("SourceRect", 2, source_rect);
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curr_effect->set_vector("SourceRect", 2, source_rect);
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}
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}
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