Add handling for camera intrinsics

This commit is contained in:
Georg Hagen
2024-07-07 16:53:48 +02:00
parent 5b2a2bbf72
commit aabc24616d
18 changed files with 447 additions and 213 deletions

View File

@@ -17,6 +17,13 @@ layout(set = 1, binding = 0) uniform CameraData
float pixelScaleFactor;
} cam;
layout(set = 2, binding = 0) uniform RealCameraData
{
mat3 intrinsic;
int width;
int height;
} realCam;
layout(location = 0) out vec2 textureCoordinates;
const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
@@ -28,20 +35,24 @@ const vec2 TEX_COORDS[4] = vec2[] (
vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
);
float realFov = 53; //TODO
float realScale = tan(radians(realFov * 0.5)) * 2;
float realAspect = 1.33333333;
void main() {
vec4 position = PLANE[gl_VertexIndex];
// Calculate the scaling factors for width and height
float width = realCam.width;
float realScale = realCam.intrinsic[0][0] / width;
float realAspect = width / realCam.height;
float scaleX = realScale / cam.scaleFactor;
float scaleY = cam.aspect / realAspect * scaleX;
// Scale the quad's position
position.xy *= vec2(scaleX, scaleY);
// Handle center
vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
centerOffset -= 0.5;
position.xy += centerOffset;
gl_Position = position;
textureCoordinates = TEX_COORDS[gl_VertexIndex];
}