Code/Components/PostProcessing/CCSLensDistortion.cs
using Sandbox;
using System;
/// <summary>
/// Realistic Camera Lens Distortion.
/// </summary>
[Title( "Lens Distortion" )]
[Category( "Post Processing" )]
[Icon( "panorama_photosphere_select" )]
//future todo: create other shader which takes texture input of a dudv map (flowmap) or something else so you can
//input real life lens distortion profiles(?) and other shapes for cool screen effects.
public sealed class CCSLensDistortion : Component, Component.ExecuteInEditor
{
/// <summary>
/// Amount of Barrel (outward bending) Lens Distortion
/// </summary>
[Property, Title("Barrel Distortion"),Range( 0, 0.5f, 0, true)] // step 0 and clamp true
public float dBarrel { get; set; } = 0.0f;
/// <summary>
/// Amount of Pincushion (inward bending) Lens Distortion
/// </summary>
[Property, Title("Pincushion Distortion"), Range( 0, 0.5f, 0, true )]
public float dPin { get; set; } = 0.0f;
/// <summary>
/// Zoom in on the image to hide repeating effect. Non-circular max barrel distortion requires only 200% (2X crop) while Circular max requires 420% to fully hide the edges.
/// </summary>
[Property, Title("Crop"), Range( 100.0f, 420.0f, 0, true )]
public float CropIn { get; set; } = 1.0f;
/// <summary>
/// Smooth the resulting image (makes it less pixelated and stretches the edges instead of displaying red).
/// </summary>
[Property, Title("Smooth"), Range( 100.0f, 200.0f, 0, true )]
public bool Filter { get; set; }
/// <summary>
/// Forces the distortion to be perfectly circular. This more closely simulates non anamorphic lenses but requires more crop.
/// </summary>
[Property, Title("Circularize"), Range( 100.0f, 200.0f, 0, true )]
public bool dCircle { get; set; }
/// <summary>
/// Uses the built-in sbox panini perspective mode, which maintains vertical lines in wide images. In this mode barrel and pin sliders become the strength of the effect. Not a lens-effect but interesting.
/// </summary>
[Property, Title("Panini"), Range( 100.0f, 200.0f, 0, true )]
public bool dPanini { get; set; }
IDisposable renderHook;
// protected override void OnUpdate()
// {
//
// }
protected override void OnEnabled()
{
renderHook?.Dispose();
var cc = Components.Get<CameraComponent>( true );
renderHook = cc.AddHookAfterTransparent( "CCSLensDistortion", 1001, RenderEffect );
}
protected override void OnDisabled()
{
renderHook?.Dispose();
renderHook = null;
}
RenderAttributes attributes = new RenderAttributes();
public void RenderEffect( SceneCamera camera )
{
if ( !camera.EnablePostProcessing )
return;
attributes.Set( "dBarrel", dBarrel );
attributes.Set( "dPin", dPin );
attributes.Set( "CropIn", CropIn );
attributes.Set( "Filter", Filter );
attributes.Set( "dCircle", dCircle );
attributes.Set( "dPanini", dPanini);
Graphics.GrabFrameTexture( "ColorBuffer", attributes );
// Graphics.GrabDepthTexture( "DepthBuffer", attributes );
Graphics.Blit( Material.Load( "materials/postprocess/ccs_lensdistortion.vmat" ), attributes );
}
}