Fish eye correction
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This commit is contained in:
2026-05-03 12:19:45 +10:00
parent 254d4cd070
commit 902f46774f
2 changed files with 195 additions and 0 deletions

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{
"id": "fisheye-reproject",
"name": "Fisheye Reproject",
"description": "Inverse-projects a cropped fisheye source into a virtual rectilinear or cylindrical camera view with pan, tilt, and roll controls.",
"category": "Projection",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "lensFovDegrees",
"label": "Lens FOV",
"type": "float",
"default": 190.0,
"min": 1.0,
"max": 220.0,
"step": 0.1
},
{
"id": "center",
"label": "Optical Center",
"type": "vec2",
"default": [0.5, 0.5],
"min": [0.0, 0.0],
"max": [1.0, 1.0],
"step": [0.001, 0.001]
},
{
"id": "radius",
"label": "Fisheye Radius",
"type": "vec2",
"default": [0.5, 0.885],
"min": [0.001, 0.001],
"max": [2.0, 2.0],
"step": [0.001, 0.001]
},
{
"id": "virtualFovDegrees",
"label": "Virtual FOV",
"type": "float",
"default": 75.0,
"min": 1.0,
"max": 175.0,
"step": 0.1
},
{
"id": "panDegrees",
"label": "Pan",
"type": "float",
"default": 0.0,
"min": -180.0,
"max": 180.0,
"step": 0.1
},
{
"id": "tiltDegrees",
"label": "Tilt",
"type": "float",
"default": 0.0,
"min": -120.0,
"max": 120.0,
"step": 0.1
},
{
"id": "rollDegrees",
"label": "Roll",
"type": "float",
"default": 0.0,
"min": -180.0,
"max": 180.0,
"step": 0.1
},
{
"id": "fisheyeModel",
"label": "Fisheye Model",
"type": "enum",
"default": "equidistant",
"options": [
{ "value": "equidistant", "label": "Equidistant" },
{ "value": "equisolid", "label": "Equisolid" },
{ "value": "stereographic", "label": "Stereographic" },
{ "value": "orthographic", "label": "Orthographic" }
]
},
{
"id": "outputProjection",
"label": "Output Projection",
"type": "enum",
"default": "rectilinear",
"options": [
{ "value": "rectilinear", "label": "Rectilinear" },
{ "value": "cylindrical", "label": "Cylindrical" }
]
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [0.0, 0.0, 0.0, 1.0]
}
]
}

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static const float PI = 3.14159265358979323846;
float radiansFromDegrees(float degrees)
{
return degrees * (PI / 180.0);
}
float3 rotateX(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(ray.x, c * ray.y - s * ray.z, s * ray.y + c * ray.z);
}
float3 rotateY(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * ray.x + s * ray.z, ray.y, -s * ray.x + c * ray.z);
}
float3 rotateZ(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * ray.x - s * ray.y, s * ray.x + c * ray.y, ray.z);
}
float3 buildRectilinearRay(float2 screen, float outputAspect, float tanHalfFov)
{
return normalize(float3(screen.x * outputAspect * tanHalfFov, screen.y * tanHalfFov, 1.0));
}
float3 buildCylindricalRay(float2 screen, float outputAspect, float tanHalfFov)
{
float horizontalFov = 2.0 * atan(outputAspect * tanHalfFov);
float yaw = screen.x * horizontalFov * 0.5;
float vertical = screen.y * tanHalfFov;
return normalize(float3(sin(yaw), vertical, cos(yaw)));
}
float normalizedFisheyeRadius(float theta, float halfFov)
{
float safeHalfFov = max(halfFov, 0.0001);
if (fisheyeModel == 1)
{
return sin(theta * 0.5) / max(sin(safeHalfFov * 0.5), 0.0001);
}
else if (fisheyeModel == 2)
{
return tan(theta * 0.5) / max(tan(safeHalfFov * 0.5), 0.0001);
}
else if (fisheyeModel == 3)
{
return sin(theta) / max(sin(safeHalfFov), 0.0001);
}
return theta / safeHalfFov;
}
float4 shadeVideo(ShaderContext context)
{
float2 screen = float2(context.uv.x * 2.0 - 1.0, 1.0 - context.uv.y * 2.0);
float outputAspect = context.outputResolution.x / max(context.outputResolution.y, 1.0);
float virtualFov = radiansFromDegrees(clamp(virtualFovDegrees, 1.0, 175.0));
float tanHalfFov = tan(virtualFov * 0.5);
float3 ray = outputProjection == 1
? buildCylindricalRay(screen, outputAspect, tanHalfFov)
: buildRectilinearRay(screen, outputAspect, tanHalfFov);
ray = rotateZ(ray, radiansFromDegrees(rollDegrees));
ray = rotateX(ray, radiansFromDegrees(-tiltDegrees));
ray = rotateY(ray, radiansFromDegrees(panDegrees));
float halfFov = radiansFromDegrees(clamp(lensFovDegrees, 1.0, 220.0) * 0.5);
float theta = acos(clamp(ray.z, -1.0, 1.0));
if (theta > halfFov)
return outsideColor;
float phi = atan2(ray.y, ray.x);
float fisheyeRadius = normalizedFisheyeRadius(theta, halfFov);
float2 sourceUv = float2(
center.x + cos(phi) * fisheyeRadius * radius.x,
center.y - sin(phi) * fisheyeRadius * radius.y
);
if (sourceUv.x < 0.0 || sourceUv.x > 1.0 || sourceUv.y < 0.0 || sourceUv.y > 1.0)
return outsideColor;
return sampleVideo(sourceUv);
}