2018-11-12 02:41:13 +00:00
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//
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// ScanTargetVertexArrayAttributs.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 11/11/2018.
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// Copyright © 2018 Thomas Harte. All rights reserved.
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//
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#include "ScanTarget.hpp"
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using namespace Outputs::Display::OpenGL;
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2018-11-12 23:56:54 +00:00
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std::string ScanTarget::glsl_globals(ShaderType type) {
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2018-11-12 02:41:13 +00:00
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switch(type) {
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case ShaderType::Scan:
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return
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2018-11-12 04:23:42 +00:00
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"#version 150\n"
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2018-11-12 02:41:13 +00:00
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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2018-11-14 02:15:33 +00:00
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"uniform float processingWidth;"
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2018-11-12 02:41:13 +00:00
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"in vec2 startPoint;"
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"in float startDataX;"
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"in float startCompositeAngle;"
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"in vec2 endPoint;"
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"in float endDataX;"
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"in float endCompositeAngle;"
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"in float dataY;"
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2018-11-12 23:56:54 +00:00
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"in float lineY;";
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2018-11-12 04:23:42 +00:00
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2018-11-12 23:56:54 +00:00
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case ShaderType::Line:
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return
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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2018-11-14 02:15:33 +00:00
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"uniform float processingWidth;"
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2018-11-12 23:56:54 +00:00
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"in vec2 startPoint;"
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2018-11-14 02:15:33 +00:00
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"in vec2 endPoint;"
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"in float lineY;";
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2018-11-12 23:56:54 +00:00
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}
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}
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2018-11-16 02:02:46 +00:00
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std::string ScanTarget::glsl_default_vertex_shader(ShaderType type, bool unsigned_sampler) {
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const std::string prefix = unsigned_sampler ? "uniform usampler2D textureName;" : "uniform sampler2D textureName;";
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2018-11-13 01:15:38 +00:00
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switch(type) {
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case ShaderType::Scan:
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2018-11-13 03:52:26 +00:00
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return
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2018-11-16 02:02:46 +00:00
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prefix +
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2018-11-13 03:52:26 +00:00
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"out vec2 textureCoordinate;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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2018-11-14 02:15:33 +00:00
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
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2018-11-13 03:52:26 +00:00
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"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
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"}";
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2018-11-13 01:15:38 +00:00
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case ShaderType::Line:
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2018-11-12 23:56:54 +00:00
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return
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2018-11-16 02:02:46 +00:00
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prefix +
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2018-11-14 02:15:33 +00:00
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"out vec2 textureCoordinate;"
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2018-11-12 04:23:42 +00:00
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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2018-11-14 02:15:33 +00:00
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"textureCoordinate = vec2(lateral * processingWidth, lineY) / vec2(1.0, textureSize(textureName, 0).y);"
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2018-11-12 23:23:45 +00:00
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"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
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"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
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2018-11-15 01:10:38 +00:00
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"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (centrePoint + height);"
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2018-11-12 23:28:09 +00:00
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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2018-11-12 04:23:42 +00:00
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"}";
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2018-11-13 01:15:38 +00:00
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}
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2018-11-12 02:41:13 +00:00
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}
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void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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switch(type) {
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case ShaderType::Scan:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].x)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "DataX",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
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1);
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target.enable_vertex_attribute_with_pointer(
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prefix + "CompositeAngle",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].composite_angle)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"dataY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, data_y)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, line)),
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1);
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break;
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case ShaderType::Line:
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for(int c = 0; c < 2; ++c) {
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const std::string prefix = c ? "end" : "start";
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target.enable_vertex_attribute_with_pointer(
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prefix + "Point",
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2, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
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1);
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}
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2018-11-14 02:15:33 +00:00
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, line)),
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1);
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2018-11-12 02:41:13 +00:00
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break;
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}
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}
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2018-11-16 02:02:46 +00:00
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std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, OutputType output_type) {
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bool unsigned_sampler = false;
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std::string fragment_shader =
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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unsigned_sampler = true;
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case InputDataType::Luminance8:
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fragment_shader +=
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unsigned_sampler ? "uniform usampler2D" : "uniform sampler2D";
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fragment_shader +=
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" textureName;"
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"void main(void) {";
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switch(output_type) {
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case OutputType::RGB:
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr, 1.0);";
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break;
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default:
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).r, 0.0, 0.0, 1.0);";
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break;
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}
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fragment_shader += "}";
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break;
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// SVideo,
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// CompositeColour,
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// CompositeMonochrome
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case InputDataType::Phase8Luminance8:
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return nullptr;
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// fragment_shader +=
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// "uniform sampler2D textureName;"
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// "void main(void) {";
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//
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// switch(output_type) {
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// default: return nullptr;
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//
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// case OutputType::SVideo:
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// break;
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//// CompositeColour,
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//// CompositeMonochrome
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// }
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//
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// fragment_shader += "}";
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// break;
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case InputDataType::Red1Green1Blue1:
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// TODO: write encoding functions for RGB -> composite/s-video.
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unsigned_sampler = true;
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fragment_shader +=
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"uniform usampler2D textureName;"
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"void main(void) {"
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(uvec3(textureValue) & uvec3(4u, 2u, 1u), 1.0);"
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"}";
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break;
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case InputDataType::Red2Green2Blue2:
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break;
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case InputDataType::Red4Green4Blue4:
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break;
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 1.0);"
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"}";
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break;
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}
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan, unsigned_sampler),
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fragment_shader
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));
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}
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