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Shunts output shader to its proper place.
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906a2ff6eb
commit
028e530232
@ -287,21 +287,7 @@ void ScanTarget::setup_pipeline() {
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processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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// Establish an output shader. TODO: add proper decoding and gamma correction here.
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output_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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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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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
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"}",
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attribute_bindings(ShaderType::Line)
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));
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output_shader_ = conversion_shader(modals_.input_data_type, modals_.display_type, modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_);
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Line, *output_shader_);
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@ -310,22 +296,6 @@ void ScanTarget::setup_pipeline() {
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output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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// switch(modals_.composite_colour_space) {
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// case ColourSpace::YIQ: {
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// const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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// const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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// shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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// shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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// } break;
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//
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// case ColourSpace::YUV: {
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// const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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// const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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// shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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// shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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// } break;
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// }
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// Establish an input shader.
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input_shader_ = composition_shader(modals_.input_data_type);
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glBindVertexArray(scan_vertex_array_);
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@ -421,7 +421,36 @@ std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_
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}
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std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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return nullptr;
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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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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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
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"}",
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attribute_bindings(ShaderType::Line)
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));
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// switch(modals_.composite_colour_space) {
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// case ColourSpace::YIQ: {
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// const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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// const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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// shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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// shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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// } break;
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//
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// case ColourSpace::YUV: {
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// const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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// const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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// shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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// shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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// } break;
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// }
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}
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//
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