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Takes a first shot at re[re,re]-implementing composite colour decoding.
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@ -428,7 +428,7 @@ 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, ColourSpace colour_space) {
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display_type = DisplayType::CompositeMonochrome; // Just a test.
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display_type = DisplayType::CompositeColour; // Just a test.
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// Compose a vertex shader. If the display type is RGB, generate just the proper
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// geometry position, plus a solitary textureCoordinate.
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@ -526,7 +526,13 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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break;
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case DisplayType::CompositeColour:
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// TODO
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vertex_shader +=
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"float centreCoordinate = mix(startClock, endClock, lateral);"
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"float samplesPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 32.0);"
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"textureCoordinates[0] = vec2(centreCoordinate - 0.375*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[1] = vec2(centreCoordinate - 0.125*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[2] = vec2(centreCoordinate + 0.125*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[3] = vec2(centreCoordinate + 0.375*samplesPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
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break;
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case DisplayType::SVideo:
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@ -546,13 +552,52 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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"uniform mat3 rgbToLumaChroma;";
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}
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if(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) {
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fragment_shader +=
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"float composite_sample(vec2 coordinate, float angle) {";
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switch(input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return texture(textureName, coordinate).r;";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return texture(textureName, coordinate)[iPhase];";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = texture(textureName, coordinate).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return mix(yc.x, yc.y * rawChroma, compositeAmplitude);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
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break;
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}
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fragment_shader += "}";
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}
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fragment_shader +=
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"void main(void) {"
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"vec3 fragColour3;";
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switch(display_type) {
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case DisplayType::RGB:
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// Easy, just copy across.
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fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;";
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break;
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@ -561,53 +606,48 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_t
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break;
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case DisplayType::CompositeColour:
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// TODO
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fragment_shader +=
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// Figure out the four composite angles. TODO: make these an input?
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"vec4 angles = vec4("
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"compositeAngle - 2.356194490192345,"
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"compositeAngle - 0.785398163397448,"
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"compositeAngle + 0.785398163397448,"
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"compositeAngle + 2.356194490192345"
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");"
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// Sample four times over, at proper angle offsets.
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"vec4 samples = vec4("
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"composite_sample(textureCoordinates[0], angles[0]),"
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"composite_sample(textureCoordinates[1], angles[1]),"
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"composite_sample(textureCoordinates[2], angles[2]),"
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"composite_sample(textureCoordinates[3], angles[3])"
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");"
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// Take the average to calculate luminance, then subtract that from all four samples to
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// give chrominance.
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"float luminance = dot(samples, vec4(0.25));"
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"samples -= vec4(luminance);"
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// Split and average chrominance.
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"vec2 channels = vec2("
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"dot(cos(angles), samples),"
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"dot(sin(angles), samples)"
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") / vec2(2.0);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
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break;
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case DisplayType::CompositeMonochrome: {
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switch(input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((compositeAngle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"fragColour3 = vec3(texture(textureName, textureCoordinate)[iPhase]);";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = texture(textureName, textureCoordinate).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(compositeAngle + phaseOffset);"
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"float level = mix(yc.x, yc.y * rawChroma, compositeAmplitude);"
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"fragColour3 = vec3(level);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * texture(textureName, textureCoordinate).rgb;"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"float level = mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);"
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"fragColour3 = vec3(level);";
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break;
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}
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} break;
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case DisplayType::CompositeMonochrome:
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fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
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break;
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}
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// TODO gamma and range corrections.
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fragment_shader +=
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"fragColour = vec4(fragColour3, 0.64);"
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"}";
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// TODO gamma and range corrections.
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const auto shader = new Shader(
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vertex_shader,
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fragment_shader,
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