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Started sketching out shaders to do the first part of the composite conversion.
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@ -245,24 +245,67 @@ void CRT::set_rgb_sampling_function(const char *shader)
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_rgb_shader = strdup(shader);
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}
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#pragma mark - Input vertex shader (i.e. from source data to intermediate line layout)
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char *CRT::get_input_vertex_shader()
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{
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return strdup(
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"#version 150\n"
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"in vec2 inputPosition;"
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"in vec2 outputPosition;"
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"in vec2 phaseAndAmplitude;"
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"in float phaseTime;"
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"uniform vec2 textureSize;"
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"uniform float phaseCyclesPerTick;"
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"out vec2 inputPositionVerying;"
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"out float phaseVarying;"
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"void main(void)"
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"{"
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"inputPositionVerying = inputPosition;"
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"gl_Position = vec4(outputPosition.x * 2.0 / textureSize.width - 1.0, outputPosition.y * 2.0 / textureSize.height - 1.0, 0.0, 1.0);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAndAmplitude.x) * 2.0 * 3.141592654;"
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"}");
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}
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char *CRT::get_input_fragment_shader()
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{
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const char *composite_shader = _composite_shader;
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if(!composite_shader)
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{
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}
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return get_compound_shader(
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"#version 150\n"
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"in vec2 inputPositionVerying;"
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"in float phaseVarying;"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(composite_sample(inputPositionVarying, phaseVarying), 0.0, 0.0, 1.0);"
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"}"
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, composite_shader);
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}
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#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
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#pragma mark - Output vertex shader
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char *CRT::get_output_vertex_shader()
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{
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// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// from integral to floating point.
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return strdup(
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"#version 150\n"
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@ -305,6 +348,8 @@ char *CRT::get_output_vertex_shader()
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"}");
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}
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#pragma mark - Output fragment shaders; RGB and from composite
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char *CRT::get_rgb_output_fragment_shader()
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{
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return get_output_fragment_shader(_rgb_shader);
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@ -343,6 +388,20 @@ char *CRT::get_output_fragment_shader(const char *sampling_function)
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, sampling_function);
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}
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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@ -376,6 +435,8 @@ char *CRT::get_output_fragment_shader(const char *sampling_function)
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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//}
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#pragma mark - Shader utilities
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char *CRT::get_compound_shader(const char *base, const char *insert)
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{
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size_t totalLength = strlen(base) + strlen(insert) + 1;
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@ -384,6 +445,8 @@ char *CRT::get_compound_shader(const char *base, const char *insert)
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return text;
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}
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#pragma mark - Program compilation
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void CRT::prepare_rgb_output_shader()
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{
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char *vertex_shader = get_output_vertex_shader();
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