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Updated documentation, taking the opportunity to improve a parameter name.
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@ -23,7 +23,7 @@ namespace {
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};
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}
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std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *output_colour, bool use_usampler)
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std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler)
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{
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const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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@ -21,33 +21,40 @@ public:
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Constructs and returns an instance of OutputShader. OutputShaders are intended to read source data
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from a texture and draw a single raster scan containing that data as output.
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The fragment shader should expect to receive the inputs:
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Does not catch any of the exceptions potentially thrown by `Shader::Shader`.
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in float lateralVarying;
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in vec2 srcCoordinatesVarying;
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in vec2 iSrcCoordinatesVarying;
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All instances of OutputShader are guaranteed to use the same attribute locations for their inputs.
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If `use_usampler` is `true` then a `uniform usampler2D texID` will be used as the source texture.
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Otherwise it'll be a `sampler2D`.
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@param fragment_methods A block of code that will appear within the global area of the fragment shader.
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`lateralVarying` is a value in radians that is equal to 0 at the centre of the scan and ± a suitable
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angle at the top and bottom extremes.
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@param colour_expression An expression that should evaluate to a `vec3` indicating the colour at the current location. The
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decision should be a function of the uniform `texID`, which will be either a `usampler2D` or a `sampler2D` as per the
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`use_usampler` parameter, and the inputs `srcCoordinatesVarying` which is a location within the texture from which to
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take the source value, and `iSrcCoordinatesVarying` which is a value proportional to `srcCoordinatesVarying` but scaled
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so that one unit equals one source sample.
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`srcCoordinatesVarying` is a value representing the coordinates for source data in the texture
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attached to the sampler `texID`.
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`iSrcCoordinatesVarying` is a value corresponding to `srcCoordinatesVarying` but scaled up so that
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one unit is the width of one source sample.
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Does not catch any exceptions raised by `Shader::Shader`.
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@param use_usampler Dictates the type of the `texID` uniform; will be a `usampler2D` if this parameter is `true`, a
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`sampler2D` otherwise.
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@returns an instance of OutputShader.
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*/
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static std::unique_ptr<OutputShader> make_shader(const char *fragment_methods, const char *output_colour, bool use_usampler);
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static std::unique_ptr<OutputShader> make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler);
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using Shader::Shader;
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/*!
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Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels, ensuring
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the largest possible drawing size that allows everything within `visible_area` to be visible.
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*/
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void set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area);
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/*!
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Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data.
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*/
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void set_source_texture_unit(GLenum unit);
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/*!
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Binds this shader and configures its understanding of how to map from the source vertex stream to screen coordinates.
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*/
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void set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider);
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private:
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