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https://github.com/TomHarte/CLK.git
synced 2024-12-26 09:29:45 +00:00
Got rigorous on exceptions, started working towards having a working 'composite' shader at the same time as having a working RGB shader.
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@ -232,7 +232,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// transfer to screen
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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compositeTexture->bind_texture();
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perform_output_stage(output_width, output_height, rgb_shader_program.get());
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perform_output_stage(output_width, output_height, composite_output_shader_program.get());
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}
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else
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perform_output_stage(output_width, output_height, rgb_shader_program.get());
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@ -463,32 +463,17 @@ char *OpenGLOutputBuilder::get_output_vertex_shader()
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char *OpenGLOutputBuilder::get_rgb_output_fragment_shader()
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{
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return get_output_fragment_shader(_rgb_shader);
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return get_output_fragment_shader(_rgb_shader, "uniform usampler2D texID;", "rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying)");
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}
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char *OpenGLOutputBuilder::get_composite_output_fragment_shader()
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{
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return strdup(
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"#version 150\n"
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"in float lateralVarying;"
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"in float alpha;"
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"in vec2 srcCoordinatesVarying;"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"void main(void)"
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"{"
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"fragColour = vec4(texture(texID, srcCoordinatesVarying).rgb, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
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"}"
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);
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return get_output_fragment_shader("", "uniform sampler2D texID;", "texture(texID, srcCoordinatesVarying).rgb");
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}
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char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function)
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char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function)
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{
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return get_compound_shader(
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char *complete_header = get_compound_shader(
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"#version 150\n"
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"in float lateralVarying;"
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@ -499,20 +484,25 @@ char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_funct
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"out vec4 fragColour;"
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// "uniform usampler2D texID;"
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"uniform sampler2D texID;"
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// "uniform sampler2D shadowMaskTexID;"
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"\n%s\n"
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// "uniform sampler2D shadowMaskTexID;",
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"%s\n%%s\n",
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header);
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char *complete_body = get_compound_shader(
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"%%s\n"
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"void main(void)"
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"{"
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// "fragColour = vec4(srcCoordinatesVarying.rg, 0.0, 1.0);" //
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"fragColour = vec4(texture(texID, srcCoordinatesVarying).rgb, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
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// "fragColour = vec4(srcCoordinatesVarying.y / 4.0, 0.0, 0.0, 1.0);"//texture(texID, srcCoordinatesVarying).rgba;" //
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// "fragColour = vec4(rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying), clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
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"}"
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, sampling_function);
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"fragColour = vec4(%s, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));"
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"}",
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fragColour_function);
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char *top = get_compound_shader(complete_header, sampling_function);
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free(complete_header);
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char *result = get_compound_shader(complete_body, top);
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free(complete_body);
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return result;
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}
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#pragma mark - Shader utilities
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@ -621,7 +611,15 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_output_shader(char
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if(vertex_shader && fragment_shader)
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{
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shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, nullptr));
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OpenGL::Shader::AttributeBinding bindings[] =
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{
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{"position", 0},
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{"srcCoordinates", 1},
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{"lateralAndTimestampBaseOffset", 2},
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{"timestamp", 3},
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{nullptr}
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};
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shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, bindings));
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shader_program->bind();
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windowSizeUniform = shader_program->get_uniform_location("windowSize");
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@ -659,7 +657,6 @@ void OpenGLOutputBuilder::prepare_rgb_output_shader()
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void OpenGLOutputBuilder::prepare_composite_output_shader()
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{
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// rgb_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
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composite_output_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
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}
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@ -65,7 +65,7 @@ class OpenGLOutputBuilder {
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char *get_output_vertex_shader();
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char *get_output_fragment_shader(const char *sampling_function);
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char *get_output_fragment_shader(const char *sampling_function, const char *header, const char *fragColour_function);
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char *get_rgb_output_fragment_shader();
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char *get_composite_output_fragment_shader();
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@ -26,12 +26,14 @@ GLuint Shader::compile_shader(const char *source, GLenum type)
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{
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GLint logLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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if(logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetShaderInfoLog(shader, logLength, &logLength, log);
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printf("Compile log:\n%s\n", log);
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free(log);
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}
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throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
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#endif
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@ -71,6 +73,7 @@ Shader::Shader(const char *vertex_shader, const char *fragment_shader, const Att
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printf("Link log:\n%s\n", log);
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free(log);
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}
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throw ProgramLinkageError;
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}
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#endif
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}
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@ -14,13 +14,19 @@
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namespace OpenGL {
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class Shader {
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public:
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enum {
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VertexShaderCompilationError,
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FragmentShaderCompilationError,
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ProgramLinkageError
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};
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struct AttributeBinding {
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const GLchar *name;
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GLuint index;
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};
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/*!
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Constructs a shader, comprised of:
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param attribute_bindings Either @c nullptr or an array terminated by an entry with a @c nullptr-name of attribute bindings.
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@ -47,6 +53,7 @@ namespace OpenGL {
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*/
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GLint get_uniform_location(const GLchar *name);
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private:
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GLuint compile_shader(const char *source, GLenum type);
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GLuint _shader_program;
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